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WaterCat_Seal

90
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A member registered Jun 14, 2020 · View creator page →

Creator of

Recent community posts

Nice game.

I like how playable area get smaller every time player do some mistake.


//some times I get a run where dice always spawn as a pair, so I get pickaxe every round and game cannot end.

Cute and relaxing.

// If my understanding is correct,  park  is too good.


Roll dice to do action + Customize your own dice is such a great idea.

great game, just feel a bit too slow.

Maze part is good.

For event part, there is no way player can affect the outcome. So I just spam left click  to end it quickly (to go back to play maze as quick as possible ) and hope not to lose all HP.

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This game look really good for a 48 hours game  .

Nice visual and nice dialogue from the dice.

The puzzle is not hard to solve... it just hard to get the dice face I want.
just wish I can rotate the dice and place it on the floor without throwing it.


//and the most disappointing part is that there is nothing on that secret room before the 1st rocket.

Art is cute. 

But for the game mechanic, I can just ignore the dice and press roll when I can't move. (Wolf is also too slow, I can ignore the wolf for most of the stage (but harder than this and it will be too depend on luck??))

That "no 4" on last stage is such a troll lol.

//(If he use the legendary d20 to walk, he wont go anywhere because there is no 20 straight empty panel to walk.) 

Nice puzzle. It hurt my brain enough but not too hard to solve.

I have to reset too many times because I accidentally push the dice, would be good to have something to prevent that.

Nice use of dice. 

Keep all the map and its rotation in mind is really hard but it feel nice to figure the route to get all coin.

// keep dying to remember how every side connect.

// Last stage is just too much to get get all coin for me, one wrong jump and have to do it all again.

Really like it when the number go crazy.

I have like 50k HP and thought that enemy wont kill me and then get hit like 40k per hit lol.

Shoot to move, with dice!! 

Nice concept. Card design is very cool.

Win 2 rounds, still confuse about attack order.

Platforming part is not bad but get Level 5 and Level 9 feel really bad.

//take some time to get used to jump timing near the edge of platform

//music doesn't loop.

"You do not have access to this page" did you forget to publish the game?

I never knew auto-runner + fruit ninja could be this fun.

The puzzle design and the way you teach mechanic is really nice, never stuck in one screen for too long but not feel like it is too easy.


Only think I don't like in this game is most of the moving block is too slow and I feel like I have to wait for too long for it to go back in place to try a new solution.


I don't know if this is a bug or a feature but player character cannot jump while stand on the moving blue block, and horizontal momentum seem to reset on landing.

Control take a bit to get used to. but when it click it really feel good.

slam the enemy to the wall, sweep the enemy with the line.

"One more round, next time I'm gonna get more high score"
I get to 3.7M and think it was good. now that I see the 27M in the screenshot I need to go for another round.

Nice battle concept.
Is enemy get any stronger at later point? I got to level 42 and I think monster is not get any stronger for a while so I just quit.


The main mechanic is very interesting but I have 3 problem with it.
1. you can add any edge but only have 2 choice when remove (I don't know how the removable node is determine) and most of the time 1 choice make my graph return to previous 2 level, other choice make my graph worse. at level 42 my main graph loop look almost identical to my graph at level 6 (which only use 3 node loop "Attack-Attack-Heal").

2. there are no incentive to do big loop, small loop is much more efficient and easier to optimize.

3. player rarely have a choice in the battle, because you have to remove edge every 2 level (and I can't even choice the edge that I want to remove) it hard to make a graph with 2 out-node where both node make a useful loop, and without a choice sometime attack even sync with an enemy's defend turn and make that run unplayable.


Anyway, nice job on making the game in 2 days, I know it hard to balance the game within this time frame.

Art is so cute especially that spin animation on double jump.

control feel good except at the end of zip line.

Nice puzzle.
Sample to understand and fun to think of the solution.

hope there are more difficult puzzle to solve.

Nice puzzle design.
Art is super cute.

Puzzle design is really good.

take a bit to understand how high I can jump or how much the magnet pull effect each other.

after I understand it the puzzle is clear and enjoy to solve.

Thank you for playing.

The art and UI look sooooo good.

3d Model look really good for the 48 hours game both character and environments.
Game play is a bit hard to keep the mouse on the enemy while moving around to dodge the arrow.

The aesthetic is so good. 

The game play is good .
Everything look so polish.
Nice job doing all this in 48 Hrs.

once I get the flow of the game, it fun.

it hard to tell which slime count as group.

Nice puzzle design.

When I see the "this one's hard" level, I thought it's near the end. I'm glad it have a lot more after that.

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When I actually know how the game work it's really fun.
//every time it's end is like "One more try, May be I can get better than this".

I like this new combat style "Set your friend on fire and spray the gas at your friend to kill the horde of zombies". such a nice way to survive the zombies apocalypse.

the gas meter by color is a bit hard to tell how much gas I have left for me.

Thank you for the feedback.
The levels and difficulty curve is actually what I most regret for this jam. 

I already think of 6 level concept but don't have enough time to do it, so I just do the tutorial and final level.  (spent much more time on fine tune the movement mechanic and art than I plan).

Thank you for the feed back.
At first it even use 3 button ([Z] is still useable as pull button in game).

 I playtest it too much while fine tune the movement, I don't even know if this control make any sense to other people anymore lol.

Thank you for the aiming with mouse idea. might try it after the jam if I have time.

Thank you. I wish I could come up with ideas like your too.

I think 4th duck will be challenging but playable, maybe even 5th duck when player get used to the 4th duck (I think it will be hell for designer side instead of player lol)

Nice puzzle design. 

It really fun to think how to get to the goal. 

the only complain I have is time limit on the tower view, I just press reset on the last level so many time just to get clear view of the whole level.

Nice idea and presentation.
but the game play is too confusing for me, I can't even tell some character is a guy or a girl lol.

I like that the puzzle is simple to understand and difficulty is naturally go up by the number of ducks.

and the 3d-block duck is really cute.

I really like "Move multiple character using the same input" puzzle concept

Nice spin on art style and game's "Goal"