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Pen Island Games

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A member registered Aug 10, 2020 · View creator page →

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Suuuuper fun game! I loved how low to the ground you were. Very clever alternative shells. It felt really snappy, and the visuals were cute af as well. I really love this theme. Hermit crabs as a use of limited space is a fun twist on the theme, and I could definitely see this concept expanded, especially in a multiplayer setting, with some humans and lots of bots. Plus many more weapons. That would be a sick party game.

Some problems with game balance: I was never able to upgrade shells. I assume it's the red bar on the top that makes you get bigger? But I never passed level 1 before a bird grabbed me, which felt random. Also, it took me forever to kill my first hermit crab, as the default punch with no weapon is really weak, and I had to really focus in on one crab to get their weapon, which the game didn't tell me I should be doing.

Overall, fun, unique, and fast paced. Some problems with balance and making game systems clear, but those are p easy to fix up in a post jam setting. I'll be watching this one!

This is so interesting. Early in the jam we had this exact debate. I was on the side of a more strategic version, though I ended up really enjoying the twist of trying to  mix the strategic decision making of a card game with real time pressure. Still, I agree that we're pushing at the absolute limits of being able to make educated decisions given how MUCH time pressure there is. We're gonna explore some different paces based on the feedback <:

wow, this strikes me as super great advice, thank you. There’s a lot of different versions of this mechanic that we weren’t able to think about or test in the three day limit. I’ll definitely keep this comment in mind!

Yeah, we wanted to create a tension between strategic play but also fast decision making under pressure. We didn't have a ton of time to balance the game and it may have ended up a little TOO fast paced. It's definitely possible to learn patterns and get better, one of our programmers can regularly beat the game, but judging by our comments it's a bit inhospitable for new players. Thanks for your input!

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You drag the cards onto the field to play them :) Also, I'm pretty sure that this doesn't work on phones yet. We did design it with mobile in mind as a target, but didn't have time to implement that for the jam.

Pretty buggy, but I loved throwing cards. The physics led to some really hilarious interactions. Definitely an interesting base to build a game off of and a fun twist on this genre.

Thanks a lot! Our idea was that if the concept ended up being fun to play, we'd build it out, balance it (and fix our gross code) and release it for mobile :)

Thanks! I have an external partition on an external drive somewhere, I'll boot into it at some point and check out all these PC submissions I've been missing out on

Yeah, we had to retune the speed at the last second bc we realized we had made it frame rate dependent haha. We may have made it a bit too fast. Thanks for the input!

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I'm Mac only :< but this art style is incredible !! It's got some vewn vibes, in a good way

Is it PC only?

Big PT and Stanley parable vibes with the maze shifting around you, but with its own unique flavor. Very cool! Funny twist to use a doom-esque engine but present us with a grey boring hell instead of the over the top thematics of that game.

I don't have anyone to play this with right now but it's absolutely hilarious. Inverted star baker lol

Surprisingly fun considering how simple it is. There's just something very compelling about the movement. To make decisions more interesting than just picking who has the best numbers, it would be really cool if trainers came with unique effects or something.

No Mac version :<

Great art and a very intuitive use of tarot cards! I love the idea of trying to infer what people want to hear. Maybe in a fleshed out version of the game, you could snoop around their space phoenix wright style before you do their reading :)

The web version isn't working for me!

Cool idea, I like how you have to sometimes switch in mid-jump, and that the hop card doesn't strictly render the normal card obsolete since it has less control. 

It can be kind of hard to see obstacles and platforms since everything is around the same value and saturation. 

I can definitely see this switching mechanic expanded on to create some very interesting puzzles

Four teammembers and like, twelve total hours of sleep lol. Thanks a lot! :)

What an interesting concept o:

Add in shops and upgrades etc and I could really see this mechanic fleshed out into a larger game

You captured the mood so well with so few elements! Great job.

And me!