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RedthePencilMonster

43
Posts
A member registered Jul 05, 2022 · View creator page →

Creator of

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Thank you for playing!

Very nice game! Is there a way to reset a level if you softlock yourself? I didn't see anything about this in the description.

Excellent game! Adding cheese to the throne didn't seem to heal it for me. Is this a known issue? Whatever the case, I was able to work around this limitation and get surprisingly far, regardless. The gameplay was simple enough to not be overwhelming, but complex enough to keep my interest. Fingers crossed that this makes it into the top 100!

But seriously, does anyone know what started all the cheese-related memes in this jam? XD

Super cute game! I feel that the flavor text needs a little more time onscreen at the beginning and end, but that's just a nitpick. I love seals! (^_^)

The ending made me laugh out loud. Nice work!

Cute! The gameplay was a little basic and grindy for my tastes, but what this game lacks in complexity, it makes up for in charm. Keep up the good work!

Great game! Especially great if you can goad someone into playing co-op (as I did). Probably the best puzzle platformer I've played so far this jam!

Thank you so much! I'm glad you enjoyed it! (^_^)

Interesting idea! I'm a little confused, as the HUD doesn't seem to display certain information properly. The tiny map sizes also seem to force players into a very limited setup in order to produce the desired resources. The aesthetics are lovely, and with a proper lose condition and a little more room for player expression, this could really take off. Nice work!

Simple and fun endless runner. The title made me chuckle before I even clicked the game.

Well done! The constant time pressure keeps the tension at a high, but the methodical nature of the minigames forces you to stay calm regardless. The music really sells it!

Love, love, love it! Creative, pleasant, and great use of the theme. This may be my favorite game I've played so far during this jam.

My pleasure!

Very interesting! It reminds me of playing with Snap Circuits as a kid. The puzzles were great, but moving pieces could be cumbersome sometimes.

This game is absolutely gorgeous! The gameplay is also surprisingly deep, even if I haven't been able to survive long enough to fully appreciate the upgrade system... (^_^;)

Brutally difficult, yet strangely calming and meditative. Great work!

This game is very fun and creative! I like how Barry jumps just after reaching a ledge to give the player a bit of wiggle-room. Kudos for a funny and clever entry!

I really enjoyed the aesthetics (particularly the music). I hope you continue to update this game after the jam! The level progress bar at the top of the screen didn't seem to move at all for me no matter how long I stayed in the level or how many pathogens I destroyed. Is this a known issue?

Thanks! There are indeed a few minor bugs, but I'm pleased that the interactions mostly work well. I hope to get around to adding more content soon!

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Nice work! The level design is simple, but elegant and the physics-based interactions don't detract from the puzzles. I particularly like the choppy character animations--kinda reminds me of stop-motion.

Thanks! It's kinda funny that such a zany concept would lend itself so well to a rather methodical gameplay style

Thanks! I was a little disappointed with the graphics of my previous jam entry, so I made the assets up front this time around in the hopes of making something a little more appealing. I'm really glad you enjoyed the aesthetics!

Thank you very much! I plan to! This was a fun challenge--if a little stressful at times. (^_^;)

I'm so glad you enjoyed it! Yeah, it was kinda painful to just cobble together a few levels in the wee hours of the morning and accept that this was all I could do, but hey, game jams are for prototyping. I can't wait to expand on this idea further!

Thanks! I did have some more complicated interactions planned, but they were cut due to lack of time, lol. Maybe in the future!

Fun and pleasant little game. I was surprised by the relatively long levels. And the pixel art is lovely!

Good, silly fun. I especially love the goofy dialogue. Sadly, my computer suddenly shut off while I was playing, but I'll definitely come back to finish this. Awesome work!

Simple and beautiful. My only nitpick is that it's pretty easy to just solve the puzzles by brute force. Perhaps a score bonus for solving the puzzles in fewer moves would make the game more engaging, but I suppose that could also detract from the "cozy" feel for some people. All in all, nice work!

Thanks for the comment! In post-jam versions, I hope to add some feedback to show if an object has room to expand--or maybe remove the check altogether, as the engine is actually pretty good at handling objects spawning slightly inside of each other. It remains to be seen ;-)

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Actually, it got stuck in there while the gate was already open, and try as I did, I couldn't push it back out. But any fix that keeps it out of that spot or resets it in the instance it does wind up there should do the trick!

The idea is interesting. It seems to me that there's nothing stopping the player from just waiting for a ridiculously long time to accuse cheaters that have been ahead for too long or have a suspiciously big lead. Some form of time limit and a more nuanced system for detecting cheaters could make the game a lot more engaging. But hey, there's potential here!

The ace of hearts used for two of the puzzles, stuck in the alcove directly under the platform where it spawns. Perhaps some form of invisible barrier that allows the player, but not objects, to pass through would help? I dunno. In any case, it's cool to see you taking interest--makes me all the more curious to see how the post-jam builds will improve! (^_^)

This is a very pleasant game with some interesting puzzles, lovely graphics, and an amusing punchline to boot. The only big problem I had with this game is that the physics are really janky sometimes. At one point, I even got softlocked because a card got stuck in an alcove. Perhaps an ability to actually pick up and carry objects rather than just pushing them around would help to alleviate this. All in all, an impressive achievement for a 48 hour jam game. How did you finish this almost fifteen hours before the deadline?

This is an excellent entry! It's nice to see games that use input randomness in a way that allows players to plan around it, and the weapon variety and level design are fantastic to boot! If you were to expand this into a full release, it would be great to see enemies that have more varied behavior patterns and not just different weapons. I see a lot of potential for growth here. Keep it up! ^_^

Far and away the funniest game I played this jam. A goofy elevator jingle would be appropriate. :-) Kudos for a creative entry!

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Interesting idea, to be sure. If I had only one complaint, it would be that many weapons don't give you a whole lot of choice in how they are played--particularly the more defensive weapons. This often makes the game feel like an exercise in stalling as you wait for the "right" weapons to show up. Perhaps this could be mitigated by allowing the player to use two or three weapons at a time, though this may require you to make the enemies tougher to compensate. All in all, nice use of the theme!

Graphics are one thing I'll likely work on improving after the voting period is over. Ideally, the silhouette of each item will be unique in the post-jam builds.

I really like this! the premise is unique, the gameplay is engaging, and the art is absolutely gorgeous! some minor quibbles:

The fact that your opponent rolling cocked dice results in a softlock is rather frustrating and really breaks the suspense that the game works so hard to maintain. I really wish that players could simply reroll in that scenario instead of being forced to reset the entire match.

Also, while having the last opponent be the most suspicious makes sense from a gameplay standpoint, this makes Ms Valentine comes off as merely paranoid rather than a statistical genius, given that two or three high rolls in a row isn't THAT surprising.

If you were to expand this game, it might be fun to see opponents get suspicious if the player takes too long to select a die among other factors... (^_^)

All in all, a very fun and attractive little game. Keep up the good work!

Glad you liked it! I figured some players might find the randomness a little annoying, lol.

I'm so glad you liked it! I kinda knew the interplay between the danger of the grenades and the scarcity of health pickups would be the best part of the game, so I put a lot of emphasis on that aspect. I'm happy to hear that the effort is paying off!

Funny thing is, I did have more projectiles planned, but I ran outta time; lol. There's a good chance I'll add more projectiles after the voting period is over.  I'll consider the suggestion of skipping projectiles, but I fear it may compromise the experience of rolling with the punches, so if (key word) I implement such a feature, it will probably be in a very limited form, perhaps with a lengthy cooldown meter or the like.