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ThinkWithGames

125
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A member registered May 21, 2019 · View creator page →

Creator of

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Cool take on master mind! One suggestion is that it got a bit annoying/felt like I would get carpal tunnel from having to click and drag each ingredient every time I wanted to use it. I was confused for a bit why the last ingredient on the first level was getting satisfied, turned out it was the spoon. So I had to click and drag for every attempt, my hand was getting tired.

I liked the artwork!

Interesting idea! Not sure if I was moving too fast or my monitor was too dim, but I never saw the actual ghost figure, I just moved around, then seemingly randomly got  caught. Maybe the visibility could have been increased a bit or an indicator could show when the ghost was near/ what direction they were in?

Very original idea!

My mistake. At first when I opened the game it looked like I could just kind of  walk around aimlessly forever (it wasn't clear that there was a goal/ where I was supposed to go, I missed that line in the description).   As you said, adding an arrow would have helped a lot. 

I have now beaten the game (apples :-) )

   It was also a bit hard to tell what counted as walls since they were only a few pixels big, maybe the thickness could have been a bit more? I'll update my rating :)

Glad you like my tutorials ;-)

Cool game, though maybe I missed something. Was there an incentive to move around at all? Like it seemed like I could have camped somewhere since I had nothing to try to go after.

I liked how simple the controls were!

Cool game! One of the first I've played in this jam that didn't require mashing buttons to win. The sound and gameplay was good (maybe some background could have been nice). The only thing I would say (which might be a browser bug or you ran out of time) is that there was no visible effect when right clicking to attack the ghosts. Another minor one was that the last level was a bit long, too many places to check for the key.

Great game overall!

Interesting whack a mole type game.  At first I thought that the "moles" were moving towards the bottom and that I was supposed to prevent that (since the special attack moved upward). One improvement I would say is allowing a button in addition to left mouse button to attack, to help prevent carpal tunnel.

Interesting game with the fixed camera perspectives. When the game first started, it was really dark, I thought it was just a black screen because I keep my monitor brightness relatively low. It wasn't until I turned up my monitor brightness that I could see anything. Even then, I could barely see my character (and I was a bit confused by the movement since I couldn't see the direction my player was facing).

I got into the second area and used the life guard key, but eventually I accidentally went off screen and had a hard time getting my character back in view.

Very ambitious game for just one week!

Interesting idea. After I got to level 2 and saw that I had to click multiple times for each, and stopped because I didn't want carpal tunnel.

Very unique idea!

F4 was only for those that wanted to play entirely with keyboard, pressing the X icon also works :-)

Sounds like it's working for others, did you type the 5 letter word (starting with 'v') into the "5 letter" text file, and then look in the mysterious file?

Glad you liked the game!

Thank you for allowing the cleaning button to be held down! So many other games in the jam felt like I was going to get   carpal tunnel! For the gameplay, I would say it would be nice if the dirt spawned a bit faster and maybe if the days went by faster. It felt like I was just waiting around sometimes.

Great game overall!

Guess it's always fun to destroy things haha.  My only question is why the ghost had to take over the cat when cats do that sort of thing normally haha.

Fun game!

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Looks like another person like me who made a desktop simulator based  game haha. I liked the idea, but the  movement was too annoying to  keep playing after going through the portal. I didn't want to get   carpal tunnel. Perhaps you could check every half second or so if the player was holding one of the movement buttons, and continue movement if they are holding it?

Cool idea! I liked the transitions. It did get a bit repetitive though, and a lot of the game was just waiting for the spikes to disappear. Also perhaps some sound effects could have added to the experience.

Cool small game!

Been a while since I saw a stationary shooting game. I was confused at first why gun wasn't shooting, so it might be helpful to have on screen text saying to press R to reload (and also not require  reloading at the start).

Cool game overall!

Interesting idea. It was a bit annoying having to click for every shot, didn't want to get  carpal tunnel. The player movement was a bit fast, it could probably be slowed down a bit. Also when respawning it would be nice if the dialogue didn't pop up again.

Cool game over all

Thanks! I only started working on it on Friday, two days before the end. I was considering expanding the game in a post jam version/ more fleshed out game :-)

Very polished! Fairly easy to pickup. At first I thought that I had to get all the yellow circles in my lens, not just getting one of them centered. Once I realized that the game became a lot easier haha.   The only other minor thing I would say is that the coins remaining don't show in the upgrade menu itself.

I could see this idea being expanded, very well done!

Looks like we both though about making computer simulators haha. I was a bit lost until I read in your comment here that I was supposed to run "vpn connect sanctum". When I was just running "vpn connect Lucifex", it said that vpn was not a recognized command (I suspect this was a "catch all failures" case).

Cool idea overall!   It is kind of funny that you made a job simulation haha

Interesting idea! I like the artwork! The button to advance was a bit small/ it would have been nice to have a hotkey. I was a bit confused at first which parts were clickable. Also when putting things in the center of the  summoning circle, they didn't do anything, but on the outside of it things they did work.

Overall relatively easy to understand, and very unique idea!

I used Godot's built in "Window" node :)

Hint: Check the doghouse in level 2

Interesting idea going the tower defense route. Not sure if I missed something, but after placing my towers and not having enough money for more, I just had to wait for a few minutes for it to become night. A "start round" type button would be nice.

Also the text showing how much an item costs was very small, perhaps it was left on the default 1px font in godot?

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Interesting idea. It felt like I was aimlessly wandering  a lot of the time. After interacting with objects,  there didn't seem to be any indication that I had gained something. Maybe showing the batteries I had collected on the UI could have helped?

Also it was a bit hard to read the initial text with light text on a light colored background

Cool idea overall

Interesting idea for the haunted theme. I played a few levels, not sure I see how haunted circuits were different from normal ones. Also seems like there were extra circuits for some reason? Like why were 4 seemingly identical circuits given, when only of them was needed to beat the level?

Cool game overall!

I like the graphics! (Seems like its black thorn prod inspired?) I noticed that the game window is meant to be quite large, I couldn't get the entire game to fit on my laptop (maybe the itch io fullscreen button being enabled could have helped?) This kind of caused issues since things falling offscreen penalize the player.

Interesting idea mixing Braid and platforming challenges and darkness! One issue I ran into is that my screen brightness is normally pretty low, so I had to turn it up just to see my player at all. Maybe the area around the player could be lit up a bit more? Cool game overall! It was a bit too much random guessing where to go (and I'm bad at platforming), so I didn't finish, but I got to level 3

That was very well put together! Very nice artwork! The only thing I would say is that it got a bit repetitive. Some of the scenes without the "special characters" could have been removed.

Great job overall!

Interesting idea! As others said, at first I thought the game wasn't loading, didn't realize I had to press space. It seemed like my attack should have been shot since it looked like an orb, and the range was a bit short (especially with the charge up and moving enemies).

I liked the sound effects!

thanks! Guess since you're the one killing plants, it's your name haha

Never seen this concept before! Awesome stuff! One "cheese" that I'm not sure was intended, since you always drag the side you are closest to, you can drag lots of the shapes out of the playing area. Great puzzles overall though!

Very colorful and stylized game! I like the use of the scale theme for both the weight and the height.

Cool to see a pin ball game. It seems like there could of been more of a tutorial. I didn't see the point of scaling the paddles up and down. Also when buying things in the shop, it seemed like they showed up, but they didn't do anything

Cool and unique idea! I noticed a minor glitch before moving to the next level, the goal score was updated, but my score from the previous level was still showing, so at first I thought I only had to get one more point in the next level, but after starting I saw that my score cleared for the new level

Very creative idea! I noticed things were a bit finicky with the movement/ I was able to get stuck on edges and be unable to move. Also when next to a pillar shape   that I wanted to jump on to, I kept overshooting. Maybe in a post jam version a smaller minimum change in X position could be used?

Cool art style! One piece of feedback for quality of life is that I have to click twice each time I switch to changing the size of a different glob. It would be nice to be able to click  and drag without an additional click (though I guess this could be a problem when two globs are adjacent to each other)

Never thought of turning dev ops into a game haha. Cool to see other people turning their "jobs" which are also their hobbies into games (I didn't do that for this jam, but have made "computer science" games in the past) 

Cool idea! (Was it inspired by "a difficult game about climbing"? Understandable if not, they are both based on rock climbing). The physics seemed a bit buggy, like the player would just get dragged way upward/ wouldn't grab rocks sometimes.

Interesting idea, cool to see a grapple mechanic. Though it seemed to come down to waiting for lasers to turn off/ moving to a pixel perfect position. It would be cool to see more challenge.

If you make it to the end, you get a cut of the cash from the robbery ;) 

Not sure what you mean for "scroll to the spot where the cursor is", the game already does that? Is it possible you fullscreened and the window was not focused?