Skip to main content

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

OllieOA

70
Posts
23
Followers
4
Following
A member registered Sep 09, 2021 · View creator page →

Creator of

Recent community posts

Thanks for playing!

Thank you for the well-thought out critiques. Great idea to suggest a one-per-train tile replace resource. I had something similar in mind but scrapped it for scope. The highlighted path idea is also a good one that I did not think of!

Sorry you experienced tiles locked in place! I thought I had fixed that one :-/

Glad you enjoyed it, thanks!

A really clean execution. This is a very mature product for a short amount of time. A really great execution and scope! I am far too small-brained to figure out how to solve these puzzles, though, but I am in awe of how well presented this is.

If you decide to take it further, I think it would be cool to continuously spawn carriages behind the main trolley so it feels more like a train, with the added benefit of showing the player the path.

Great idea and creative take on the theme! I loved this as a puzzle game.

Obviously labouring the point here, but I definitely got frustrated without some "cayote time" on the tiles. I definitely did not feel like I had hit stuff. Either way, with that tweak I think you will have a unique and marketable idea here for a bigger project!

Definitely feels like a really cohesive product. Well done!

Very fun idea, tight controls, and full of laughs when you are against the Subway Surfers. Can definitely see the GMTK inspiration here too. You should also be commended that with the bright colours, simple idea and execution, this is a very appealing game to play!

All around great work!

This is a cool looking game! Unfortunately without UI scaling (could not go fullscreen as the UI did not come with me - you need to set the stretch mode in project settings), the game isn't really playable for me. I was able to tweak a few buttons without really knowing what I was doing haha! Definitely an original idea for a game, though!

Thought it was a pretty cool romp! I didn't feel particularly challenged if I kept moving. It seems like the monstor attack is too small. Was fun for a few minutes which makes it a great gamejam submission! 

It was fun to have the "train" theme manifesting as becoming a weapon here. I felt that was a unique take on the theme, though it was definitely a bit hard to control and I would have liked to have been a train for longer (at the cost of filling up a bigger bar)

Bonus points for the wide input support of controller and k&m!

Found the frog!

As mentioned, it would have been nice to move a bit faster. Even with a simple sprint, this limited experience would have been better. The art style was really intriguing, though! You're definitely onto something there!

I won... but at what cost... (we both threw the last punch!)

A very fun little game. Great work on adding multiple small game modes that all contributed to the training. The whole experience felt cohesive even though it took place on different scenes.

Hey mate, looks like the .pck file is missing from the build - you normally need to zip up both the .exe and the .pck

Hope to play it! The premise sounds cool!

Really great work here! The idea is flawlessly executed, and for a short timeframe, it is very well balanced. The idea to just keep the player to 1-3 for the first part, building their confidence and teaching the mechanics, before getting the other 3 involved, was a really great hidden tutorial. You were also good, whether it was intentional or not, at keeping the fairness appropriate in terms of speed. I think the game slowed down when the first piece with a "5" on it started coming down.

I honestly have no feedback other than great work! One minor suggestion would be to allow the player to slide the tetris pieces along for the "last minute" reflex save. That felt a bit inconsistent to me, and it seemed that it wanted to snap my pieces back.

I also really liked the game moment when I realised that ALL touching blocks clear. I was trying to make tetronimos specifically. That opened up the game for me.

Thank you so much for the feedback! I absolutely agree. I had a very odd problem with the power meter colouring not working properly and I couldn't fix it, quite annoying! I also didn actually consider not showing the power meter, that would be much better UI. Otherwise it's all valid!

Nice idea! This would work well if it was maybe a D10 or just more options.

I had another comment from someone on my Twitch stream when I was making it, having the faces of the die act like different clubs (i.e. maybe limit the upwards angle to shoot at, and have different powers) would have been cool to consider, and having to choose your next one in flight might be a cool mechanic. I feel like it takes a bit away from the "dice" mechanic, but could just be a fun game idea in general! Thanks for the comment!

It took me a while to understand that I was swapping the faces of the die with the floor - I thought I was just slotting the right face down and winning. Still, once I figured that out, it was a nice surprise! Now I understand the name "splicing dice"

This was an interesting idea. I found that the die often did not roll the way I wanted it to - perhaps my camera was off, but I think if my cursor raycasts to a face, it should move in the opposite direction to the FACE, not relative to the camera. Aside from that, it was a good game with some interesting ideas. I got too frustrated in the 4th puzzle and gave up haha, but still you should be very happy with this product!

Really simple and nice mechanic. I found it hard to keep track of what dice I was rolling to which kind of took some of the strategy out of it. A preview might have been handy, but definitely a difficult piece of UI to get feeling good. 

The "moves remaining" is a really nice way to kite the enemy. Great work on breaking the concept of a stalemate here.

Honestly, the feedback is snappy and the game is quick and easy to pick up and learn. Great work overall!

I liked the art and the presentation - even though you didn't make it, the game looked good and that was a good design choice. The sound was pretty good but the music didn't really fit.

It was pretty frustrating once you got to the third level. I liked the idea, but I would have preferred a way to lock maybe the player cat in place by something like holding space bar for a short second or something, which would have allowed greater fidelity in the platforming. Controlling two characters is always a risk to the player because it's easy to get annoyed. Coupled with the brutal spike hit boxes, I must say I did not feel like I wanted to continue this one after a few retries.

With that said, there is a very interesting mechanic here that is definitely worth exploring. Platformers are notoriously hard to get just right (as GMTK Mark Brown himself stipulates in his videos), so it's unfortunately very easy to make it too hard. I don't think you are too far away from getting it right at all!

Great work and an interesting take on the theme!

I rate this 9/9 lives.

I think the main design issue here is that dice rolls are chance based, but this game is kind of puzzle based.

i.e. there is a jump, so I have to be the orange cat. Rolling 3 times to get the orange cat causes me to stop, so I'm sitting there waiting and not playing the game.

To make it work, I think your abilities need to be less restrictive - i.e. increase jump height to make it easier, but don't make it so only one cat can jump. Perhaps there are two ways into the cave - the black box blocking in one way, and a high ledge another way - that would allow chance to actually have an effect on the gameplay itself.

Still, the game is functional and the art is cohesive. The player controller for the jumping was a bit off, but otherwise it was responsive to what I wanted to do. Thanks for submitting!

Haha this was a fun experience, seeing everyone run around - "where the hell did all these people come from?!" - I'm not exactly sure what the "balance" was though.. the meter in the top right didn't make much sense to me and a lost twice. Rolling was also a bit glitchy, and the dice either went where I wanted or yeeting into oblivion.

Still, the itch page is the best one I have seen! Well done on that background.

Overall, well presented and a pretty creative base. Thanks for submitting!

I like the base idea here - one of the things that I really liked was when their die hit mine and it restarted my counter. That adds a little bit of strategy into where I place the throws.

I think a good evolution to this would be using telegraphing to the player (like making it a different colour after it lands and starts winding up to shoot) what the next dice to shoot would be, and I can try and aim a die at it to interrupt it. That feels cool! At the moment it just feels a little rolling dice at someone and not really playing the game.

Still, the physics is satisfying and there is a great core idea here! I think you should evolve on it

It was a bit difficult to get into this one - I needed some sense of direction to strategise. It was also a bit odd because the player would continue to bounce back and forth, defying gravity a bit, as well as the framerate of the player slowing down, and the collisions all running at 90 degrees. 

Does the player being a dice come into it at all?

Either way, great work on submitting a game! There is definitely a card-based move sequence idea here to explore further, I think! With more time and energy, this could turn into a really interesting and unique platforming experience

This was a really cohesive experience! I really liked this idea. I feel like it stands out from the crowd of JRPG style games as the upgrade mechanic is really well thought out and actually involved dice!

A great take on the theme, and it kept me playing for quite a while! I still died at about 10 or so rounds in. My highest value was 3.  From the screenshots it looks like it can get pretty intense!

Overall, excellent work

I quite liked this one! It was difficult to understand the engine building a little bit, but once it clicked it was really cool! It's a great interpretation of the theme in my mind and really well presented.

A tiny gripe would be that I would like some tooltips in the shop menu telling me exactly what I could do/buy (i.e. highlighting the rune and having it tell me what to do).

Still, this is a really solid entry and it runs really well. Great work!

Note - I ticked no for making the audio, mainly because I made the choice to not have music in the game, and thus, I remixed some freely available samples, as well as some simple recordings.

Great work on creating such a cohesive experience! I will have to go back and try again as I lost in the boss fight :(

Had a great time going through the labyrinth and becoming a glass cannon... but unfortunately I shattered!!

Excellent work on this very cohesive entry! I loved the "emergent gameplay strategy" that I found... Great work as always

v1.1 Changelog:

- Portraits still don't tilt right, but you are at least moving them the right way,

- Fixed portrait click and hint range,

- Stopped dialogue on gameover,

- Fixed game balance with harsher penalties for not selecting a response,

- Fixed activities not sleeping for 1 turn,

- Fixed mislabelled dialogue,

- Fixed phone not showing up on game restart,

- Fixed restart button,

- Fixed Meters being too small,

(1 edit)

Ah nice. I didn't notice the menu! Well done, apologies for telling you to suck eggs haha.

There is a checkbox in the itch page for full screen playing FYI. I would always recommend including full screen for web builds as it is easy to support and makes it easy for resolution support

I must admit it was a bit too difficult as the attack was delayed. The slimes were very fast and I could barely get past the first two rooms after a couple of tries.

Still, it was impressive enemy AI, such that there were two and it seemed very performant. One thing I noticed is that clicking ON a cauldron did not attack for some reason, so I thought I was doing the wrong thing and didn't figure out the upgrading until after some time. 

I would have obviously liked some music/SFX but the jam can be short, so that's reasonable. Even if you were able to get a copyright free music loop in there, I think it would have improved the experience a lot.

Interesting idea to take the "combine" theme in a more passive manner; kind of like a crafting loop kind of game, which is definitely "combining" even if I haven't thought about it in that term before. Definitely a unique take, well done!

Great work! Very tight! Congratulations on your first Godot Wild Jam entry!!

It is a well executed platformer with some good feeling controls and a nice power-based twist. It was a bit too punishing for a jam game, I think, with the permadeath when you have an unfortunate fall which was quite easy to do with the green alien. I think the camera could have worked a bit nicer here, and looked towards the ground at the apex of the jump, rather than lock super hard onto the character.

A couple of small pieces of advice:

- One is to not use ESC in the control scheme if you are building to HTML5 as it exists fullscreen mode. 

- On the topic of fullscreen, in your "Project Settings" in Godot, go to  Display -> Window, and then set Stretch -> Mode to "2D" and Stretch -> Aspect to "keep". This will be a very friendly stretch mode for 2D games in fullscreen. This is just something that you don't know until you do!

As others have commented, the audio balance is a bit off - In case you don't know, you can also edit and add audio busses in the game and attribute AudioStreamPlayers to a different bus depending on what it is. This is really good for managing Music and SFX separately, for example, and really handy to make this distinction as it will work well in a settings menu with a slider, for example.

Great work and keep up the jamming!

Yeah I can echo a weird bug where clicking prevents any movement (annoying because this also happens for the Fullscreen button). There will be some kind of mouse filtering that is being triggered there, as a guess.

It was hard for me to play on my resolution without fullscreening, but the game was still interesting! I echo others that I personally dislike the controls. My general rule of thumb (not really backed up by any references) is that WASD is fair game, obviously, and Q, E and R are within reasonable reach of those, but anything on the bottom row of the keyboard shouldn't be used for ACTIVE gameplay (i.e. if you are using them to open a menu or hotkey something, then fine, but having them as active parts of the game is difficult. As I say, though, just some advice for how I make control schemes, and not based on any other "best practices" or anything.

As for other parts of the game, I liked the simple and effective music loop, but it definitely can get old quickly. The tone of the music is perfect with the art aesthetic. Great work!

A really interesting aesthetic! Very well put together and I am quite interested in how you came up with it! It felt like a pleasant Don't Starve with far softer edges.

The gameplay was pretty good. Clever how you only have one limiting factor, really, being the amount of seeds you have/can generate. A clever design loop. I think it would have been good to limit the world space and maybe made it so you couldn't farm absolutely everywhere, as a more directed setup is definitely my preference for an incremental game. But with that said, that is just personal preference.

Nicely executed, especially since there were some first timers on the team! Great work, everyone

Nice! I like the ideas you have put into this - a simple execution that can be built upon is always a great choice for a jam.

I only was good at the Pokemon one haha!

(1 edit)

Not much to add to the other comments! Great, well-polished entry. I had a lot of fun getting up to 1,400 points with my "yeet squad" (I called them). Stacking damage early felt really good. 

One thing I would have appreciated, as a completionist, would be if you removed enemies/goals off the minimap as they were completed. Another note - using ESC in HTML builds is generally not advised. I learnt this myself the hard way. People on hi-resolution setups will be removed from fullscreen which is necessary, as the default windows looks very small. Still, you had an alternate button for pause, so great work

Really well done, guys! A frontrunner for sure.

Also, fantastic work on the accessibility options! Remapping keys, colourblind mode, and high-contract enemies to background - you really put care into this!

Yes I would like to echo the many comments about how well polished this game was! I didn't try all the combos but I did try each item. I really like that the variability was more than a simple stat change and you put effort into projectiles, secondary ability differentiation, etc. Not sure if I saw all the enemies - my high score was 14,700 and things were pretty intense!

I cannot really offer suggestions here, it is just so well put together! Maybe a sound to indicate that my ability had recharged would have been handy? And the sprites looked a bit rough with the antialiasing on my 2K resolution. Nitpicking, really, because the entry was great.

Congratulations on the good work! This will be a frontrunner, I think.

A great use of the theme! Definitely pretty difficult. That small block in the first enemy area was a bit hard - it might be a bug but it looks like it is always active, so twice when I went in there, it was already on top of me and I lost. A bit frustrating when I was trying to figure out what was happening. 

Still, the aesthetic was really good and cohesive. Great work!

Nice work! I thought I had seen it all until the combine hit the rock and put it in front of me!

To improve this, I think I would have the combine harvester move around the map left and right to add to the challenge. Maybe it would have also been good to put a particle effect when the wheat was coming out also to help know that I was filling up.

I liked the 3D style of the tractor too! Very retro.

Thanks for checking it out! Glad you enjoyed the enemy farmers. I was very happy with how they turned out. They might be a bit too powerful for the balance!

(2 edits)

Glad you had fun! Thanks for playing!


I did have some really inefficient code checking the wheat harvesting logic, which I ended up optimising a bit, but it definitely needed more. Performance does require a reasonably beefy machine with browser hardware acceleration.

If you are interested, the AI is pretty basic - essentially, the harvester spins in 5 degree increments and it has about 100 forward looking points. Every rotation increment, it counts if there is wheat available there, and if it has the most it has seen, it stores that angle for its next launch. Very simple stuff

Also the name "Simulator" was just a parody/joke of the genre, not an ACTUAL simulator (kind of like the famous game Goat Simulator) :-P

The harvester spawner/bomb was also my favourite powerup!

Nice work! I liked the balance between turn-based (which I normally don't like) and real-time with cooldown. I agree with others that a radial cooldown metre on the elements would have helped with my strategy. 

I got pretty unlucky with my rolls and didn't get any defensive spells so I got an easy wipe on the 4th or 5th enemy, but still, it was an enjoyable experience!

Obviously the monocolour art is a choice and not one that I liked, unfortunately. The music was also a bit grating to me over time.

It would have benefited from some polish, but that gameplay loop was really solid. Casting the spells was a great game feeling. Well done!

The aesthetics here are very well executed, well done there!

I must admit, I don't really understand the game, even reading the instructions a couple of times. I just kind of went into it and hoped I would figure it out, but then the enemy just kept winning. It was a bit odd and unintuitive. I think others have said correctly that a show-don't-tell approach would have worked best here.

One other suggestion might be to have a turn based mode rather than a timer. I like the timer as a stress-mode but when you are working on a puzzle/strategy game, I don't know if the timer is necessary. 

Still, congratulations on submitting to your first game jam! As far as I could tell, the experience was bug free for me and the idea was well executed. Great work!