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Zac E

416
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47
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20
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A member registered Jun 30, 2015 · View creator page →

Creator of

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Thank you!  That's a good suggestion.

Thanks!

Thank you so much for the kind words!

Awesome submission!  I ended up working a very similar kind of  game.  Love the Indiana Jones cats and the great levels design.  Thanks for making it!

Super cool idea and great execution.  I really like how you used the idea in a bunch of novel ways.  Thanks for making it!

Great game, I really enjoyed it!  You make excellent use the core mechanics.

Awesome game.  I think the atmosphere is pretty good and I enjoyed playing with the systems.  Very solid proof of concept and looking forward to how it evolves moving forward.

Awesome game!  I really liked the slick visual style and the variety of different ship parts.  I feel like the difficult curve was a bit off, where it's a bit hard at the very start but gets easier as you go along.  It's hard to get that right in such a short time frame.  I would love to see this idea expanded because I feel there is a lot of potential here.  Still very fun as is now.  Thanks for making it!

Nice little game!  I would have liked a little more feedback on why a certain combination wasn't effective.  I could see the laser or bullet go right through the spider but still fail, which can be confusing.

Awesome puzzle game.  I greatly enjoyed it.  The art style is very crisp and nice to look at.  I wish there was some visual difference between buttons that are pressed once, buttons that need to be held down, and buttons that activate a timed change.  Also, the hat falling into the gray ooze can be annoying when halfway through a puzzle, since it's easy to redo a lot of other mistake related to throwing the hat.  The pure platforming parts are solid, but the weaker part of the game.  Still, fantastic work.  Thanks for making it!

Super fun game.  I would love the option to make left muse click activate the dash instead of double tapping forward.  I definitely got lost at the very end, but I knew where to go the rest of the time.  I like the surreal visuals.

This is a really cool submission.  Very impressive to make a working stealth game in such a limited time.  I could see this being a really fun game with more time in the oven, but this is a great proof of concept.  I can't help but think of how fun a coop mode would be.

Cool submission.  It's pretty funny to become hilariously overpowered.  It would be really neat if there was some trade off for getting a larger slash attack, more wind up or cool down perhaps.  It would be neat if there were more upgrades, even something like scaling up the size of the enemies so they move slower, have more health, and give more exp, for example.  I think you could really take this idea up to 11 and it could be really fun.

Fantastic submission!  It's a really clever take on the theme that works very well.  There were a few points when pushing a 4x block into a portal it wouldn't go all the way through (it looked like because there was a wall behind the portal), but not a big issue at all.  For some of the later puzzles, solving them was fun, but actually implementing the solution often took a bit longer than I was expecting.  Probably my favorite game of the jam so far.  Thanks for making it!

I might be missing something, but I was never able to collect enough atoms to actually build anything.  They would trail too far from the player and just get destroyed by the water bear.  More feedback would certainly help clarify things.  I really like the atmosphere of the game.

This is a really cool idea and the visuals are great.  I can't figure out what is going on.  It seems like I don't have enough science to build anything anywhere (despite iridescent scales supposedly being free).  A lot more feedback to the player would help a ton.  I would love to see this idea fleshed out more.

Thanks!  Those are the two biggest things we'd be looking to address moving forward.

Thanks for the kind words!  That is a great suggestion.

Thanks!

I really like the concept and would love to see this idea have a little more time to develop.  Walls can be hard to distinguish.  Speeding up the snake feels actively detrimental.  The game ending when colliding with a wall feels very anticlimactic.  The current scoring system seems to incentivize just spinning around in a circle.  I wasn't clear on why you would want to place a node at any particular part of the body.  I think there is so much potential here and the art style looks excellent.

This is a great little idle game.  The presentation is very simple but great.  

Amazing little puzzle game.  Great atmosphere and pacing.  I really liked the mechanics and theming.  It gave my computer the orange screen of death (which I didn't even know was a thing), but was still well worth it.

Thanks for the kind words!  Those are both great points for us to look at to improve the game.

It's a really cool idea and well executed for such a small time frame.  It felt a little unwieldy when I got a whole bunch of ants, but the chaos was fun too.  The signs can be a little hard to read when the camera zooms out a lot.  It gave me Pikmin and Bugdom vibes, which is definitely a good thing.

Really fun game but I felt the margin for error in the later levels to be extremely punishing.

I don't quite get what the deer(?) was doing exactly, but I had a good time stacking blocks nonetheless.  I couldn't find any use for the slanted blocks.  Nice work!

Great little game.  It feels great to control, the visuals are nice a clean, and it's got a good sense of challenge without feeling impossible.  The concept is also just adorable.

I love the visual style and the interpretation of the theme is really novel.  Great work.  

This was a really novel way to take the theme that made for an interesting experience.  I appreciated the hint system.  Nice work.

Oh, yeah, you're right!  It looks like level 10 got duplicated and another level is missing.  Whoops!  Thanks for letting us know.

Thank you for the great feedback!

Thanks for such detailed feedback!  Those are all great points that we'd like to address moving forward.  I'm really not sure why Q freezes the game, but thanks for letting us know!

Thanks for the great feedback!  An undo buttons was definitely something we wanted, but didn't have time to get to it.  Same with making the collision better match the statue shape.  There are two levels that are nearly identical early on with the key difference being in the first one has a 1x1 block you have to push while the second has a 2x1.  This was supposed to illustrate the idea that you can only push a block if you are the same size as the side you are pushing against.  It sounds like that moment could be clearer though.

Thanks!  We tried to prioritize that tutorial experience so people could really understand what was going on before throwing tougher challenges at them.

Thanks!  Yeah, that felt like a pretty natural extension of having different sized dolls.

Amazing game.  Exactly what it should be.  Fantastic distillation of what blueprints can feel like sometimes.  I would love to see this expanded into a full game.  Awesome job.

Nice little metroidvania.  Great work!

I love the visual style and polish.  I felt like the pacing in levels was often "too little going on" and "way too much going on," but it feels great when in that sweet spot.  It looks like I was in the minority, but I enjoyed the not auto-scrolling levels more since I had to more to consider where to actually put the blocks down and that was interesting enough when the block had hazards you had to plan around.  As always, very impressive work for such a short time frame.

Awesome work.  I had a lot of fun with this one.  Customizing your character to creative solve platforming challenges is so much fun.  I would love to see this game expanded into something of a full release, there is just so much here.

This is a super fun puzzle game.  The amount of different levels and mechanics is very impressive for 48 hours.  The movement feels a little more slippery than it needs to be.  The unpredictability of some of the elements in the later levels means that it can result in some trial and error, which isn't too bad thanks to the reset button.  Also the visual style is fantastic.