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Viola Buddy

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

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This is really cool in principle, but it's hard to judge properly when there's not much of an actual challenge yet. Mechanically, it's basically a detective game. What it would have over a standard detective game is that the conclusion isn't "you're either right or you go do it again"; with this you can have half-wins of things like "you got X/3 job boards right" and just keep going with the plot without forcing you to figure out old puzzles. You can also have multiple solutions, and maybe which jobs you post on one day can affect what jobs are available (or even correct) on another.

But as it stands, none of those more complicated ideas are implemented in the game, so it ends up being a rather basic matching game.

Yeah, I was planning to have a mixed-enemy level too, but didn't have enough time to really think it out. (If I was going to be really ambitious, I was thinking about having further levels where you have the sword and wand and the opponents have the shield and book and are trying to escape, and then you're role-reversed that way. But that definitely was impossible for me within a single weekend.)

Oh this is fun. It's not complicated to try to think through just one turn of Uno, since it's such a simple game. But with the time pressure this becomes a fun system of trying to go fast without overthinking.

It would be cool to see the other Uno cards (skip, draw 2, and especially on-brand for this jam, reverse), but that does make it a bit more complicated, both in terms of the two players' AI and what you have to think through as the card.

This is very fun; I love the core gameplay loop of playing conversation cards. It's an interesting take on role-switching, a co-op game where you play both sides, and using card-drawing randomness to make up for the fact that you essentially have infinitely perfect table talk at all times since you are both sides and therefore know the hands on both sides.

The theming is also cool with the nice art and smooth music giving a perfect "secret undercover agent" vibe.

One thing that might've been nice was an improvement on the sort of meta-game of finding which of the four people is the one you're looking for. I don't see much of a reason to leave a conversation and go to another one until you're just kind of done searching one person. Maybe having the characters' decks influence each other, or locking trust progression behind earning trust with another character, or somehow give clues on which of the other people is the actual target person. Just some reason to go back and forth between different conversations.

Thanks for checking this out! Each unit can actually stay in place by clicking on the tile it's currently standing on. There's no "End Turn" button for the entire team like there is in something like Fire Emblem, but there are only two units to go through.

Oh this is very fun, a bullet hell where you have to dodge lots of things, but then dice mechanics throw a wrench into that.

You have full freedom to move around the board as necessary, but every step of the way, you have to keep thinking about what the current number means and what the next number you roll to will mean. Your movements are also restricted by the 6's, but it's something that's punished rather than disallowed, which again adds an interesting mental burden because you have to remember. Also, having the second side-view screen means you can directly see three sides and using the "add to 7" rule you can theoretically know where all six numbers are, but it takes more mental energy to decipher that image. That's really the main source of fun for the whole game: making very fast decisions and deciphering the situation quickly despite having so many parts that require your attention, even though each individual part is very quick to understand.

A couple small UI suggestions: I cannot remember which of the two shields is which. 1 vs 3 doesn't mean anything to me, and green vs blue doesn't mean anything to me. The resource meters at the top left, as well, I can't really tell which bar is for which resource. I know the dice images are supposed to represent this, but I can't really decipher it.

But those are small things. All in all this is a very fun game that really uses the theme very well.

Oh this is really fun. It's simple enough that you don't need to explain too much to get it - you can kind of figure it out by trial and error a couple times (though I was thoroughly baffled by what "Juke: 5 minutes" was supposed to mean throughout my entire first attempt at playing). The art and animation are clean and simple, too, in a way that works really well.

This is a very fun game. The principle is simple and understandable, but there's a lot to the back-and-forth between you and your opponent. And the pixel artstyle is also very well-done.

Great presentation in terms of visual design and general progression through a world, and the basic functionality is all there. Unfortunately, as a lot of others seem to be saying, this is just not very fun. The player has literally no agency, simply watching repetitive things unfold as you click.

This is a great base to make a bigger RPG-like game out of, if you wanted to extend this, but you'd have to make some sort of new gameplay system to keep the player's interest, more decisions that you have to make. Even simple decisions can compound into an interesting overall experience, but as your game stands now there's literally no choice at all.

This is very well-presented in terms of artstyle and mechanics - I really love the tabletop aesthetic of this, and the basic idea of this sort of 2-player game on a tile map. Except I can't quite figure out what it is I'm trying to be doing. I can move the dice and activate the abilities (except some faces don't have abilities on them, in which case I can't end that die's turn - and in cases where I am blocked off from rolling to a face that does have an ability, the game softlocks, as far as I can tell - I don't even know how to exit to menu or restart the game). I also have no concept of health, nor victory.

Still, from what I can tell, this looks like it would be very fun if I knew what I was trying to be doing (and I had a friend to play it with). The mechanics of rolling around and doing the various attacks and jumps and things is fun in and of itself.

A nice little game, with the "pay with life" option making this not a completely choiceless gambling game. A lot of my complaints are UI/UX issues (e.g. it would be nice to know how far there is left until the end - I didn't even realize there was an end until I read the description page) but of course as a game jam game I can't complain too much about that.