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Some Brothers Studio

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A member registered Aug 01, 2017 · View creator page →

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I like the music in this game! It's quite appealing and fits the genre.

Having said that, the game's presentation is a bit confusing. Could really use some kind of indicator for which units are enemies and which are you guys. That would do a lot to alleviate the confusion. The dice rolls themselves need to be sped up too. They are way too slow for something that is happening so frequently.

It's also really hard to evaluate this game because it's quite buggy. The movement indicators will often stick around after you've moved. You can often click on the map mid-movement roll and you guy will just go there - even if it's outside the range of their roll when it eventually completes. It frequently seemed like the attacks didn't always subtract health. Sometimes I would attack a guy and they'd lose no HP. Sometimes I'd get attacked and lose HP. All and all, it made it really hard to keep track of what I was actually doing at any given time.

Quite a complex game, though! There's probably something here under all the bugs. It's no mean feat to get this kind of AI up and running in such a short amount of time, so congrats on that!

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Unfortunately, I think something is wrong with your launcher. I can't get the Windows  download to work. I downloaded both packages and get this error:

 

I really like the presentation a lot! The game looks good and for the most part is totally readable. it's pretty clear where you need to go and what you need to do.

Having said that, this game is WAY punishing for some that is so heavily reliant on RNG. The paths are extremely narrow and once you're stuck on  a bad roll, the recovery time is WAY too long. Like, one of the first rooms with a chicken on the narrow path is one of the most difficult to pass. It also takes extremely long for the actions to come out. so you can get a good roll and still the chicken will knock you off before your sword even comes out. So you not only have to be really lucky, you also have to have perfect spacing with enemies -- a difficult task when the physics can be a little janky (I clipped right through the floor once!). 

This can be especially annoying in the later half of the game. You get a bunch of power ups and whoops! spacing is just a bit off and you got lobbed off the side with no recourse. That feels bad. 

It's not a bad concept, though! I think if you had a simple lives system and the attacks just came out faster, you'd have a neat little game on your hands.

A bit rough, to be honest. It's weird that the track sticks to one side of the screen. Why would you ever even go on that side of the screen then? You can get pretty dang far just by sticking your die in the lower left corner and leaving it there. Obstacle rarely come that way. 

It's also no really clear which things flying down from the screen will hurt you and which will heal you. I tried to grab almost everything at least once since it wasn't really clear what hurt and what didn't. 

Also, why is there a random "13.76" under your score? I passed that and nothing happened. It was odd.

Another important thing to keep in mind is "time to reset". When the player dies, both the "You Died" and intro text are way too long. It can take upwards of ten seconds to get back into a new gameplay loop. That's way too long for a game like this!

Having said all that, it's a finished game and it's playable, so that's a feat in and of itself. Most people who think about making games will never even get that far. Be proud!

Pretty fun! There's definitely room to play around with this concept. I think there could be a good amount of depth here if you developed it further. The standout puzzles are the ones where it's advantageous to keep the dice around longer to go for a "chain reaction" of solving dice. I also like how you solved the problem of  displaying the non-visbile sides of the dice.  It works well.

In a sufficiently big room  (like the last one), you run into as problem where I can kind of just randomly roll around until the numbers happen to align, though (I did end up beating level 8 in 16 moves, which I thought was pretty good!). Maybe that could be solved by having a "health meter" of some kind that depletes a little on each roll.

I would also say that, for the music, probably would just be better off without it rather than a simple two second loop. It grates after a while.

I really want to love this game because it's such a neat idea. And the aesthetics are great. There's small things in the graphics that tell me that certain parts should be placed behind and certain parts should be in front, which is great. However, the actual combat is really, really hard. Like, I found I could rarely kill any enemies at the start with my regular core. And that really crippled me for later on. It was literally impossible for me to not take damage to fight these ships, which really sucked!


I wish there was some additional mobility or similar that allowed me to dodge or not take damage. I thought there was a shield part or something, but I don't think I ever saw it. I wish some of the parts were a little clearer as to what they were. Otherwise though, cool idea!

This game is extremely aesthetically pleasing. The sunlight from the sun looks dope as heck and the music is really unique and stands out to me. My only complaint is that I kept breaking my probe accidentally and sometimes I think I lost but I wasn't sure? There wasn't a ton of direction or hints with the UI that I would've liked to see. But overall, cool job, I had fun.

The aesthetics and art looked pretty cool and the procedural generation was pretty neat, but definitely had some flaws. First off, the mouse wasnt locked to the screen, so it really threw me off with my mouse sensitivity. The enemies for me were either buggy or not totally functional? Sometimes they would shoot at me sometimes not. And honestly, I didn't really understand a clear "goal" to achieve so I kinda just wandered aimlessly for 5 minutes, which ended up being a little dull. 


The theming with "Joined Together" also feels a bit vague as well. Overall though, this could be refined into something really cool with the procedural generation, maybe some kind of roguelike?

Fun idea, like others have said, restarting constantly, especially with the slow loading screen really hampers it. However, the aesthetic was good. I liked controlling the ship. It felt surprisingly good despite being pretty out of control.

The game was really hard! The overall polish is really good for a game jam game, but I feel like some of the balancing could be better. It was very frustrating to shoot enemies repeatedly and they still can absorb the corpse. And when the other enemies bodyblocked my bullets! And also it sucked being SOL when I ran outta bullets. Overall though, nice polish and fun overall.

The text style was cool, really needed some sound and music and a finished product and I think it'd be solid!

Cool graphics, generally a chill experience. I would've liked to see some more clear instructions on to how to advance in this game over time. An idle game is pretty ambitious for a game jam game. My only issue is that most idle games have some active component, but this didn't really seem to have one unfortunately.

This was definitely a fun one. It's got a cool tetris style to it thats immediately graspable. As the kids say, TO THE MOON

Thank you!

Thank you!

Thank you!

Yeah, I think a lot of people went with ropes, but I just felt like making a spider game would be fun, lol. 

Thank you!

o7

Thank you!

Yeah there's a few different ways we could go with the webs. Ideally they would be more "structural". Like, we hacked together a system for having old webs disintegrate, but it would be better if it were a more dynamic thing. Ah well, ropes are hard!

Thank you! 

Yeah, turns out trying to learn and then implement Unity HingeJoint ropes in 48 hours was a little ambitious. Thank you for the kind words, though!

I liked the overall aesthetic, but I wish the combat had a bit more feedback! Like knocking back or really showing my hurt the enemy would have been fun. Its a cool idea though, and I do love me some top down combat!

Bugs?! It must be those damn Soviet commies trying to sabotage our agent!

Good job, brave solider.

Not bad! Not sure how it'd work, but I would like a version of this with maybe more mobility. As it is now, destroying enemies by trapping them felt mostly incidental instead of something I could really plan around. Maybe if I could move, I could be more strategic withe trapping.

Controlling the turtle was fun for the most part. Mostly, the game just felt like a roller ball type game since there was never a reason to detach. Still fun tho!

Nice! Was fun to play! I really liked the natural progression built in: as you get more aliens, you shoot more guys, so you get even more aliens, which makes it harder to balance, which means you might lose aliens. It all felt very tight and well done!

This is an excellent jam game! Love the style, love the gameplay, love the music! Congrats on this one. You do a great job exploring the ideas you put in the game. I think my only criticism is that the eye circles can be a little tedious. On the level with all eyes, the optimal strategy seems to be getting a circle in position, turning it off, getting another one in position, turning that off, etc. etc. It can take a while after you "get it" to simply execute the idea. But you do a good job in the next level making the eyes pay off.

A really great game! I played for about thirty minutes or so and enjoy it all! 

FYI - the game does not launch in the itch.io app browser. Says "invaldi function" when trying to load in.

Come for the gameplay, stay for the bee-related absolute jam. Great music! Great game as well! There are an impressive numbers of mechanics in this game for such a short time and I feel like the levels do a good job exploring each idea. I wanted more!

Visuals are nice, especially given the time frame, but yeah, as others have said no idea what to do! Had to restart like five times because I kept getting bugged into the ground. 

This game looks great! Awesome animations and style. The game itself gets a little tedious after a while, though. The platform for the landing the guys from the hang glider seems very ungenerous. I maybe got it twice in seven minutes or so of playing. And if you can land that, then the game quickly become the same mini games over and over. A little variety in the jumping mini-game would have been appreciated! 

I got to 11/13 before I quit. Really difficult, but still fun. The fast restart times make dying not that painful. The controls felt good and fair. I simply was just not good enough!

Pretty fun! I like the art style and concept. I think the kill walls in such tight quarters may have been a mistake, though. It quickly leads to a state where the optimal strategy is just to go as slow as possible, which can quickly get tedious - especially if you get kinda far and then have to do it all again. Maybe if the levels were a lot wider they would have worked better!

Pretty fun! I liked the concept and wanted to see where it would go. There were definitely a few moments that made me pause and think about my next move.

Only thing I would say is that I found the hit boxes on the enemies to be pretty dang punishing. In a game like this where the controls are kind of inherently "slippery" and hard to control, forcing the player into precise movements can be very frustrating. I think maybe more generous hit boxes on enemies improve the player's experience. 

Kind of an interesting idea! I didn't really understand which blocks were "lit" or not. I just kinda hit the white lines and then pressed space and tried to see if anything happened. Looks good though!

While the game looked cool, I really couldn't seem to progress! I wasn't sure what the criteria for going from level to level was. I just got stuck on the second level going between guns. It also didnt seem like the enemy robots could even damage me? I tried standing next to them for a long time but none of them could even hit me lol. Interesting idea but I think I was just a little confused overall.