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Svorkar

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A member registered Jun 06, 2022 · View creator page →

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Really impressive polish, the UI, spritework, and effects felt very cohesive. I also think the level design did a good job of showcasing the core mechanic. I didn't love the character movement speed at first but after playing a bit I think it fits the game well and it feels more like a puzzle game than a platformer so I think it works. The main frustration I had was just that trying to position the logs could be really fiddly sometimes and it felt a bit difficult to snap them in the way I wanted but as you mentioned you had to mangle godots physics engine to get it working so the fiddliness is unintended.

Agree with both of your critiques, if we keep working on this after the jam there's were a lot of weird block interactions we weren't able to account for that we want to clean up. Thanks for playing!

That's unfortunate, we moved to godot 4.3 which has so far worked pretty well in web. If you're interested, we could do some troubleshooting but if not thanks for trying!

Thanks for playing!

Fun game reminds me of motherload. Length felt perfect for a game jam but I could definitely see the concept being expanded. The modifiers start really scaling up, it also reminds me a bit of leafblower simulator but your core loop is a bit more interesting to me.

Fun game, I liked the friends + friend shield strat. It also just felt good to play and swim, I think you had the speed and everything at a good level. How exactly did the friend shield work? It seemed like there was a minimum number needed but also removed them all when used. 

Awesome game, the leveling system is a really good idea. It makes the game feel unique in a fairly saturated genre. Being able to make use of different parts of the levels was also cool. If you keep working on the game it might be cool to have some parts of the level shift or some design where the player has to really make use of the destructible walls. Also it seems like there were a couple bugs (tooltip doesn't show sometimes on a merged turret, I think it fixes after it moves and in the last level it seems like it spawned in a bunch of extra turrets) but I think its a really fun game and I think you could do quite a bit if you feel like continuing work after the jam.

Great twist on fogger. Unfortunately the game was lagging for me in the browser so I didn't get the ideal experience but it's a really simple but effective idea and I could see it being released as a mobile game, as other comments have mentioned. 

Great twist on fogger. Unfortunately the game was lagging for me in the browser so I didn't get the ideal experience but it's a really simple but effective idea and I could see it being released as a mobile game, as other comments have mentioned. 

Thanks for the feedback! Yeah, we're looking to improve the tutorial and also the input presentation in a post-jam update, it's not terribly intuitive as is.

Very polished! Game looks great. Definitely a fun experience playing as the bullet hell boss. My only complaint is I wish there was more.

Glad you liked it! Agree on the tutorial, I think we'll try to polish that up a bit post-jam. Also, had a look at your game and left a review, thanks for recommending it.

Good call on the controls, I think we could tweak things a bit to make it feel more responsive. We can't take credit for making the music, feel free to check out more of their stuff here: https://pixabay.com/music/upbeat-a-bit-uncertain-22145/

Glad you guys liked it!

Voice acting was pretty fun, nice work getting a working story alongside the game release in 48 hours. The core game loop was a neat take on the theme (especially alongside the story), as others have said the box placement could be a little janky but nothing game breaking and understandable given the time constraint's. Good job!

Funny idea, game is also well constructed and polished. As others have mentioned, the hitbox isn't super obvious, if you wanted to keep working on it I would look into making the hitbox the size of the whole truck and maybe make the horizontal movespeed faster or something to keep it balanced. Great work, fits the jams theme nicely.

Fun game, I think you did the tutorial really well. We were having trouble finding a way to present all of the necessary information without overwhelming people and having them just leave or click through it.
I also really like the flip to the pokemon snap genre, and the pixel art moths look great. If you wanted to keep working on it after the game jam I'd be interested to see what you had to cut. 

Thanks for the kind words, we definitely had to cut out a fair few things (particularly upgrades and a lot of balance) so we'll probably release a more polished version sometime after the jam is over.

Got 226 on 2nd try

Pretty fun, I got 197. I liked the ability to negate bad dice with 0x multipliers, added some extra layers of thinking.

Pretty fun, I bet you could come up with some more ideas if you wanted to keep working on it. The presentation is great as well.

Cool premise, if you want to continue working on it later you might want to consider showing the required outcome at the start but its a neat idea and requires some planning, which I like.

Looks like we had a similar idea for the theme. Having to test food for safety is pretty cool,  a lot of the other reverse-fishers involve dodging hooks and stuff but I like this idea.

Cool idea, I might actually try it on a real chessboard against a person sometime. How much of the AI were you able to program? Is it random or are they making some decisions?

I really like the idea of playing as the touch screen lol. Pretty neat.

Looks like we had a similar idea for the theme lol.  Pretty fun, I really like the fish sprite.

Yea, didn't quite get to it unfortunately.

Cool take on the prompt, I like the idea. If you continue working on it you might get some design space by added dice that aren't necessarily 1-6 (e.g. 2 two-sides, 2 three-sides, and 2 four-sides).  Interested to see what you can do with it.

I really like they concept behind the game, pretty unique take on the prompt from what I've seen so far. I like that the strategy isn't overpowered by the randomness, which I think a lot of other strategy games in this jam were.

Fun game, I like how chaotic it gets once you have a few dice

Very cool concept using the top face to determine movement. As others mentioned, the 4 was annoying sometimes but I like that you incorporated it as a solution for some puzzles. 

Really polished and fun. There are a few games with a similar concept I've seen (higher number beats lower number) and this is my favourite so far, the level design and art really elevate it.

Cool game, I think we had similar ideas on using the upward facing die to determine its attack/action effect. I like the variety of weapons and effects you were able to introduce.

Left-Click on an allied die (with a red arrow above) and then right-click over one of the positions a ghost appears. We weren't able to get the UI as polished as we would like so you might need to read through the Controls and  How to Play sections.