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shemetz

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A member registered Jun 30, 2017 · View creator page →

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Pretty fun!  I gave up after getting stuck in the Turbine level for way too long (the difficulty really spikes there!)

My favorite game from the jam, so far.  It's a simple idea but it turned out way more fun than I expected, with enough polish to make the experience enjoyable for at least 20 minutes.  (longer review on game page)

Great game!  It's very much "Paper's Please with the Knapsack Problem", and even though the basic gameplay is very simple, it is delivered really well here.  The ability to place weights on both sides of the scale is what makes the game click.  

I managed to buy Saffron around day 6, but by that point the game became a bit too boring (which makes sense with the limited dev time).  If you ever decide to make it a full game, I imagine you could add all sorts of new mechanics to "spice things up":  sacks with holes that slowly leak out spice, special weights that need to be saved for special people, bonuses/penalties for finishing fast or delaying too long during each customer's turn... and of course, plot!

UX-wise, my criticism is all minor:

  1. It's very hard to tell how much money each sale gives you and why.  This information is important so that I can better decide if I e.g. prefer to sell [6/7 + 3/10] or [3/7 + 6/10].  I know the color system (white vs yellow) helps, but it doesn't help enough to figure these small details out.  I also don't know if sometimes it's better to stop and do nothing rather than confirm a very bad deal.
  2. Dragging my cursor back and forth got a bit painful for my hand after a while... some hotkeys would be nice.  For example:  assign the numbers 1,2, 3,4, 5,6 to the halves of the scales, then let me press 3 while hovering over a weight to automatically place that weight on the left side of the second scale.
  3. Make it easier to remove a specific weight from the scale after it was placed.  Currently they all overlap.

Thanks for making it!

You're right, your game is pretty similar (and I enjoyed it too!).  Maybe one day we could have a game where you're a tiny worm controlling a giant mech

I finished it now;  it's got a bunch of nice ideas in it, and the level design is good, but the controls are really holding it back.  Would've been nice if climbing was automatic (as long as you're holding the up key) rather than relying on the space button, and if falling was slower.

Nice game! Definitely what this jam was meant to have, with good focus on the core mechanic and the platforming puzzles that it can solve. It took time to understand how the controls work exactly, and the player character is able to rotate for no real good reason, and there are a few small bugs, but overall it's satisfying to figure out how this mechanic works and play with it.


I wish that the white yo-yo rope line was consistent - I think it's better to have the cursor "wrong" than the line to the yo-yo "wrong". Also, I think the player character could be a bit smaller (or the world a bit more zoomed out).

Is the yo-yo movement-towards-cursor speed limit on purpose? I didn't like how I had to act fast and move the cursor quickly so that the yo-yo could catch up in time, but maybe it was meant as an additional skill challenge for the game.

Really good! Simple but smart concept, executed quite well. I like how the difficulty curve is very natural, and the mechanic of extending the loop's time both forwards and backwards after each iteration is brilliant. The best strategy is to create a conga line of clones that execute each other, but the most fun strategy is to run around and shoot everything and dodge everything you shot :D