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sprite_byte

13
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A member registered Jun 11, 2022

Recent community posts

Was pretty fun but got a little repetitive after a while. The music was perfect and definitely added to the goofy nature of steering a road. Overally prett good.

Pretty great entry overall. Art style is cohesive, concept is fun, and adding the stars to encourage speedrunning was a great choice. Controls do feel a little slow and I don't think its a particularly creative take on the theme, but i definitely enjoyed it

Liked the art style but could benefit from visuals that help distinguish what are obstacles and what aren't. Obviously a little buggy, but it's a good start for your first venture into game development

Perfectly encapsulates the theme of roles reversed but could be executed better . Their is very little gameplay to actually enjoy and it feels a little slow. Style is simple and cohesive but not particularly exciting.

I think developing a more interesting way of moving the hole could really help the game, but overall a good start

Great take on the theme, could definitely picture this as a fast paced management game, making sure things are kept in reach and the bag doesnt overflow. However, controls are a little clunky and the art style is not really cohesive. It took me a moment to understand we were in someone's backpack.

Overall great foundation for a game, just needs some polish.

Great take on the theme, could definitely picture this as a fast paced management game, making sure things are kept in reach and the bag doesnt overflow. However, controls are a little clunky and the art style is not really cohesive. It took me a moment to understand we were in someone's backpack.

Overall great foundation for a game, just needs some polish.

Definitely an interesting take on the theme, but nothing really to do in the current build. There are no objectives or goals that bring purpose to the players ability to fit the theme.

The visual style is fairly cohesive but could do with a greater variety of components.

While most of the art look good and the cutscenes have a unique style, personally the game has far too much post processing.

The final boss is unreasonably difficult and unfair as the attacks are fast, difficult to dodge and not telegraphed in anyway.

An issue with this year's theme, is that developers almost always implement some mechanic with RNG. As  Mark goes over in his video on RNG, such mechanics can potentially ruin the player experience if not implemented correctly. However, you have ingeniously overcame this hurdle by making an idle game, where players can't really feel cheated by bad luck. Dice rolling also happens often enough that it sort of evens out, and all of the powerups help increase this average.

Best game I've played so far. Great strategy game with surprising depth and polish, and the implementation of an AI is extremely impressive. My only issue is that a little strategy may be lost because the number of spaces you can move is determined by luck, though this is forgivable as it was obviously a design choice made in order to fit the theme. Some way of influencing the movement dice roll I feel would balance the experience.

However, having randomness with the powerups I feel works really well. As long as the powerups are balanced (which they seem to be), it brings an interesting dynamic to the gameplay, making the player think of how to best utilise their powerup and adapt to another players powerup.

Unfortunately as it is unfinished it is hard to grasp how good the game is.  However, it does bring some interesting ideas. With more time and development, I could picture this being a fun deckbuilding roguelike, like slay the spire, and the player thinking how to best influence rng to their advantage. giving rerolls is a very helpful option, but you could do with a clearer way for the player to distingush between the reroll phase, and the action phase.

Very Neat! Art style is simple yet effective. With a little more development, I could see the scope of this growing and it could make for a very intriguing ystery. Just maybe check the code. Some of the dialogue seems a little buggy (namely the 2nd conversation with Tyler)

While it looks interesting, I think it could do with some more instructions. Maybe it was just me but I had very little idea what I was doing or what the consequences of different choices were. I just clicked different buttons until I suddenly died. Maybe some dialogue or a short tutorial could be helpful.