Skip to main content

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

PenguinWarlord

18
Posts
1
Followers
2
Following
A member registered Aug 22, 2017 · View creator page →

Creator of

Recent community posts

I spent a while on the penultimate level, and then breezed through the last one. Got lucky I guess :D I really like this game, has a Wonderfull "I'll just give it one more try" feel. 

As mentioned by others it would be nice to be able to see enemy intent. I'd also be interested to see how adding the option to not move and just re-roll on the spot would effect the game.

The ability to pick up more dice along the way makes for some excellent decision making. It's a great feature. Overall a solid entry. Great job!

Hey, I really liked the concept. As others have said the controls/ jump distance could be tweaked to make the game a bit easier. On the flip side, I was weighing up the cost of taking damage and hoping to roll a moon jump so I could have an easier time making it across that large gap. I feel like having that decision was a highlight of the core design for me. 

Soloing a game jam is hard, and you did a fantastic job. Well done!

Thanks for commenting, I'm glad you enjoyed the game! 

The overlapping card logic could definitely be improved. If I have time to tidy the game up after the jam  it'll be one of the things I fix. 

This has a great concept, very chill vibes, and relatable scenarios. It all comes together as a nice package with a unique idea. I think this is one of my favourites(despite ending up in hell). Great Job!

Simple but effective, this was a great entry. I would love to see this developed with some flavour text to the locations, and results.

This was a lovely little time killer, I enjoyed it.  After placing so many satellites it was hard for me to see them clearly on the board as they don't stand out to much when compared to the coordinates.  It would be great to see this developed further. Good job!

Took me a few rounds to understand how it all worked, but overall it was an interesting idea.  I was determined to beat the PC after it was clearly spawning more tanks than I could, but I wasn't quite lucky enough. Good Job!

I love Yhatzee style games, and having the ability to chose what spell you add to you book after every round really helps add some strategy and ties wonderfully into the RPG-ness of it. The music and art add a unique aesthetic to the mechanic. I would of appreciated the damage values being shown next to the title of the spell, so I could easily see which one I wanted to go for without hovering over them all, but overall one of my favourites so far! Great Job! 

This game hits a nice sweet spot between simple and fun. It's well executed, and I always appreciate a jam entry that manages to include a tutorial. Good Job!

I love the presentation of this game, it looks great. The concept is interesting, but the rate at which you gain money felt slow. As a result paying for the dice based upgrade always felt like a better option than buying a turret (but maybe that's the point!). Good Job!

Hey, nice idea! Being able to reduce the incoming die number  by shooting smaller dice at it, added an extra layer of thought to it all. I'd love to see mouse aiming added at some point. Good job!

Hey, thanks fo checking the game out! It sounds like you figured out how to play on your own, but in case you're still interested I've updated the itch page with a how to play section :)

Hi, thanks for commenting!
I've just updated the itch page with a How to Play section. Hope that helps.

Same here

That does sound like a good way to signpost non-interactable electrons. Thanks for the feedback! 

Thanks for the <3   :)  I agree the controls around corners can be a bit awkward, but  smoother movement  became a casualty of time! I would like to improve on it post jam though

(1 edit)

Good Job. I found myself playing several rounds to get used to the enemy speed, and tank controls. I felt a nice sense of achievement when I started to last more than a few seconds :D  I found that if I caught an enemy at the edge of my flashlight they wouldn't disappear, it might be worth extending the collision area (or reducing the flashlight length).

This was a fun mini puzzle-platformer. I liked the mechanic where platforms are only viewable on the minimap.  It would have been interesting to see how you would have tied the game into the light theme.