Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Morra812

45
Posts
6
Followers
A member registered 57 days ago · View creator page →

Creator of

Recent community posts

Thank you for playing, glad you enjoyed it!

Thank you!

Thanks for playing! Yeah a lot of polish could go into our establish systems, just ran out of time. Glad you enjoyed it! 

Thank you, glad you enjoyed it!

Love the sword sticking into the stone as a mechanic. Felt intentional and had good strategy. Fun game! 

Fun little platformer! Very difficult, as the controls felt (intentionally I think) slippery, but  I enjoyed it all the same. Super meat boy esque in speed and efficiency needed! 

Concept was fun, and after the pain of setting up my UI, I enjoy the meta humor of this. Good work!

Fun little foddian style game. The controls were smooth, and felt great to navigate. Double barrel shotgun was a fun way to include double jump and unique angling from other foddians. Good work! 

I was curious to see how someone would take a Tower Defense style game with the theme. Good execution! Art is great, and was easy to understand. Great submission! 

Fun idea! The western theming was a good iea. The concept has simple to understand, and fun to play. I think having more variation of obstacles would benefit this game. Leaning into trick shots I think would match the theme very well. Great game!

Thank you very much!

Great idea here, I like the idea of trying to not get caught in your saboteur attempts. The actual battle felt strong in design, and my attacks and strong intent and action. Art is great, the town scene in particular is exceptionally well executed. Good work!

Appreciate the kind words and criticisms! We did try and approach this with the idea of "Most farming simulators are about min maxing your how precise your crop cycles are" and to go in tandem with the idea of the story, making that a difficulty seemed like a fun point to jump off of for design to juxtapose the genre. Your own destructive nature is supposed to underscore the messaging of self growth and change.
Now, would this in its current form be successful in a larger scale game? Probably not, I think theres a ton of refinement needed in several areas for an increased scope to make it not insufferable to use for a longer play session. Probably something along the lines of "upgrading accuracy and weapons" so the longer you play, just like our war machine main character, youre are honing in on mastering farming, subsequently getting easier the more you play.
All that said, I'm very happy with where we landed, and glad to see the reception and critiques from others.
Good luck in the jam, and I'm looking forward to trying out your game!  

Thank you for the kind words! We definitely wanted a clunky feel, but making it not "feel bad" was definitely a challenge. I think we found a decent middle ground, but its definitely the area we'd want to hone in and refine the most. Thanks for playing!

Thank you very much! Finding that balance was a fun challenge. Definitely some polish we can push, but I think the ground work is there. Thanks for playing!

One of my favorite movies growing up, and definitely a source of inspiration! 

There’s no honor in war, but there’s great honor in growing the perfect tomato.

Thank you very much! That balance was hard to find, but I think we did good for a 2 week prototype! Glad you found the humor in your own destruction, definitely was the intent :)

Thank you! Yeah trying to find that balance of intentional destruction and living in the chaos to juxtapose the often methodical and precise nature of farming sims was a challenge. If it was to be made into a large project, its the area we'd iterate and hone in on the most. Thanks for playing! 

Thank you for the kind words, your game was a lot of fun as well!

Thank you very much, happy with the direction we were able to take in the time allowance :)

It was definitely a source of insporation. Wanted to capture a smaller world vibe, and he was definitely inspired based on height and size!

thank you for your very kind words. The first thing we thought of was how to subvert the theme in a novel way, and I think we did that very well. If we were to expand this project, what youve mentioned is definitely the goal. Show to good and bad of the post war world and have our character introspectively adapt to what he was, and what he wants to be. Also, from a purely gameplay stand point, having places to move, spend your gathered money on, and other daily tasks al la Stardew Valley would really bolster the day to day tasks. 
Thanks for playing and good luck in the jam! 

Thank you very much, glad you enjoyed it!

Glad you had fun with it! We were hoping to get voice lines in that he would say goofy one liners like "I used to sow destruction, now I sow wheat" but ultimately needed to prioritize on everything else. Thanks again! 

Thank you very much for the kind words! When we heard the theme, we immediately went to how to subvert the themes expectations, and I think we landed on something fun and unique. Hope your submission does well too, I'll be checking it out later!

Haha I hope youre right! Thank you very much for the kind words

Thank you very much! I'm glad you enjoyed the lil experience we were able to get together. Scythe was definitely an inspiration for us! Great game that :) 

Fun and goofy little game. Great and and simple to understand controls. Great little jam project :)

Fun and goofy little game. Great and and simple to understand controls. Great little jam project :)

Very fun concept! I like the idea that youre using words as a weapon for theme implementation. The art style is awesome. That rough feel really helps evoke the tone. I found the discard button a bit hard to click at times, but other than that, I felt the game really excelled. Great work!

Very fun concept! I like the idea that youre using words as a weapon for theme implimentation. The art style is awesome. That rough feel really helps evoke the tone. I found the discard button a bit hard to click at times, but other than that, I felt the game really excelled. Great work!

Great movement controller on this. It felt very fluid and smooth. Retro aesthetic is always a soft spot for me, and this has it to a tee. Great work here, the game was fun, and I can see it being expanded easily!

Appreciate the kind words! The balance of "clunky in a good way" was definitely a tough one to figure out. Something we'd want to polish more given more time. Glad you had fun :)

Very fun game, great and and easy to understand mechanics. It felt engaging, and high action for such simple battle concept. The music, and art is phenomenal here. Very good work.

Very fun game, great and and easy to understand mechanics. It felt engaging, and high action for such simple battle concept. The music, and art is phenomenal here. Very good work.

Nice atmosphere and way to skin a "minigame" game concept. The art was simple, but fitting for the design. I easily understood the objective and was able to in the moment parse what to do "Wario Ware" style. Great work!

Nice atmosphere and way to skin a "minigame" game concept. The art was simple, but fitting for the design. I easily understood the objective and was able to in the moment parse what to do "Wario Ware" style. Great work!

Fun concept! I enjoy the simple to understand mechanics, but has a deeper strategic depth to the games design. I first approached this thinking "Well, if I set it up like this, it should just solve itself", but I ultimately found better ways to min max my soul collection as I played more. 
The art is very pretty, and fits well with the games design. My only note on are is the how to play text was extremely hard for me to read as I found the font undiscernible at times. I only understood the games mechanics after I read the games description. Take that with a grain of salt however, as I have bad dyslexia lol. Great submission!

Fun concept! I enjoy the simple to understand mechanics, but has a deeper strategic depth to the games design. I first approached this thinking "Well, if I set it up like this, it should just solve itself", but I ultimately found better ways to min max my soul collection as I played more. 
The art is very pretty, and fits well with the games design. My only note on are is the how to play text was extremely hard for me to read as I found the font undiscernible at times. I only understood the games mechanics after I read the games description. Take that with a grain of salt however, as I have bad dyslexia lol. Great submission!