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StolenCheese

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A member registered Sep 07, 2017 · View creator page →

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Coming back 1.5 years later, this game REALLY hits different

I think most of my feedback for this has already been echoed in the comments, but yeah fun game that needs a little UI polish. Really well made for a game jam and a good idea.

Just so I can write something original, I feel expanding this to Carcassonne/dorf romantik style could be interesting, or just a larger grid in general. I felt the rounds were maybe too short/not enough time for the consequences of my actions to ruin me, compared to the length of a round in something like Balatro (which I think is an inspiration for this?). Not sure about any of that, just thoughts :)

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Thanks a lot! One of the first comments to note about sound, which is something I and the person who made the music are both quite proud of - the first game I’ve done where I spent a lot of time thinking about this.

As a lot of people have already said, reminded me a lot of old school besiege in a new engine. Had a lot of fun playing it, to the point of screaming “my machine! my machine!” over and over on discord.

For notes: I think the wheels could use more friction, especially the large wheel which kept slipping away because of its very loose suspension - they felt like wearing ice shoes.

But yeah I had a solid 30 minutes enjoying this, a lot more gameplay then in most jam games, good job!

A cool game, and I admire you doing it in typescript, but I really could not get a hang of the isometric movement and I could not get past level 3, sorry. Honestly I don’t know what I would do to fix it - maybe allow rotating the camera around, but that is a lot of work. Having 1,3 as spell cycle rather than 1,2,3 for spells 1 2 and 3 also hurt my brain.

Neat concept. With enough trial and error I managed to beat it, although most of the trial was trying to get the game to work. Full screening it makes a black screen, the cursor constantly escaped the window, and when I got the coconut halves they floated away into the sky. Apart from tech issues, cool concept and good job!

Most of this game is poly bridge but made quickly, but the additional puzzles are well done and original. Good job! My biggest problems were the drag being a little unreliable, and having to restart at the halfway mark as I stopped being able to interact with the game.

Cool game utilising neat perspective puzzles. These were mostly thematic, as there wasn’t really a puzzle to solve, but it’s a good experience. Some day I want to make something similar — programming perspective is not easy and scares me, so good job doing it in a jam!

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Thanks so much!

You may be surprised to know I also am not fond of time limits, and the piece about the bank “closing in three minutes” was for kind of the reason you described, a quick case then time to place pieces. However, the time limit of the jam countered me :)

And yeah, the mapping part was done quickly. For an expanded vision, I had imagined the player drawing the map themselves, but I couldn’t decide a scoring system.

X axis drift is a godot web thing as far as I can tell - does not occur on windows ver.

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I am a big fan of citizen sleeper (and hopefully the sequel 👀), and was quite surprised to see it pop up in this jam.

“wake up sleeper” “the baby does nothing”

This game is pretty odd, but in a good way. The sudden change in tone when different music clicked in was a great moment. And a special agent can never have enough guns. And oh my some of the other endings lol.

So yeah, good game, good job!

Got to 1122M. Satisfying gameplay loop, mainly due to the very fluid movement. Operating big machines is always fun.

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The fact this game only has two ratings speaks to the criminal over-representation of web builds in these jams. It’s really good, a massive refresher from the styles of a lot of other games in this jam. I’m a personal fan of the visual style, very Inscryption, and with retro-future storytelling that was just good. The polish feels like the game jam happened a month ago and you had that time to refine it :)

Congrats!

Haha, great to hear!

Btw, what is the font used for the title? It’s really nice for the aesthetic.

Cute graphics, good core mechanic, especially for a first game. For feedback I would say:

  • The game ramps up a little slowly, you could cut a couple of the first tutorial levels to get onto more interesting gameplay. This could be applied to movement speed in general.
  • The music got a bit much after a while and I had to turn it down.
  • The movement is nice and hefty when big, but when small it keeps some of that behaviour, so feels sluggish, evident when moving around the maze. I would say when small you would want to move to more reactive movement.

Good job!

Yeah, another web bug. I wish Godot web was a little more stable (it also keeps loosing control of the cursor) but if you didn’t manage to finish (and still want to the) windows works without issue.

Simple concept packaged neatly. The different end game flavours are good, as well as the theming in general. As others have already said, tutorial is not super understandable, but I worked it out - maybe put a text version in the description of the game.

My winning strategy ended up just making a pillar of my dudes on one side, and mixing the other dudes in the other two columns.

At the end of the day, remembering everything is what the game is. If there was a minimap, you would just.. walk around a room and look at things? so don’t think I agree with that.

Thanks for playing!

Yeah inter-collisions I was weighing out whether to leave on. In my head I wanted rushing to complete a level to be hectic, but in the end it was more frustrating.

Absolutely the dog thing was not a problem, sorry :). I do like the lore, and it is fun, I just was perplexed and I wrote about it for too long.

Yeah WebGL is pretty major for these, a lot of people pass by non web games which I experienced in the past. I used Godot for the first time in a GMTK jam this year and it was mostly painless on web, can recommend.

Enjoyable mapping game, got to a score of 27. Finding the positions and rotations and things was relatively smooth, the compass was a useful tool, which is a nice feeling to capture. I was quite bad at measuring scale on objects without attachments to terrain/other objects (the tree/the rocks).

Nice looking environment, chill wave sounds, could have used a bit of music. I’m not sure how influential being a dog was on the game, but I enjoyed knowing that I was one.

Also, nice to see another game on the same line of thinking as mine :).

Interesting game, let down a bit by the controls. Having right click to select first and second pieces for joints was not intuitive, nor was q for motor in an otherwise mouse only game.

Resetting the entire level and deleting what you have done was also a little annoying. It meant I was not inspired to build complex machines, but instead I just put a block past the finish line with a spring attached and let bob fling themselves over. Decent potential, just needs polish.

Relaxing puzzle game with a little environmental story telling. Really interesting concept, as has been said a lot already, congrats. My only gripe was sometimes I would spend too long trying with an incorrect pose, which is probably my bad.

Interesting platform mechanics wrapped in a great aesthetic. I found the ending really funny for no real reason other than being tired, but I loved it.

Really fun zen game. The shader work is amazing, the 3d dark matter (?) and the black holes are done very well. The animation of dudes falling into black holes never got old for me :) For gameplay, it kinda is just pool. But I enjoyed it, and played it all the way.

Good concept, and nice to see a game using bevy :). Notes:

  • My solutions to all the puzzles was just to ignore proxies and have equally powerful servers. I’m not sure what I would do to encourage proxies, because I’m not a network engineer, but something should be done for the sake of the puzzle.
  • Multi-click by default is not great, I think you should only select more units on shift+click. I accidentally wiped my upgrades a couple times due to this.

I think this game would be good with something like an endless mode and currency for buying more servers, etc. Good Job!

This gif represents the energy of this game for me. 10/10.

Nice concept, I like scale model for this theme. Controlling the scale model is very smooth and easy to do.

The level around you jumps quite sharpy and can be disorienting. Lack of props also adds to this, as well as that the camera FOV is very small.

“Cells are small.”

YUP

Ok after 20 minutes of trying I have to stop playing over and over and review. I was really engaged by the gameplay, and drawn in by the style. I just wish I could beat it — I kept dying right around the moon tentacles. Someone needs to nerf the united nations.

Decent platformer, bonus points for gnomes. I stopped at the patience level, as I have no patience. Lighting and vfx were nice, and gameplay felt very reminiscent of classic platformer flash games.

Made it to a score of about 1400 but my eyes are so tired from 4 days of coding :)

Great game. The puzzles are great; A couple of times I was attempting over and over a puzzle in the wrong way, and had to step back and think about it, which is a great feeling.

Ah, the cycle of nature. One giant turtle destroys a number of other sea creatures before entering a quasar and forming further turtles.

This game is a delight to look at. The animation to the tilesets in the build area is really well done, as are the combat VFX. The music is serene, and the vibe is impeccable.

In terms of gameplay, the idea is solid but needed a little more polish. When placing buildings, it was hard to see land that was already used, and to know what the best combos are more than intuition and guesswork of trying areas out (unless I missed a tooltip?). The strategy for building is mostly just get the best tools no matter the direction, then in combat I tended to spin in circles activating all my gear and watching the fireworks.

A paragraph about improvements does not mean I don’t think this game is excellent, well done!

One hundred million million boats are sunk by gnome hoards every year. Finally I can have my revenge.

417 gnomes flung.

This game has a bit of a learning curve, but is good for it. At first I was expecting Carcassonne, but as far as I can tell the layout of the city is just aesthetic. Instead, cards scale by how much of something you have done before, so the short term gain of not building houses has a long term loss of missing out benefits that scale with the number of them you have.

All in all, this game has a lot of nuance for a game jam and is well worth playing. And I should not be trusted to run rome.

Tried about 4 times, got to wave 6 I think, good gameplay. My strategy became splitting and merging to rebalance my stats for the current wave, only defending one or two cities. I like this interpretation of the theme, and style of game. Only issue I found — one time I died I had a unit get stuck with permanently 0 AP, could not move or divide.

Very satisfying grappling effect and a non-trivial amount of skill required. Good job!

Hi, thanks so much! The dice are actually not biased in your favour, we wanted to keep it pure (except in the tutorial lol) to keep the feelings of risk (and they are actually biased slightly against you, a bug means you cannot roll a  20 on the d20 :(, so looks like you have good luck! ). Also, with some luck on the cat cards it is possible to adopt it, it gives you some more dice!

I love the aesthetic and premise of this game so much, the voice acting for the weird levels was legitimately funny, and the mechanics all worked with each other really well. My only issue is I had a little trouble controlling the two dice at once with their camera movement, but the game felt very fleshed out for a jam without being too long and I was grinning the whole time playing it :).

Very satisfying to play especially with the d100 loaded and the good sfx. Pretty nice graphics, I especially like the halo of dice around the power ups, and that the bodies of the dice stay on the ground where I killed them.

After 10 minutes had passed I worked out I could just sit on a staircase and shoot them, which made it much easier as running around you cannot hear were the enemies are because they have no sfx to themselves, which I would change, and balance wise this strategy worked much better then I think it should have, but It was fun anyway.