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Xascoria

287
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4
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A member registered Jun 23, 2020 · View creator page →

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Just click on the pool once, it will show up

Thanks for the reply, fixed it in the post-jam version

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Thank you. The online part does work, but ironically the game doesn't display the information well sometimes.

I get the idea, but the execution really leaves a lot to be desired. Using the initial camera zoom to determine the size is just not great, it would be much, much more natural for the zoom/in out to be for changing the size of the houses instead. Camera panning should be a separate function entirely, I think I get why you go with this design (to add to the confusion?) but it didn't worked for me at all.

I use firefox myself and it works

Maybe you should use a real OS

Don't you hate when you're playing a puzzle game and then you accidentally killed the sun?

I liked the presentation, very clean and very cute. However, as a puzzle game the mechanics were a bit unclear. It's hard to visually what will happen when you apply the effects of a card to a Glorb (what is that name), and the physics interaction between Glorbs are also a bit counter-intuitive at times, so pretty much the only way to see the result of an action is trial and error, which is fine but really not ideal compared to being able to visualize the puzzle in your head and "click" everything together.

> Put crates on the bottom of the ship to increase displacement

> Ship doesn't actually float upwards from the increased buoyancy

Literally unplayable

Very fun to play! I lasted 4 m 33 s. I think at some point the boxes just sorta stopped spawning which makes continuing it impossible.

Wait, didn't you made something similar before? Or maybe all the unreal engine sokoban felt the same to me.

Okay, I give up on the last level, that was just mindbogglingly hard. Exceptional good idea! As the other comment mentioned, I would actually shrink the inner levels and put them on the cube. I think this is one of the few games that could benefits from less visual clutters - like for example, it was never really that clear to me which direction is the laser coming from and going, and where are they supposed to go, etc. Overall I still really liked it though.

I liked the presentation a lot, but it definitely is lacking in content. 

Seems like the crafting was not utilized at all? At least I was able to get to end with only putting items that cause the score to go up and no crafting.

Need better graphics.

The cutting was frustrating, seems like it's broken if you ever measure the food beforehand. I would make some kind of dotted lines to show where the knife currently is on drag.

Seems like a pretty straightforward idea and execution

Way more straightforward than I expected for a game named this. I do wish there are some kind of mapping mini-games somewhere other than straight narrative.

Played a few times to try to find the secret endings, but couldn't find any :(

I got 2520 :D

I really liked how generous the hitboxes are, make the game way more fun to play.

Really stretching the theme definition thin for the idea but who cares, its fun.

Ok, I would be very surprised if you say that you aren't a fan of Game theory.

I was pleasantly surprised by how deep the dice picking mechanic is, then I kept dying even when I figured out how to win, that's when I realized you are supposed to stay in the middle of the pack - an idea that someone impressed me even more. Most jam games wouldn't even have one good idea, and you have two, so congrats!

  • As mentioned by a commenter below: make the ties favor the player. I'm pretty sure some rounds are unwinnable if you don't do this and it helps with the randomness.
  • I would let the amounts of win and losses be "somewhat" predictable each round, maybe by making each players actually play each other? Not really sure.
  • Some sort of "tell" from the enemy would be great, like if their colors indicates the strategy they are about to play.
  • This is more of a nitpick about the aesthetic, but if I were to make the exact same idea, I would definitely would have use the poker cards from the 1-bit pack. After all, a card counter trying to hide the fact that they are card-counting by trying to stay in the middle-of-the-pack sounds perfect to me - but this is a relatively unimportant detail.

Good game! Really enjoyed it. (Didn't even won once though)

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Top 10 most hated fictional character, number 10:



Cool idea! I love how much variations and mileage you were able to get out of a very simple idea of keeping the two... things together.

The hitboxes for both the aliens and the enemies feels a bit unresponsive and unforgiving.
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Thanks for playing!

I was originally going to put a pause screen but thought that letting the player pause to process might be a bit unfair, but yes I actually think it would be good after all.

I really should watch more Lynch's films, I've only seen Mulholland Drive and Eraserhead and both were really good.

I knew this was possible and did not bothered to fix it 

Hello everyone, I'm trying to connect my HTML exported game to a websocket server (that is exposed through ngrok), and I'm getting errors on all 3 browsers I've tried (Firefox, Chrome, Edge)

Example of the error (though all 3 browsers had different errors, all of which state no failure reasons)

Firefox can’t establish a connection to the server at wss://abc123.ngrok-free.app/

When I run the game natively on Windows it successfully connects to the server, any idea what I could potentially be missing?

Thanks for playing, you are absolute right that the difficulty curve was all over the place, it was partly because I was too busy to adjust it and partly because it was a jam game and I was trying to not crush the player in level 1. Thanks for all the feedbacks!

Thanks your game also looks cool

Might have had too much fun with the level editor:

Most levels seems to be pretty straightforward to solve, since you can just place down infinite shapes to form narrow path. Perhaps some limitations on shapes count/types can be used as higher challenge within a level. Still overall a great entry!

Fan art for my favorite entry in the jam:

Not a bad concept and a pretty short game. Maybe the game they were playing in question (tic-tac-toe) in this case could have been swapped for something a bit more complex.

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Alright, I got to a score where I can likely safely retired for the next 60 years.

Somewhat straight forward idea with pretty good execution, but made too easy by the fact that even though I never played a sport manager simulator before, something tells me that strikes probably shouldn't reset after you placed a block. There seems to also be a problem with the drop hinting of one of the S-block, I've seen it regularly being hinted as one row lower into existing blocks in the game.

Glory to Math, death to all Science Nation people.

This gameplay is my favorite "Paper Please but reversed" game I have played so far and is the closest to the original, but the representation needs some serious work. I was stuck after the first level if I go through the game through the play button and numerous times throughout the game the snapping just stopped working so I couldn't put anything on the paper. Every animations, even just simple moving were also weirdly jittery for some reason.

Also securitys is spelled securities bruh.

Hey xelinium, just a heads up that I don't think your game is showing up under your comment like everyone else, probably because you weren't added as a contributor to it.

Saw this on the Godot server.

My high score is 1136.

This is too RTS and not turn-based enough for my liking, most people can't physically visualize what a 10x10 grid rotated left or right actually looks like in 3 seconds so it just ends up being "just move the enemies away from center". My suggestions would be that (1) make the grid much smaller (2) but with more tiles (3) enemies path-finding being predictable (I believe) is amazing but they should behave smarter, like would try to go up to each other to fight etc. (4) make rotate/swapping tiles visualized so the player can plans ahead even further. Overall, not bad but definitely can be expanded upon.

It was a joke man 🙃

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Mods are special
yes
*Deletes your message*

Single greatest joke in the entire jam so far.

th3 g@m3 fri3s my br@in, but it w3nt on too long for my t@st3, i @gr33 with th3 oth3r comm3nts th@t m3ntion m@yb3 sp33ding it up @ bit. oth3r th@n th@t wow thos3 3s @nd @s @r3 @s difficult to c@tch @s hot pot@to3s. if you pl@n to 3xp@nds this post-j@m m@yb3 @dd more kind of int3r@ctions oth3r th@n just b@nning p3opl3, gr3@t g@m3! @nyw@y link to my 3ntry if you w@nt to try: https://lewilewi.itch.io/apples-misnake pls try

After getting somewhat comfortable with the rules of the game, I decided to try max difficulty on maximum chaos, and to my surprise:

An error occurred running the Unity content on this page. See your browser JavaScript console for more info. The error was:
RuntimeError: index out of bounds
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unityFramework/CatchInfo/this.get_exception_ptr@https://v6p9d9t4.ssl.hwcdn.net/html/8270018/Build/WebGL.framework.js:3:61716
So yea, other than that, great idea and great execution all around. Unfortunately though I will have to rate you 1 in every categories for not including en passant in the game.

Pretty good for a gag game, love the spotlight just to dunk on the player harder lmao. 

>Do the right thing, gets jailed
>Do the wrong thing, gets prison time

Sounds about right for the average [redacted] I mean Zabovians

The first playthrough I got instant killed before I even realized what has happened. Good twist.

Second playthrough, I got 6 archers left at phase 2. Ended up spending 2 minutes just running circle around them before I realized I could grab them and throw them at the walls (probably needs some indication for that). It's pretty easy once you figured out what to do so, hope to see difficulty adjusted soon. Good game!

I got 463 after playing for around 15 minutes and maxing out upgrade points.

Decent idea and pretty good execution, love the crisp sound design and the... heart of iron 4-esque soundtrack for some reason. Wish I could just keep going with the upgrades and the enemies get harder and harder though.

I think it's interesting to see that the developer fails to disclose his sponsorship from Nestle, which paid him to promote the idea that throwing water bottles into the ocean is good for the fishes (that one in particular). Also, the developer is literally the devil himself.

For the actual review, I would say the game is a bit too hard? I don't think the camera panning is necessary at all, I think to promote speed-running having the timer be there should already be enough. Let player spends however long they want, it would lowers the skill floor so players don't get push into uncomfortable position and just give up. Other than that, amazing game all around!

It was the one where you throw Rei's shoes off the balcony so Amane had to princess carry her. I loved development like everyone else but damn that was aggressive kek

It's kinda funny I've seen at least 5 entries that use this concept for the jam had goofy eyes for the apple (ours included).

Very fun to play and look and feels amazing, only complain (which is barely one) is that the boss fight could probably be harder, cheers.

Everyone had no enemies until they get chased by 15 dudes at once.

For the first phase I would love that the enemies actually try to shoot at the player consistently instead of just stand around the player like a circle and wait for everyone to jump at him at once. While it's pretty funny looking I'm not too sure about that from the gameplay standpoint. Other than that, great idea and very well executed!

Currently it feels very clunky to push things like the boxes, especially because it's keyboard controlled so precise movement is sort of difficult.

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"Spared the innocent" my ass, there are no innocent human bystanders, only those that are less guilty than others. GLORY TO THE REVOLUTION

Had a lot of fun playing it, definitely a very cool concept and execution. I especially love how you get to pick your own difficulty of the game by choosing which goals you want to aim for in each level. I feel that the controls might need some more work though, great job.

I don't have a lot to say about the game, as it mainly consists of 10 dialogs and a fishing mini-game. The fishing mini-game could benefit from some improvements, particularly in terms of the player's control over the blue bar, which feels too slow to catch up to the target. There definitely is potential for more development and exploration of the game's concept.