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Nothing Exploded

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A member registered Jun 30, 2019 · View creator page →

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I had so much fun playing this! Initially I thought it was a bit brutal, with the boss having so many ways of attacking vs my limited rolls. But I couldn't stop playing! And it made rolling a huge attack so satisfying. 

Highlighting which effect is activated is a nice touch that I was looking out for while playing. 

Great job! 

I like the aesthetic choice, it's really effective!  Struggled with the platforming controls though.

(also had a bit of a laugh then I was caught)

Cool idea and as a few others mentioned it was a bit on the easy side. Still a good entry and polished experience!

Simple yet really effective and fun! Great job.

Such a polished game, well done! I really like the art style and the mechanics are fun.
One small thing is that the randomness sometimes makes the levels incompletable but the reset is quick enough that it's not too much of an issue :)

An all-around fantastic entry! The mechanics are great, the art is well done and cohesive, and there is a good amount of variety to keep things interesting!

I love a good incremental game. A great entry and solid implementation!

Really interesting idea and after several attempts, I finally got 1 point! I find it really difficult to make meaningful choices because I think it was a bit too random and there were too many enemies at the beginning.

Well done on such a solid entry! This really stands out from the other games I've seen.

While the mechanic is simple I felt really absorbed while playing. I really love the atmosphere and tension you managed to create in such a short time.  Great job!

Very cool entry! I like that the player is reliant on random dice rolls, but there's enough room to use those rolls strategically. 

The art is also lovely. Good job! 

Great submission. The music is definitely a highlight, and the art is fantastic (love the palette).

Gameplay is fun, although I did find it a bit overwhelming with lots to keep track of initially. I'm not sure I understood what impact the dice upgrade has on the game, and would definitely have liked to see a way for the player to have some agency over the dice rolls. 

Good job on such a polished experience!

This is well presented. The music and the art make for a relaxing experience, and the theming works well with the game mechanics. 

I would have loved to be able to access the How To Play screen from an in game menu, to use as reference. And some further explanation of the numbers on the board would also have been useful.

Good job!

Nice entry, good job! I like the premise, and the colour palette and art style work well. 

When holding in left click to charge up a throw, the trajectory arc would quickly go off screen and there's no way to pull it back to a better position. 

Thanks for playing! That's a great suggestion, thanks. 

Thanks for playing, carolynneon! Haha, that's interesting! Sounds like you hit a balancing issue we didn't solve for there. 

Thanks Justin! Yeah, the balance is definitely off. But glad you still enjoyed it!

Thanks Jesscapade! That's very kind of you!

Thanks Francois! Agree on there needing to be more of a payoff. We'd like to reward the player for finishing in fewer rounds, so a loot multiplier depending on how many turns were left when you succeeded. And maybe introduce pre- and post-caper upgrades that can be bought with your winnings.

Let's see if we find time for the elusive 'finish up a jam game after the jam'. 

Thanks  gluftur!

Thanks Joey G!

Thanks for playing! There is a slot called 'new recruits' under the 'recruit' section. You can drag a dice in there to get a new batch of recruits. 

We can certainly do better to communicate that to the player!

Thanks Good Bird!

Thanks for playing! It sounds like you hit a bug. When your turns run out, you're supposed to lose and be able to start again. 

Glad you enjoyed it despite the issue. 

Thanks MatyX!

That's very nice to hear. Thanks Jordyn.

What a fantastic entry. It's a very well scoped jam game, and the art, music and SFX make it feel like a well polished package. 

I really enjoyed playing this, and could very much see myself loading this up when I'm travelling or taking a break from work. 

Congratulations. 

This is very cute, and seems like a lot of work to have fit into 48 hours. 

I would have loved to have more agency in the battles. I didn't manage to find any more dice in the tower, and couldn't modify my dice in any way. So I got stuck hoping for the best rather than being strategic in any way. 

My favourite is the 'dah dum' sound effect over the cute soundtrack. 

Good job, folks!

This was fun! Great, clean art style that allows the gameplay to shine, and an engaging loop.  Congratulations.

It took me a minute to figure out what the heck I was doing, but once it clicked it was very satisfying manipulating the board. 

Great job on the entry. 

I like the idea here, and the music and SFX added a great deal to the experience. 

It was difficult to understand the basics of gameplay, and I didn't manage to figure out how to use my coins to buy specific sides of the dice (as it said in the tutorial).

Still, good job on getting it in!

This was fun to play. Using dice as currency, and limiting the inventory, has an interesting impact on the pace of the game. 

When selecting a dice to buff my abilities, I had an issue where the dice was offset from my cursor, so I ended up putting the dice in the wrong slot a couple of times. 

All round well presented. Good job!

I love the clean look of this game, and it's an interesting premise. A few tools - like being able to restart the level, or undo a dice placement - would have been helpful. But good job on getting something in, and making what's there look and sound good. 

Really enjoyed this! It's very satisfying to try and maximise your rolls, and the upgrades add an interesting  layer of strategy. 

Well done!

I thoroughly enjoyed playing this.  With some music, I might have spent all day on it! 

The theme doesn't come through super strongly in this entry, but it's easy to understand and works well. So, good job! 

This was fun, thank you! The levels build on one another well, and the art and music make this feel like a well rounded package. 

This is great! Really well polished, and the art and music fit the experience well. I love that the arenas are also dice, and that enemies spawn according to which face is up. 

Good job on your submission!

Really impressive entry! As others have said, it's amazing how much you got into this jam game. I really liked the animations and the variety of pug emotes were definitely my favourite part. 

Well done!

The colours were well chosen and I like the art direction. I definitely was intrigued enough to want to explore and it pulled me through to the end of the experience.

 While I liked the use of audio, personally I would say that it was a bit too "energetic" which put me a bit on edge which kind of goes against the more zen-like visuals. But that's just me.

Well done on the great entry :)

I really enjoyed this game (once I managed to get the sensitivity right ;) ). 

I hardly know where to start since there is so much good stuff going on in this!

I really like that you went with a mono-modal system. It was a smart choice especially since a bow is usually more tricky to get the hang of. Though hilariously it did remove some upgrades a few times by mistake because of a mixture of split arrows and ricochets.

I like that you went with the bow instead of the default of using a gun. The pullback, reload and having to lob your shots add some good tension. I like the use of stamina draining while you draw and I like the idea of the trade-off of sprinting vs firing but I think the balance was a bit off because I found it quite frustrating at times.  Another minor gripe is that the 

I like that the gold disappears which creates a push forward momentum to the game instead of hiding and being overly cautious.

The arenas were cool, and I liked the variety you gave with the different biomes. One thing I did notice is that the entrance "door" allows you to cheese the enemies by poking out, shooting, and then hiding. I think the door should just disappear and throw you into the thick of it haha.

I know the shop, upgrades, classes system come from autobattlers but it feels like that set of mechanics should have its own name. I've been quite into those games lately and was wondering which inspired you to add them in? You managed to get a really good breadth of abilities and synergies which is super cool! I imagine it's a tough thing to balance but the randomness definitely helps in that regard.

Honestly, the only the main issue I had was with balance, the shop upgrades needing to get a bit more expensive over time, the enemies getting a bit stronger (and maybe have a bit of archetype variety) but I can imagine that that was more down to lack of time than anything else. I hope you work on this some more. I'd love to see where you go with it :)

Overall I can't believe how much you got done just by yourself. Big props to you!

-Ben

Really cool that you managed to get the networking working so well in such a short time!  Was intrigued by the images under the grass but didnt figure out what to do with them.