Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

ToyDragon

126
Posts
1
Followers
A member registered Feb 13, 2022 · View creator page →

Creator of

Recent community posts

I love the look of the animation noise, such a simple effect leads to such a cool visual style.

I got to the level after the bottom right screenshot before I got tuckered out. Really cool concept, there's a ton of possibilities with this concept. I had to guess on the first few levels and restart a few times before it clicked for me, glad I did it's neat :)

Voronoi and splatmaps are both cool, and some dynamic meshing in there. Very cool project :)

Thanks AppleJacks it means so much to me that you stuck through and made it to the game! :) And great feedback on the game too!

Woah weird, thanks for the report. What resolution are you using?

Truly a mobile game of all time!

Such a good fun foddian twist, love it! I was able to get 3808 :)

The multi-key inputs are so hard, it felt like playing twister with my fingers.

That was so cool! You really captured the feeling of playing burger time while having a bad trip hunted by mail demons :) 

I really love the psx art style, so cool. I couldn't really get the maze, I wandered around lost for quite a few loops, I must have been close because It felt like I made it far from the start but I couldn't find the end :\

28 second time, very fun!

I believe in you little forggies

I like this concept, I think the UI is kind of misleading though and that's tripping people up. The order of the cards at the top of the screen doesn't matter at all; when you click to cards they swap positions, but more importantly their role in the drawing swaps. For example in the first stage you swap "quit" with "play", and that makes the button say "play". In every stage you're trying to alter the drawing to show the "play" button, and click it.


The part of this that's fun to me was exploring the drawings, not the puzzle aspect, so I would recommend only showing cards that can be swapped and to allow swapping back. Then it becomes more of a maze of interesting choices, and less about guessing which interactions are valid.


I really like the idea, and I think if you can look past the UX issues the drawings and little stories involved are actually really cool! I'm glad I played, this idea definitely has a ton of potential and I'm glad I got to see your approach!

I couldn't quite figure out a lot of the game, but I love the concept! I tried all the minigames and I especially liked the forging, it felt a lot like playing aimlab lol. 

That track was an absolute banger, and I loved the low resolution!

It took me 11 waves but I beat it :)

I appreciate how much effort went into the custom models, I have tried and tried to learn modeling and I know it's super hard especially in such a short time.

My toast got jammed :O

Flower Won! What an atmospheric experience, I love the strong use of contrast in the visuals. Really neat concept, glad I played!

Really creative concept, that was a ton of fun! Neat deformation of the road mesh, that must have been fun to implement. 

It took 20 minutes but I beat it! Great first jam entry, glad I got play it :)

(1 edit)

I love this rivalry, I think something like 0:40 might be the limit

This was incredibly polished for your first jam game, great job! I really like the concept, I'd like to see what other types of puzzles you can make with this setup. 

Neat game, I especially loved the music/audio!

Haha wow that was such an incredibly accurate sims experience! I didn't realize it was The Sims at first, but when I did the gibberish talking was so so funny! Having the door delete from behind you was especially funny, I was expecting the same thing to happen to the diving board :P

Thanks for the feedback! To fit the theme I originally planned to have the initial putt be done by a really sloppy AI, and then you'd do the scooching from there. Unfortunately that just wasn't as fun to play as the current implementation. I'm not sure if that's a design issue or an implementation issue, I'd like to do some more tests but it takes so much time and effort lol. I like your idea, it would take some really good course design to make it difficult for you to stop the ball from going in the hole that I'm not sure I could do.

No problem, thank you for giving it a try still! Trying to teach how the control scheme works was a huge challenge and if I had more time I'm sure it could be done better.

I love it when jam games take on visual story telling, and the opening sequence in this was a great example of that! It's amazing how much emotion you can convey with no dialogue or text. I loved it!

That was a lot of fun, I really appreciate the amount of polish you were able to get in in such a short amount of time!

I really like how you're incentivized to play like an actual AI in a game. You're not just attacking and trying to play optimal, you're trying to make sure the player has a just enough challenge to have a good time. Really interesting concept, fits the theme well!

Very cool take on the theme, I especially liked when the same level was used twice, but with control of different parts! Glad I played :)

That was so much fun. Beating it took 7 minutes, but then I saw your time of 2 minutes and immediately got sucked in and playing it for like an hour. Anyways here's the official world record run of 0:50


The grappling and spinning is just plain old fun, that's great. When you get a tight grapple and start spinning at mach 5, wow that is fun! Really nice graphics and audio too, all around loved it.

I finished in 131s. That was really cool, I love to see creative concepts like this in jam games! I'm also really glad it didn't get messed up with multiple monitors, I could see bugs there being a pain to fix.

Wow this is such a great example of the story telling capabilities of video games, that was so impactful! I was really lulled into the slimes story lol.

Really cool usage of voronoi for both the background and the bubble texture. I like the design decision to have the bubbles randomly placed, it ends up encouraging upgrading different stuff, and sometimes they can block the digestive bubble which adds some cool interactions. That was fun!

I don't think you intended this but I had a ton of fun putting the bars right on top of him, which would launch him straight up several screens lol. I got 70 points, and then nailed a bar right on top of him which sent him to orbit, the screen tracking stopped working but I was getting the point ding sound like 10 times in a second. Wow that was fun, I got way more sucked in than I thought I would! Really satisfying audio and physics, really love the character animations. That was a lot of fun!

Haha the ending was unexpected. UNTIL!

Really neat approach to a card game, and really really clean design that both looks good and communicates how the card interactions work. I had fun, glad I played :)

I love programming games, this really reminds me of the Zachtronics games. This was a lot of fun, I think there's a lot of room for this concept to be taken further. 

Really neat crystal ball looking effect on the menu screen, super trippy. Gameplay was fun, glad I played! It felt like the new basketball arcade games they've been coming out with lately.

I lived 6 beautiful kraken years in the great pacific garbage patch. I agree with the other comments, with how fast everything moves it'd be nice if there was color differentiation or something between the trash, boats, and bullets. That was fun, glad I played :) 

Neat concept, I didn't realize until the very end that if the enemies timer ran out it damaged the core thingy, if I realized that sooner I think I would have done better. I really enjoyed the core gameplay, I was trying to keep enough enemies on screen to fill up my energy, while also just having fun killing lol. Really glad I played :)