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scruffyowl

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A member registered Apr 23, 2022 · View creator page →

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How about playing a card by actively dragging and dropping it into the used card area? That would give players a chance to think if that's the card they actually want to play, and cancel the drag operation if necessary. I agree that a full-scale undo undermines gameplay.

Definitely the one I played the most in this jam :) Loved the combination of a visual novel with card games mechanics for making the choices. Tough, though! Only managed to win on easy after a couple of runs. Took me a while to get the hang of the mechanics, not being very familiar with this kind of game. Nice finish, very engaging. I would have wished for an undo button a few times as well (like, spending the last action and then realizing I actually wanted to play a "gain 1 action" card first). At one point I got confused because I had 3 successful dates and still lost - because it wasn't with the same girl, misunderstood that. When you play it a dozen times, things get a little repetitive. Still very impressive given the few weeks that went into development of the game. Great job, overall!

Thanks for the encouraging feedback! Navigation is the one consistent annoyance people are reporting, so that will be ironed out shortly :)

Thanks for trying it out! Right now, there is a game over at the end, when you actually have won the level. Otherwise, your health has probably gone to 0? Though that isn't even easy in the tutorial map. But that part of the mechanic isn't very obvious and one of the top things I want to work on. The other one is bringing the mouse navigation back :)

The current overworld map is really just a quick sketch to show the concept. There's a whole lot of worldbuilding coming up!

Nice art style, and fitting music! Same experience as another comment here: the delay between releasing the key and stopping the pour makes it hard to play. It didn't seem to be possible or even required to switch ingredients. I just kept pressing / releasing space.

Loved this one! Very interesting to see the variations on the fundamental mechanic. Each new twist got me stumped for a little bit and then feel smart to have overcome it - as it should be :) I played and finished up to the first level with the "stun" blocks. On level 3, a door crushed my totems. They just disappeared, so I'm not sure if that was intended.

I was using 2x tokens on all the science questions, and got lucky on a few others. So yes, I had plenty of unlock tokens.

Hey, thanks! I'm already hard at work fleshing out the concept :)

Fun quick snack of a game! Really liked the music and general presentation. The beaver theme is interesting, maybe you could expand the concept to have the beaver build a dam, collect materials, etc. while defending his home. Differently shaped river beds, currents and whatnot.

Excellent presentation, and fun to play! I even won a game by excessive use of unlock tokens :) I was wondering a little, why I have to buy tokens first, and then drag them onto a card, instead of dragging directly from the left.

In the web version, the quit and new game buttons didn't do anything.

Yes, so many systems to implement :) As you say, there is a working base now, and I can keep on adding and refining things from here. Glad my world-building intentions come across. Thanks for the feedback!

Cool idea! I did enjoy the presentation, nice arcade style finish. Had the same experience as another commentor - after a few rounds, starting a game would quickly show "game over" before I could actually play.

Found it pretty hard to spot the common clothing, especially when one doesn't know what the variations are.

Fun! I particularly like the spiders. Couldn't get anywhere with keyboard controls, but the gamepad worked nicely.

It's a really cool idea, but I honestly don't know how to properly modify the arrow to hit anything. Played around with attaching stuff everywhere, but to no avail :) Some instructions would be great. 

Minor: The Quit button didn't quit the game for me.

Fun concept! I had a hard time figuring out how to navigate. Always ended up quickly at the screen boundaries, unable to return to the playing field (other than bounce rapidly to the oppostive side ;) Appreciate the pacifist and retro pixel art theme.

Thank you, that is encouraging! I'm planning to keep working on this, and do regular updates when the voting is over. Also thx for feedback about navigation, I'm almost convinced now :)

Hey, thanks for playing! Interesting, I did have the „click on node“ navigation in an earlier version, but it felt more boring than actually walking around. Switching paths at intersections is tricky now, agreed. And thinking about mobile… I‘ll reconsider.

The puzzles should always be solvable, what you see is a randomization created from a solution configuration. Admittedly, I have thought more than once that there is a bug, but eventually they all worked out :) Maybe I could add a hint system.

Fun, and nice visuals, well done! The controls felt a bit sluggish. And I couldn't figure out the meaning of the different pickups, except for the one that restored HP.

Nice one, very enjoyable! Feels very well-rounded and polished already. Love the glowy visuals - festive :) Text was a bit blurry, and I felt there was a little too much guesswork figuring out whether a collision would happen or not.

Looks like the start of a story, but there doesn't seem to be any gameplay yet?

Didn't play all of the 24 levels, so I may have missed something - e.g. you mention an "end mini game" in the description? When does that happen? Enjoyed the basic platforming so far, found the accelerating movement a little hard to control.

Didn't get very far, I'm afraid. Took me a while to realize the hook only works on a specific type of block, and then found it too hard to use.

This feels very very nice and well-rounded already. Not really my kind of game, I just die very quickly all the time. Still, appreciate the overall execution!

Promising concept, really nice visuals and setting! I had some trouble with the UI, I kept building workshops on top of each other when trying to reassign workers. After a while I couldn't do much more than let gifts pile up and wait until Christmas day. Does the "ho ho ho" have any purpose?

Loved this one, very well done! Would have liked to see more progression, maybe you can build on this concept. I got infraction notices a few times where I'm sure they weren't justified (such as, the condition was good > bad deeds, and there was 1 good and 1 bad), there may be a bug there?

Nice, loved the setting! I couldn't memorize all the keys on the first attempt, but played through on medium then. Not quite sure if I missed anything, but there didn't seem to much of a challenge later on? I shoved coal from the tray as fast as I could, upgraded until it wouldn't want to anymore, and then it was just pressing the "reroute" button once in a while.
I like the visuals, but they are so dark, it took me a while to see the automated coal supply.

Sorry about that :) I'm going to make it more accessible over time!

Yes, this is screaming for a tutorial and more introduction into storyline, etc. Let alone balancing. Simply ran out of time. Thanks for trying it out!

Thank you so much for testing it out! Makes me feel a lot better about distributing games I build in Unreal in the future :)

Hey, I uploaded a new version that should perform a lot better. If you'd like to give the game another go, I'd be interested to hear if you can get it running decently enough. Not that the actual game improved in any way, it's still just the same prototype :)

Sorry for that - I built this with Unreal's now default raytraced lighting, which requires ridiculous GPU power for such a simple game. Hm, maybe I should invest some time to optimize. Thank you for giving the game a try anyway!

Small update: the first build had a few bugs that made it impossible to actually win the game. Fixed and replaced the build.

Yes, I totally ran out of time after getting just the very basics of the navigation down :D Thanks for trying it out!

Very well done, congrats! The overall presentation is super-clean, easy to understand and also fun to look at. Too bad this isn't a category in this jam :) Love how the mechanics rewards a successful move with a bit of story and more knowledge about your enemy. Since the board looks so much like chess, I was afraid to move to a field next to the monster - I wasn't sure if it's going to attack / take my player. Would love to see this game expanded!

Very well done, congrats! The overall presentation is super-clean, easy to understand and also fun to look at. Too bad this isn't a category in this jam :) Love how the mechanics rewards a successful move with a bit of story and more knowledge about your enemy. Since the board looks so much like chess, I was afraid to move to a field next to the monster - I wasn't sure if it's going to attack / take my player. Would love to see this game expanded!

Thank you! Honestly, I'm very curious myself how the actual game will turn out :)

So cool, I think this is my favorite so far - very compelling design! The game mechanics fit the story so well. I love how you get constantly distracted by checking the suitcase, potentially missing out on what the widow is saying, because the text wanders offscreen. Or vice versa. The first time I wasn't sure if I had won or lost (the April 6th newspaper), so I played again, and this time it was clearly an early game over (screaming widow and arrest).

So cool, I think this is my favorite so far - very compelling design! The game mechanics fit the story so well. I love how you get constantly distracted by checking the suitcase, potentially missing out on what the widow is saying, because the text wanders offscreen. Or vice versa. The first time I wasn't sure if I had won or lost (the April 6th newspaper), so I played again, and this time it was clearly an early game over (screaming widow and arrest).

Glad it worked out, it was an experiment for me, too :)