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A member registered May 21, 2020 · View creator page →

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The very meaning of 'Built to Scale'. Good to see this idea come to fruition. Puzzles were very creative and presentation of the scenes were so cool!

TRULY A GAME FOR THE GYM BROS AND GYM GALS!

This is so simple yet so cool!

This is incredible!! Art style and music is cute and cozy, gameplay is kinda chaotic especially with the janky scale but it adds to the enjoyment and memorability a lot!

Very creative way to use scales to match the theme! Game is enjoyable and cute

I always wanted to see a theatre-based game! This was quite a cool experience, and was surprisingly polished in such little time.

 Minor nit pick was that the offstage area was quite small, so the actors end up jumbled together and was quite hard to select a specific actor

Terrifying atmosphere, although I wished the player was able to instill much more fear towards the monsters. Still feels like I am more afraid of them than they are of me.

Had fun with this hilarious little game. Objects keep sinking through the floor once I grabbed them tho, including one of the body parts.

Great spin of a great meme into a great game. The graphics were incredible and fit the 90's bowling alley aesthetic well. Tiny nitpick was that I hoped that the game got a bit more challenging as time progresses but it was still enjoyable overall. The strike clip when the player loses is a nice touch as well.

This game is incredibly polished, and is a wonderfully executed take on the theme. There was a surprisingly high amount of strategy involved with sabotaging the enemy as much as possible, especially with the move charges involved. Great work!

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Brilliant concept of an fps and bullet hell combined!

I think there was a bug during my playthrough where if I get shot while reloading the bullets start flying everywhere and I could not reload anymore even though I was out of ammo. Not sure if this was intended, but it was fun either way,

The concept of this game is absolutely fantastic and has a lot of potential for interesting challenges. I couldn't exactly finish the second level but I almost got there.

The story was really funny. Got a real good laugh out of it. And it was a really cool moment when you begin to see what the game was about.

The character placement was a bit weird but fun once you understand it. Art and flavour text was a vibe and absolutely hilarious and that's what made the experience really enjoyable.

This was really fun! Especially loved the chaotic movements of the player, makes you really think about our sporadic choices when we play platformer games, so it really fits the theme.

I personally think that it was not necessary to allow the player to pan the camera, but it does make the game more enjoyable for more people so I'm all for it.

I think this is the exact game everyone wanted to make when the theme was revealed, where the player plays against themselves from the past but scrapped the idea because we lacked the technological know-how to pull it off. Glad to see that that was explored here.

However, I do feel like there is a lack of a challenge here since the player gets to set the difficulty for themselves.

This would have been really cool to see if it was well polished. All the assets and music were phenomenal.

The art for this game was incredible, even though most of the gameplay was through UI only.  I was hoping the adventurers would join or leave the table as they left or finished the quests.

Gameplay was fun, but was hoping for more of a challenge. Maybe have the quests be time-sensitive and have them expire if no party is assigned to them quick enough, or an extremely hard quest with higher risks and rewards.

A cool mechanic is to have some mercenaries to fill for a party for a specific quest, so that a party that almost fits the quest requirements can be improved for higher odds to complete the quest.

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I actually love this so much! It's quite clever to use the fog of war and cone vision gameplay feature to be used in this way. With more polish (especially by making the move around the map) this could be one of the coolest games in the jam.

P.S. as someone that has been through the experience of learning coding a game for the first time as part of a game jam, I completely feel and understand the struggle. Keep up the good work!

Interesting concept that has a lot of potential with more challenges and random events. As of now, I think that there isn't enough feedback for how well the player is doing, the score itself is not enough of an indicator of how well the match was made.

I love coffee and I love this game.

Extremely fun game. There's a lot of resource management going on with random dice. Rock tower might be slightly too powerful.

Really fun gameplay. I think the manual dice rolling kinda gets repetitive after a bit, and it gets confusing after a while since the dice start at 1. Maybe a different color for unrolled dice or a ? symbol could clear things up. Also it was unclear to me that the player needs attack and to walk over an enemy to kill them.

Simple but cool artstyle. Gameplay is challenging and easy to understand, except the first few levels where there isn't a second dice and the UI says +=6, which means something completely different to a programmer. But it still easy to overcome then once I rolled around to get a 6.

Art and combat design is fantastic. 

Wished the dice roll results were viewed from a top-down perspective to be more clear and exciting, and that we could choose the enemy we want to attack instead of in Middle>Bottom>Top order. Also somewhat unclear how much energy some dice use until you really look into it. 

Visuals and gameplay were great. My only critique is that the enemy dice still kills you once it's already on the table until the next dice is spawned, and that some buff/debuff values need tweaking. Overall fun game!

Fun game, but would have liked to see more exploration on the concept, such as having penalties also based on the dice number when the ball leaves the field, or some random power ups spawning around the map.

There's no feedback on what item I have equipped, so the E key is somewhat confusing to me. Also it wasn't immediately clear that right click pulls out the pistol when the pistol is equipped. Didn't get to enjoy the gameplay much due to confusing controls and mouse sensibility that was too high.