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Daniel Graves

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A member registered Apr 07, 2020 · View creator page →

Creator of

Recent community posts

Thank you so much!! We've been considering expanding it since a bunch of people seemed to be interested. Thank you for playing and glad you had fun!

I love twisting people's expectations so I'm especially glad the worm survived the cut. Thank you so much for playing, and so happy to hear you liked it that much!

We actually overscoped by quite a bit and ended up cutting a lot of content - but still pleasantly surprised that people found the game very polished! One of our biggest focuses for this year was polish, so we treated it as a 2 day jam and used the rest of the time to polish and panic fix things lol.

Thanks so much for the kind words, glad you enjoyed it!!

Thanks for checking out my submission! That behaviour was intentional but for some reason the worm doesn't close in more to hurt you and then push you out of the circle - for some reason if it catches you it'll keep encircling you sadly lol. Thank you for playing and glad you found the loop interesting!

Haha yeah, submarine speed was difficult to determine what felt right because we wanted to enforce exploration but also didn't want it to feel too sluggish. Thanks for the kind words and glad you enjoyed it so much!

As for the UI transition, it's just a bunch of anchored squares that squash and stretch! I attached some screenshots to show how I did it.



That makes me very happy to hear, we were considering expanding on this post-jam. Thanks so much for playing and for your kind words!

Hey CFHM, thanks so much for the really detailed critique! I think this time around we had a bit too much of a focus on how the game looked in comparison to gameplay, I'm very grateful for the feedback on movement and exploration (this project was 100% overscoped and had to be reigned back towards the end lol). This was also the first jam for both artists so I wanted to ensure their abilities played in as much as possible as well.

Thank you again for the detailed review and good luck for the rest of the jam! It was great to hear from you again

Oh my goodness this is amazing

Thank you so much lol, we hoped these characters would also help in making the game more memorable

Great to see you in GMTK again! This was a really really well designed and polished puzzle game, I had a lot of fun playing the entire time (it also humbled me with basic addition lmao). Really simple yet charming art and man the tile movement accompanied with the animation felt so nice, I spent a bit at the start just jumping back and forth. Mechanics were super simple and I learned them very quickly, and every time something new was introduced I felt very excited to see how it would be used. 

Solid submission, best of luck for the rest of the jam!

Hey, great to see you participate in GMTK again! This was a fun submission, puzzles were really well designed and I REALLY liked the artstyle and animations for the left hand side. A very creative take on the theme and especially liked the idea of a scale representing judgement.

Solid entry, great work this year!

I love the simplicity of this entry - presentation as well I feel was one of its strongest points. Good design as well as I figured out almost instantly that you can grow pumpkins with Boo on top to reach higher places (Oh, and the increased pumpkin detail is such a nice touch too). I also really appreciated that restart had to be held down instead of instant.

Gameplay wise, it would be nice if there were a couple of in-between checkpoints especially since the player moves at a relatively slower pace. It would also be great if hazards were made a lot more prominent (or simply more dangerous looking, I didn't the vine-spike thingies at the start would hurt me lol).

Great entry, good luck for the rest of the jam!

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Neat idea, the movement felt really smooth and it was quite fun to play! I absolutely loved the idea of using parts of your own mass to solve puzzles, that was a clever mechanic. I also spent a good 3 minutes at the beginning to see if there was a limit to how much you could be scaled (seems like there isn't which is funny). 

Good entry, I had fun and good luck for the rest of the jam!

This was a neat idea although a little bit tricky to understand at first. Art was charming and I felt bad killing the vegetables and fruit lol. The game fits the theme nicely and I had a lot of fun!

It would be nice if the player was granted invincibility frames after being hit, as especially with that burst attack it's easy to die immediately despite having multiple hearts. Bigger, and more clearer telegraphs or indications an enemy is about to attack would be nice as well since the camera is relatively zoomed out and everything is pixelated.

Great work, good luck for the rest of the jam!

Really fun style, the pixelated graphics were so well done (especially for that opening cutscene, it was so well put together)! Gameplay was also different from what I expected as well, and it took me a bit to realize you had to shoot blocks to make them rotate which was a really neat concept. There was the occasional clipping into falling blocks and sometimes getting softlocked and having to purposely die to reset (though this is probably a skill issue for me), but this was super enjoyable over all, great work!

Absolutely phenomenal sound design, and the style is fantastic. The game was really charming and I found it really funny that the giraffe's neck extends into the actual page banner. Great work, I had a lot of fun!

Thank you so much, this was only possible because of great teammates (including someone to ensure that we weren't at each other's throats). We especially focused on polish and content this year, so happy to hear it paid off and glad you had a good time!

Koko had a great time designing Katherine and we had fun seeing the process and giving suggestions - creating these characters gave the game a lot of charm (At least I hope it does anyway). Thanks so much for playing, glad you enjoyed!

Thank you! Figuring out the boss scanning was tricky since it was segmented and due to time constraints I eventually settled on making it so you only have to scan one of its segments to successfully scan it (though scanning the boss itself also seems to have created more issues).

I'm grateful to the abilities of my teammates to make everything possible, thank you so much for the kind words and glad you had fun!

Thank you so much, super happy you liked the content and atmosphere especially!

Oh wow, thank you so much! We got together in person for the first day and I was extremely nervous about the game's scope and timing, but it seems for the most part it all worked out - I'm extremely proud of my team. Thank you for all the kind words, and super happy you had a good time playing!

Thank you so much! Game pace was a bit tricky especially since we wanted to balance similar submarine mobility with being able to traverse to all parts of the map.

I'll get to rating and reviewing games later today, thanks for playing and rating ours!

Oh yeah, we initially thought of more direct ways of defending yourself especially when we planned for creature AI to be more complex - so glad we reigned that back in favor of just calmly observing fish! Thank you so much for playing, and I'm happy that you enjoyed it!

Thanks so much! This was the first jam for both artists and the other programmer, I'm so happy we worked well as a team and could create something like this in four days. Thank you for playing and the kind words!

I'm glad it all came together, thank you for playing and happy you enjoyed!

Thank you for playing, both artists will be happy to hear that!

Originally we never even mentioned let alone plan for voice acting - in the middle of development I just brought up "What if we gave her a few voice snippets" and luckily Emiliano knew someone with a professional microphone!

Super happy to hear you liked the game, thanks so much for playing and the kind words!

Thank you! I'm glad we worked together well enough to pull this off, thanks so much for playing and happy you enjoyed it!

Funnily enough I don't think anyone in our team has actually played Subnautica, but most of us saw a few clips of it and that inspired various ideas. Thanks so much for the compliments, both artists had a lot of fun designing these characters!

I'm really happy to hear that, we focused extra hard on polish this year! Thanks so much for playing and for the kind words.

Our team has a weird obsession with cats lol, thanks so much for playing and glad you enjoyed!

HAHA we were laughing about doing a blue lobster and a "le fishe au chocolat" for you to scan lol but of course it was low on priorities and it didn't make it sadly. Thank you so much for the kind words, our team used nearly all of the 96 hours and I skipped out on sleeping for two nights

I'm genuinely super happy people seem to enjoy the exploration and mystery aspect of the game, thanks so much for playing!

Thanks so much, so happy to hear that! We seemed to have hyperfocused on polish over actual gameplay but all seems to be well

Thank you for the kind words, I'm super happy to hear that! I hoped we did decently at portraying the ocean as both beautiful and scary lol

It's less about drawing the swordfish and more me deliberately choosing to make its ai a nuisance LOL

Dunno man I think duct tape and hot glue is all you'll need lmao

I love the deep ocean (from a computer screen, I would not be willing to go down in a submarine) and funky looking creatures, so this was really fun to make. Thanks so much for playing, and super glad you enjoyed it! 

I love twisting expectations (in a good way hopefully)

Thanks so much for playing!