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TheRealMightybjorn

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A member registered Oct 11, 2023

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Thanks! In terms of guidance for factories there is some stuff mentioned in the tooltips, we would have wanted to add a tutorial with more time but we got rushed toward the end unfortunately. Cover photo is about to be remedied!

We also noticed this problem with the AI. In the future we might have the ability to click on an enemy to have all models within range target it, or something like Bloons where you select the targeting mode of your modules.

Neat idea, gameplay is a bit confusing though. Especially without any sound, it's hard to tell what the game wants you to do. I can see this becoming a solid infinite game though!

I really like the gameplay variety and art style here, but as others have said it's a little hard to tell what to do. The only instruction is on the page itself. I think some in-game tutorial stuff would have gone a long way in making the gameplay more fun.

Unfortunately adding features takes way longer than just making more things with the parts we already have done, so we weren鈥檛 able to implement as many things as we wanted to.

I also experience some lag with full screen, but the physics work as they鈥檙e supposed to. Not sure what鈥檚 going on there, sorry.

Cute game! Since the audio and art are outsourced I can really only comment on the game design and programming, which were good. The levels were fun and I like how you gain more control of the scaling abilities as you progress.

Super neat idea! I like the writing and art style. It was tricky at first to tell which objects could be broken and which couldn't, but I figured it out and didn't have issues like that for the rest of the game. For some reason the scaling buttons weren't working (like, nothing happened when I pressed them) for the first minute or so of play time, I'm not sure why that happened because they worked perfectly fine otherwise. Cool game!

Very nice game! The upgrade system adds a lot of interesting replayability, and the graphics are charming. Really my only criticism is that the tougher enemies don't seem to drop any more scales than the weaker ones. There just isn't much of an incentive to go into the depths.

The game is definitely incomplete, yes. We had several pages of dialogue and sprites for other characters, as well as more puzzle designs, but we ran out of time to implement them ultimately. Sorry about that.

Thanks! Wait I can't believe we didn't check what would happen if you're inside one of the walls in the other world while switching... sorry for that oversight.

Thank you for the kind words. And yes, boughgough is definitely a Flowey-inspired character.

You鈥檙e absolutely right about the gameplay. We had several other NPCs with sprites and dialogue and a few puzzle designs we would have liked to implement, but in the end we unfortunately ran out of time.

Thanks! I do recommend resetting the game and getting to the ending, as that鈥檚 one of the things we鈥檙e most proud of.

Oh dear, I haven鈥檛 seen that happen before. Definitely a bug. Glad you enjoyed the rest, in spite of that 馃槄

My secret is barely getting any sleep :P. Sorry about the softlock, how exactly did you do that? We didn鈥檛 have much time for playtesting so some things may have slipped past.

Glad you had fun! And yeah, the perspective is a bit weird. It鈥檚 a 3D world imperfectly flattened to 2D. I too have had some trouble with the laser…

That鈥檚 a good point about the shadow, I just relied on where the character himself is in order to see where to hit.

Super awesome concept, and I love the art and music! The controls make sense, and there's a whole lot of content here. My main problem is that it's just too hard. There's not enough time to set up turrets and fighters before high-level mechs start coming in, so I never get access to all the features you implemented. I think having more time before the first wave and having the first few waves be lower level mechs would greatly improve the play experience. Nice work though! I would totally play a full release of this.

Glad you had fun with it!

I like this a lot! I found it cool that you have to eat some flies to use stuff like trampolines, but you can't eat too many otherwise you can't get around tight areas. However, I did have some difficulty with the controls. Double-jumping felt inconsistent, and I think for this type of game good movement mechanics are really important.

I got stuck on level 9, but I really like this one! Once the later levels implement rings moving together, and you have to use the mechanic of moving your cube before the path is complete... it becomes very satisfying. I could see this having some real success on an app store.

Great concept, and I like the silly faces on the flowers! It's cool that you're able to change the instrument of the music (synth is my favorite), I haven't seen that done on any other submission. That said, I think audio sliders would have been helpful because I found the sound effects to be rather loud.

Fun idea that fits the theme! That said, it's a bit simple in execution, and somewhat hard to play. Several of the meats look nearly identical with nothing wrong about them.

Thanks! And that's definitely possible. It runs much smoother on the app, so if you're looking for a better experience there that's what I'd do.

I'd love to play this game, but I am completely unable to get past the starting message. I believe there's a button at the bottom I'm supposed to press, but it is outside of the window. If you have a tip as to how to get past this, I'll edit my comment with thoughts on the actual game.

We would greatly appreciate if you played and rated our game, Mr. Magnificent. In exchange, we'd do the same for your game!

Mr. Magnificent is a side-scrolling beat-em-up where you have to use your superpowers to stop an alien invasion. Unfortunately, this is Mr. Magnificent's first day on the job, so things could very easily take an unpleasant turn...

Thank you so much! The screen scale was also a bit weird on my PC, so I feel that. As for the levels question, a full release of the game would have individual levels, but we thought it being endless would be more fun for the jam.

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I am not someone who's good at puzzle games, so I wasn't able to get much done at all. I just sort of spammed the water bucket in certain locations until it was enough to reach the statue. Art and audio are very nice though, and I appreciate the ability to skip puzzles.

(Also, I see what you did there with the title hehe)

Pretty fun, I like the concept of the power ups. Though on the third level I fell while platforming, and that effectively softlocked me as I could no longer get the powerups required to progress. I would have rated the art higher, but I noticed that it was taken from an outside source. Good for a first game!

This was super fun, blowing up environment features and ninjas felt satisfying. I noticed that there is a second enemy type, but it takes quite a while to encounter one. I think this game would have been made even better with a third enemy type that was more common, just for variety. Great work!

Oh this is great, I was not expecting to play 4 different smaller games with continuity between them. Loads of fun!

Definitely true about the kick being a bit weak later on! We were originally intending to add a power-up that would temporarily increase your melee damage, but that didn鈥檛 make the cut due to time constraints. Glad you enjoyed!

Thanks for the feedback!

Glad you enjoyed it! DTG did a great job on the soundtrack. And the issue of not being able to tell when ground aliens are gonna shoot while you鈥檙e up next to them is something I鈥檝e encountered too, it just doesn鈥檛 bug me that much because I can usually heal right after. We could add an additional indicator in the future.

The low framerate of the opening grass area was somewhat unbearable, BUT... once you get past that, the performance is perfectly fine! I really enjoyed the art, writing, and sound design. The flowers and old timey song are great. The vibes are weird and perfectly dreamlike. My only criticism would be all the invisible walls in the beginning and the lack of collision with some stuff in the diner. Definitely adds to the dream feel, but subtracts a bit from the game itself. Certainly an experience.

Love the art and concept, but it feels somewhat unfinished... what is my goal while playing?

The writing and art is very nice, and I like the way that the different equipment pieces are balanced. The difficulty did randomly spike though, I went from fighting a chimera with 160 health to a skeleton with 720, who was able to kill me with one hit. Overall though, for something made in a week, this is quite well put together!

Super neat idea, I had a lot of fun!

Very nice visuals. and the spells were fun to use! I did find the game to be a bit unforgiving though... there didn't seem to be a way to get more lives or health, so I wasn't able to beat it. Let me know if that is a mechanic and I just missed it.