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WayneMadeAGame

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A member registered Nov 21, 2023 · View creator page →

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It can be frustrating to get stuck, that's why we made it so pressing Q takes you back to the planning phase. Getting stuck isn't a bug, however, it's up to the player to make sure they build an unblocked path.

Fun game, lots of cool effects and interesting mechanics!

Some really cool ideas in there, I had a lot of weirdness going on with games opening but still displaying the menu so I was able to open multiple  games at once, not sure how much of it was intentional but I managed to beat the last game with ~10 copies running simultaneously.

The art style is great but it could do with an option to turn up the contrast/brightness.

Cool game, I was confused for a bit because I kept dying when I went down the first hole, I think it was because I was trying to jump over it so my momentum carried me into the next enemy? Music and visuals are great!

Great entry, only reloading while you're standing still makes for interesting strategy but on some of the later levels it felt like there just weren't enough opportunities to reload without getting hit, I also found the mask that reduced reload time but the difference was barely noticeable. That said, it's a really fun game and I love your approach to the upgrades/buffs.

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Cool to see a Monogame entry, unfortunately the pong game was the only one I could actually open. It looks like the issue is the input logic running every frame, I'd recommend storing the keyboard state from one update to the next so you can compare to see if a new key is pressed.

This is so clever, like a physics based 2048, absolutely love it, no notes!

The driving feels a bit stiff, losing all momentum on every collision is rough, but it's still impressive for a 3 day project. The art style is also fantastic, music is great and controller support is much appreciated.

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I liked what I saw of it, the lack of air control makes for a fun challenge, but had to give up after the 3rd apple. Being frustrating because of difficult gameplay is fine but the slow walking speed to get back to the start feels like wasting the players time, which is a much less fun kind of frustration. It's also slightly unfortunate since I didn't get far enough to see how it fits the limitation (and I imagine a lot of other people will be in the same boat), so can't really judge that.

The visuals and story were great! The gameplay got away from me a bit, it might have been RNG but it felt like it went from a bit too slow to way too fast very quickly.

Impressive implementation of the AI for 3 days work, although I was slightly disappointed when I managed to get the snake to crash and it just swapped it's head with its tail and kept going.

Really cool and stylish, you nailed the building tension!

The presentation is immaculate and you've really nailed the feeling of rising unease through with the pacing and subtle shifts like the music dropping out. I was a bit too difficult for me to get through though, the tricky platforming is fun when you're free to take you're time but it could afford to be a bit more forgiving when you're on a clock. Also, some of the jumps off the vines felt just unreasonable when you can't stop to line them up so it just became a game of trial and error. Overall though it's a great entry!

Super slick and polished for a weekend jam game!

Fun little game, would be nice to have more reason to use the mines, they're slower than just shooting and don't seem to accomplish anything more.

This is great, the added bit of air control really raises the skill ceiling for an infinite runner!

Really cool game, the puzzles are clever and you did a great job of escalating the difficulty at a good pace. My one suggestion would be to add a way to tell the order of the wires as it's not clear visually that it matters.

This is pretty cool, like a reversed vampire survivors! My only issue is that death feels a bit sudden/random, it should be clearer what's killing you and how close you are to dying.

Really great concept, story and presentation but the gameplay has a few issues. It feels like sucking up good code should restore battery but it didn't seem to do anything so I just kept running out. Firing bad code at the sharks is a great idea but it only really works if there is bad code near you when you get attacked since you can't store it (or don't want to because blowing is faster and more energy efficient than sucking). It would also benefit from a way to skip the cutscene, it's great the first time around but pretty annoying to click through for another go.

This looks great and I love the idea but I couldn't get it to work. I managed to get though the first level (although the functions were reversed from the instructions, bottom one happened constantly, top only when I pressed the button) but it the second it just refused to populate an instruction into the bottom slot and just kept changing the top one, no matter how much I moved the wire.

Almost as addictive as the real thing! The one button controls are a good implementation of the limitation but it would be nice to have a bit more control and less waiting around. I loved the stock names and the little headlines and colouring the text made the information feel much less overwhelming, great job!

Yeah, I may have underestimated how long just getting things running would take so we ran out of time for balancing. We were also a bit limited by the number of assets we could make in time, planning to go back and expand on it, dialing in the balance and increasing variety are going to be big parts of that!

Yeah, one of the special cards increases your number of plays, there is a bit of RNG to it coming up but not seeing it in 6 rounds is very unlucky! Making that a bit more consistent/manageable is definitely one of our priorities when we come back to it!

This is great, it's such a small change but it adds so much new depth (so to speak) to the gameplay!

Sorry to hear that, the issues seem to vary between browsers (my theory is that some don't handle Godot shaders or particle effects well), the desktop versions should be much more stable if you're keen to see it firing on all cylinders!

Fun game, it could do with some music and more levels but what's there so far is super tight and polished!

Very clever project, it'd be cool if there was a way see some stats on how it's progressing (how many branches, how deep the biggest one goes, average depth, etc)

Great concept and some really clever puzzles. I hit a few issues with portal interactions but the instant restart meant it was never much of a problem. Great job!

As you mention in the outro, the gameplay could do with a bit more complexity, but the vibes are immaculate! The scenario is great and the art and sound all fit together really well!

Satisfying little clicker, I'm not sure if it was intentional but I like that you can speed up resource gathering by holding down LMB and wiggling the mouse around instead of actually clicking on everything, figuring that out kept me playing much longer than I would have otherwise.

Glad you enjoyed it, I think the highest I've gone is around round 28 but that might have been on a less balanced version than the final build. The trick is to snatch up a bunch of extra plays, but that takes a bit of luck in the shops, something we'll definitely work on smoothing out if we expand on it!

Glad to hear you enjoyed it :) You should be able to bring up the deck (I might have called it inventory) at any time by pressing 'i'.

Great entry, such a simple concept with a lot of scope for strategy, I'd love to see it fleshed out with more content!

Very stylish and polished, my only minor criticism is that it's pretty annoying for the tutorial prompt to stop gameplay every time you touch them while they're placed where it's not trivial to avoid them. Even with that this is still looks more like a commercial release than a jam entry!

Great concept, the collision detection seems to have a few issues as I kept getting stuck on stuff (including occasionally needing to jump over seemingly flat floor. I like that the level design leave a lot of room for player expression but I was able to clear most of it by just going as small as possible. That said, it's still a great entry, well done!

Really fun mix of Katamari style gameplay with Vampire Survivor-esk progression. Art music and SFX are all top-notch, great job!

The concept is good but the levels feel a bit overdesigned as I was able to make it through a lot of them without using half the shapes and scalers, which works find as a platformer but takes a lot of the satisfaction out of the puzzling. That aside, the art is cute, the music sounds good and everything works very smoothly, well done!

That was incredible, the controls felt smooth, the maps were well designed, the story was charming and the music absolutely slaps! Great effort!

My memory is terrible so I didn't get very far but what I saw of this is great, it ramps up the challenge well and the UI for map making is very clean and easy to use, great job!