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SmoothProcess

131
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16
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A member registered Mar 01, 2020 · View creator page →

Creator of

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I guess you were around 70% of the way through.

Congratz!

Some games aren't for everyone, but that just makes them more special for those with the persistence to see them through! :)

Best wishes for you and your country.

Thank you :)

Thank you and I did check it out :)

Thank you, I'm glad you enjoyed it :)

Thank you, I'm glad you enjoyed it :)

I have lots more free games, you can always have a look at my profile and see if you find something else that interest you: https://smoothprocess.itch.io/

Just until you realize no one's coming and the game is over.

My apologies, I thought it was fitting and funny from a narrative perspective and didn't realize most people would actually just wait for something to happen... sorry.

Yes, that's true. It's an oversight where I assign the wrong value to the "coyote time", so in effect the game acts as if it doesn't have it.

Sorry.

That's very high praise, thank you very much! :)

Thank you! Glad you liked it :)

That’s a really nice idea if I would continue with this. But I don’t think I want to (...)

Yeah, I figured that was likely the case. I just mentioned it because I think it's useful to think about regardless, to improve our understanding of game design.

Let me know if you'd like to team up with me for a future trijam. You can look for me on the trijam discord.

Thank you. :)

(1 edit)

Neat.

Although it seems you're showing off a clever idea that's not very functional as a game.

Understanding the rules of the game comes with a pretty high barrier to entry: you need to be familiar with a whole different game, playing it in reverse is just harder, and it's very difficult to tell what makes a good board state from a bad one.

The UI doesnt help much in understanding the game (it's only natural for such a complicated premise developed over this short a time frame).

I'd suggest you could ease the players into this game much better by first simplifying the initial state: instead of diving straight into a finished game first introduce a game that's a few moves in (this would give a simple solvable problem where the player can learn the rules), then another that's a few more and so on.

Glad you had fun with it, even without an opponent :)

Thank you, glad you enjoyed it. :)

Thank you very much playing :)

Exactly, good eye :)

Thank you!

I'll keep those things in mind if I decide to work on it further :)

Nice entry.

Very annoying that you have to drag the boxes slowly and that reset if they touch.

Nice shake feedback when the skulls hit the spikes :)

The vertical climb can be a bit challenging, but seems you had it down by level 6 ;)

Nice minimalist aesthetic and the page goes with it, nice.

There doesn't seem to be enough variety to justify so many levels. Some levels are just the same thing you've already done but strung together a few times, which isn't anything new. This is exacerbated by the fact that in many of the puzzles you have to wait while the character rolls in an almost stop.

Nice visuals, although the city skyline seems a bit too busy and it's hard to tell where the collision point for each asteroid would be.

Good job tapping into that part of the brain that likes to make things grow.

A bit of a shame it ended just as I was getting my unstoppable army ready :P

I liked the visual style.

Nice simple puzzle game.

Didn't need most of the blocks to solve the last puzzle :P

Thank you very much! :)

Thank you, I'm glad you liked it! :)

I think there's an issue between the HTML5 export and some browsers that's causing audio problems.

I'm glad you did :)

Thank you :)

If you succeed you'll be dropping the ball into the hole ;)

Thank you, glad you enjoyed it! :)

Yes, there's not benefit since it's an honor system to keep to the 3 hours and you're likely to get fewer votes.

Yesterday, it was a late submission.

I think the game goes from too easy to too hard.

There's a lot of dead time at the start where the player needs to wait for the slow-moving enemies to get hit by the slow moving bullets.

And, because the enemies spawn in huge clumps, when the difficulty of each enemy increases, the difficulty of the wave increases multiplicatively.

Nice first jam attempt!

There are a lot of obvious things to point out, but I assume you already know ;)

No need to be sorry :) , it's part of jamming!

Remember that only the actual dev time counts for the 3h, you can think about the game outside of that ;)

In my opinion, a very small number of focused levels work better than a large meandering assortment.

Pleasant aesthetic.

Nice simple mechanic.

Many of the levels seemed redundant to me. (Just the same thing as a previous level, there's no new element and the player doesn't need to understand anything new to complete, just do something they already did)