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Terry

23
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4
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A member registered Jul 11, 2022 · View creator page →

Creator of

Recent community posts

I did submit the game well before time was up, but that was simply to make sure it was submitted in time as there are sometimes issues at the last minute due to the load on the site. I was still able to, and did update the game as much as I could 'till the deadline was up (I didn't take off from my day job, so I didn't have a lot of time on Monday and especially Tuesday).

Your assessment about death being bound to the spacebar is correct. I originally was going to allow for a jump, but realized it didn't really have any point. Then when I needed to test the death mechanic, I bound it to the jump button and just totally forgot I did that until it was too late.

I appreciate your feedback. I am considering continuing to update the game, though it would probably be in a new project as I want to keep this one, and all its flaws, for the sake of documenting my history and progress.


Thank you so much for playing!

I am disappointed that I ran out of time to implement sounds, as well as fix the bug preventing you from fighting the giant lizard, among many other things. I am glad that you enjoyed the aesthetic. It was one of the things I worked on a lot.


Thank you for playing and for giving feedback!

I really love the concept. It is implemented super well. I could see this concept, if developed outside of a game jam, leading to some really mind bending puzzles.

I do think that some things could have been more responsive. For example, it was hard for me to tell at first what had happened when I scaled the y down too low and crushed myself. The sound is fitting, but doesn't get the message across obviously enough in my opinion.


I also found the platforming controls to be a bit tough to deal with, particularly on the penultimate level. Unless there is some easy way of handling it that I was just oblivious to, it seemed to require some precision platforming, which felt a bit jarring considering the other levels were more puzzle-y. Tighter platforming movement would have helped.


Overall, really cool game! Would love to see it expanded upon and refined!

I had bound death to spacebar for testing purposes, and apparently forgot to remove that. The small monsters spawn in random spots every 15 seconds. Not sure why you weren't able to find them. But thank you for playing!

I really like this idea!

This is a really cool game. Almost like a clicker game but way less passive. Like it took the most fun parts of the clicker game but added more interactivity. I'd love to see this expanded upon.

Very cool take on an RTS. I love the artstyle and presentation (especially the creative tutorial. The game is a bit too difficult to me, though. No matter how many fish I had the divers seemed to just dominate. Also adding some other elements so that there is more strategy than just "make as many fish as you can and attack."


Not a knock, though. I see a lot of potential.

I wish I had 48 hours to sit and see what happens. Very clever and funny. Not sure how much of a game it truly is, but it made me laugh. You basically created an instant game jam tool....

The art is stellar. I found the controls a little difficult to get used to. I think if the car was just a slight bit slower it would be a bit easier to control. Often when I hit the edges of the stage it didn't feel like it was my fault, but rather because the car was out of control.


That could just be me, though. Solid game!

Yes. That is the case. I didn't even consider whether the enemies should attack in intervals similar to your dice.

Cute art style!

Thank you!

Thank you so much for the kind words!

Puzzles were really fun! Rolling unfortunately just felt like an obtuse way of selecting a move, though. Also loved the visuals.

Thank you!

Thank you so much!

I agree on all your points. Most of them occurred due to time constraints. I might try to update it after the voting is over.

:)

Thank you for playing! "Shorten the roll time" was on my list almost from the start but by the end it completely slipped my mind. Thank you for the feedback. :)

I love it! A bejeweled-like game but with dice.

It took a second for it to "click", but once it did it was quite fun.

The presentation from the visuals to the music and sounds are top notch.

Good job!

The puzzle mechanic is a very interesting concept, although a little difficult to understand at first. I agree with littlepuly that the visuals could be better (although I don't exactly have enough experience to offer suggestions here).

It is also a little difficult to tell what path the knight is going to take to get to the selected carrot, meaning it becomes a game a bit more about trial and error than puzzle solving. I also got to a level where even in full-screen I couldn't see the finish. I can't remember which one though, sorry.

Obviously we all have to make sacrifices when making games in such a short period of time, so the issues are understandable. If you had all the time in the world, I would focus on making the tutorial more clear and making what the knight will do when you hit play more clear in some way. Perhaps explain a bit more what is going on under the hood (in the code).

This is definitely the type of puzzle game I would play, though. Definitely a good idea, especially given the time constraint.

Thank you for the feedback. I agree that it is too hard. A lot of elements are put together without much thought, including the difficulty and enemy placement. I just didn't have time because the core mechanics took till almost the very end.


I am glad you enjoyed it, though! If the aesthetics look good it is likely just cause I stuck to a limited pre-made color palette, but thanks nonetheless!


I have played and rated your game as well. I will leave a comment there soon!

This is peak game design. 

I love the concept on display here. The controls feel slippery, though. Multiple times it felt like the cat died because it didn't do what I wanted it to, not because I made a mistake.

This was pretty cool! I really liked the artwork.