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nubitoad

94
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A member registered Oct 21, 2015 · View creator page →

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Sure, go ahead.

Out of the hex-based games I played, this is one of the most polished. The mechanics and art match perfectly. Congrats!

I was confused at first and thought the first screen was the whole game. Interesting idea though. I like the love you put into the art too. Congrats!

Fun browser game. Consistent art style. I feel there's a bigger game that can come out of this. Congrats!

Oh man! I wonder if other people are running into the same :/

5/5 game design. The live viewer count is brilliant, compared to filling a random bar. I'm particularly remembering gta and saints row missions where you had to do stunts or collect footage, and it was about filling a bar in the UI. These missions would do a lot better with this concept. Congrats!

Best game into/tutorial I've seen in this jam. Great consistent art. And bgm is suitable and not over the top, unlike most of the games I played. Congrats sir!

Was a bit hard to control with the close camera, but I like how you set the player up, and I could immediately understand the goal. Cool art too. Congrats!

Loved the boss and his enterance music haha. The art style reminds me of PS1 games. The viewing angle, even though restricted, gave me the feeling that the world is real and has more depth than what's on the surface. Good job!

Very good take on the theme. I especially like how things get more trippy as time passes. It got me a bit dizzy not gonna lie. Full immersion haha. Congrats!

Nice atmosphere. Very simple, yet you gave me an idea of how a more complete version of the game would look like. I got stuck after entering doors sometimes, but nothing a restart couldn't fix. Anyways, good job!

BRO! This is super cool. Your game loop is tight. It did actually make me anxious as if I was out on the street surveying random people. I could see a bigger version of this that's like Papers Please, where you have to survive on the goernment's paycheck, and every month you have to campaign one issue for the ruling party or something like that. Bravo!

Very good interpretation of the theme. Awesome tutorial that didn't feel like chore to go through. Consistent art style. And great potential for an expanded version. Congrats dude!

A very lean prototype. I like it. Was a bit tough for me to finish, but I enjoyed the setting. Congrats!

Short. Sweet. And to the point. I like how you were able to be scrappy for the jam, but still give me a pretty good idea of the intended art style if you had time to polish. Good job!

Creative concept. Nostalgic yet modern. And I could see it as a full game. Congrats!

So much polish in this one! I kept getting the bad ending, but maybe because I don't play visual novels often. Anyways, congrats!

Bro! This is hilarious! I like the concept, the art, and the music. How did you make the art?

I  like your take on the theme too! I tried to do the same but didn't have enough time:( Anyways, congrats!

Great prototype! Something about the viewing angle, the character, and the post-processing effects makes me want to play more of this--like with more content I mean. Congrats!

Very cozy, then it gets intense! It's got a nice polish too! Congrats!

Thanks for playing! Check the spoilers in the game description above. You can decrypt the last conversation here https://www.dcode.fr/caesar-cipher.

Uh oh! Sorry about that!

Yeah executing this on mobile sounds like a lot of work :D But definitely worth it!

You can always make new friends :P

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Just like how Portal is an awesome game on controlling and folding space, I want to do something on controlling time. Here's my attempt from LD47. Would love to hear your feedback so I can try to tweak the design and find better mechanics. OR if you know of similar games / have your ideas, tell me so I can try them :)

https://msiddeek.itch.io/tempus-locus


Problems I ran into with making the mechanics:
* What does it mean to fold/manipulate time? I thought of Portal's "bring a different space from the current time to me", and I swapped time and space,  so I got "bring a different time from the current space to me". 
* What game genres work here? Action? Puzzle? RPG? FPS? Puzzle seemed like the obvious choice since Portal was my inspiration.
* How to decide which time to bring back? In Portal  you point. In this game of mine you hit "Record"?
* How to decide how to play that time back? I had what you "Recorded" looping, to match the theme of Ludum Dare (Stuck in a Loop).
* Altering the past did not feel right because it already happened, so some of the mechanics can feel a bit inconsistent to avoid that. For example, if you collide with your past self, it should be able to affect you, but no the other way around. However the physical question remains: If past self is exerting some force on future self, should past self feel the opposite force?

Again, would love to hear your theories on how to solve these while not causing any logical paradoxes :D

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Thanks a lot for the video! Seems like two levels were swapped in the build, which caused some of your struggle. You did very good compared to my friends I tested this with though :)

Yeah I got similar complaints on explaining the mechanic. Maybe I'll fix after the jam. Thanks for the feedback!

Haha! Thanks for playing.

Sorry, that's terrible. Try WASD?

Haha! Thanks!

Haha!

Thanks a lot for the suggestions! And I'm glad you liked it!

Of course! Feel free to use my game any way you like yeah!

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Check the game page. It has the encoded messages already. And thanks for playing!

I love this! I'm bad at chess, so when you say, "randomness not only skill," I say, "I am in!"

I want to play this more after the jam once the bugs are fixed!

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Nice short story. The simple art style and how it contrasted the colorful video game fit the story nicely. Too bad you didn't manage to submit, I would've given you 5 stars :) Would love to see more!

Btw, what is this built with?

Wow! That's a lot of assets! Didn't feel like a jam game. Nice!

Thanks for the feedback and for playing :)

Thanks for the feedback!

I've been getting mixed feedback on the puzzles. Some say easy and some say hard. Sadly for my aesthetic choices to make sense, you'd have to finish the game. I should probably work on having the game pull people in better.