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RogueAndArtificerGames

22
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A member registered Sep 06, 2024 · View creator page →

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Thanks so much! This is our first jam, so we learned a ton about time management. We're a two man crew, and after we nailed down the core concepts I was mostly focused on art and a little level design. I'm working to upskill a bit so Artificer won't be doing the coding solo next project. We are definitely interested in fleshing this one out further into a set of unique fun levels and getting everything that was cut for time back in. -Rogue

No worries! I was playing the HTML version  on Safari 17.3 using macOS Sonoma 14.3. 

Great concept and execution. I found it challenging and satisfying. -Rogue

Thank you! Yep, all art was drawn for the jam. This is our first jam, so I hadn't dialed in the level of simplicity for required at smaller scales, but I'm very happy with the character sprites. -Rogue

That credits list is extensive, good job getting all the components to work together.

Thanks for the feedback! Agreed, and that was the plan along with more interactive item types. This was our first jam and the biggest takeaway has been in how to plan and test iteratively earlier. Same with the art, I went too hard on the polish and cheated myself out of more variety of assets and environmental storytelling options. We're excited to take what we learn here into whatever jam or project we do next. -Rogue

The audio sold the experience. I didn't find the gameplay loop compelling, but it was basically bugfree. I did notice that you can stop a car in each lane as they first appear on screen and then just stop traffic spawing forever from there without penalty. When I did let the traffic flow, the timings between pedestrians was just right to give it some challenge. The art was consistent and cohesive. Good job! -Rogue

I appreciate the idle animations. The kangaroo felt pointless and I was very confused that the monkey dies if you jump with the roo while the monkey's on his head. The sprite work is great, and the monkey dash felt good. -Rogue

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Thanks so much! Yours was great too, we were talking about it earlier today.
We're a two man team, so after we came up with the concept and core mechanics (some of which we had time to implement), I was just sketching any chance I got around work, while Artificer did the programming. This is our first jam and we both had a blast. -Rogue

The dash effect is cool and satisfying, Being asked to right click to heal, and later left click to flick while everything else is left handed felt a bit off, and some of the hits didn't have much in the way of feedback to the player that the rarget's been struck. I'd have appreciated a w to jump option as a quality of life thing. The audio for the guy talking and the game music were fun and atmospheric. Great job. -Rogue

Really fun little game with an original core mechanic. Just enough variety in the gameplay to give you that wonderful feeling of slowly mastering it without being overwhelming. Great job all around. -Artificer. 

Thanks VansG, glad to hear you enjoyed it! Absolutely wish we could have made it a bit longer, we hoped to squeeze in a third level but only just got the second done in time. Thanks for playing! -Artificer. 

I had a great time with this. The player movement feels novel, can't think of a time I've played with that sort of turning circle. The first person I heaed didn't increase my 0/50 health counter, so I wasn't clear on the purpose there, but subsequently healing someone did increment that value. On letting myself lose and hitting retry, I wasn't able to interact with medical records anymore and the saved and died counts were out of 15 instead of out of 50 and 5. Occassionally, I couldn't give a person the item they needed or they wouldn't have any symptoms showing. At first, I had trouble working out the premise, not knowing there were storage areas initially, but once I got a feel for it, I really got into this game. Great work! I hope you keep building on this one. -Rogue

The art's great. I couldn't interact with the enemies, including not being able to get damaged. I'm not clear on why I can walk through the walls with the closed eyes and I couldn't interact with the portal or the lever. -Rogue

Ok wow. The intro cutscenes are great, love the art style. The first time I accidentally got grandma killed I genuinely felt bad. Loved the whole experience. 

The controls for holding grandma's hand were a little bit touchy - and her collision box seemed a little bit off? And I'd love to be able to skip the intro cutscene after the first time. Otherwise absolutely great game! -Artificer

Thanks for the feedback, given more time we definitely would have experimented with how much she follows the fairy, how much she directs herself and how that's communicated to the player. I'm really happy to hear you had fun with it. -Rogue

Super cute platformer. I love the little golems.  I struggled a bit with the first 'CALL' puzzle but after that it flows really nicely. -Artificer 

I love the psychological horror aspect of the game, and the music does a great job of reinforcing that. I had trouble trying to finish it as the game kept crashing after about ~2 or so minutes. Overall it was fun!

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That was a compelling story, I felt for the main character. Great job! Only recommendation I'd have is to allow going to the next dialogue by pressing E. -Rogue

Hey, good job. This handled well, I felt fast, the checkpoints were forgiving and the level offered some challenge. -Rogue

Hey, good job. This handled well, I felt fast, the checkpoints were forgiving and the level offered some challenge. -Rogue

You need to jump on the bin to get over the park sign.