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XDinky

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A member registered 97 days ago · View creator page →

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Some tweaking on the enemy colliders is in order, right now this is the best we could manage in 4 days

Thank you! 

We experimented with different control schemes and the scroll wheel felt the most natural (but we might have mouse that are too high end) 

We can probably set up a button remapping menu after the voting period is over, the game jam time was what it was and we didn't have time to implement it

(but right now if you download it and use a controller it should work with the shoulder button, if you play it as a non-steam game you can remap the controls yourself to anywhere on the keyboard, it's not the best but I hope this kind of helps) 

Good idea, great adherence to the theme, I felt the scaling of the cards very much when combining them. My strategy was to take a few hits and never attack while combining as much cards as possible, after a few turn I would have enough hearts and shields to survive anything and continue to get my weapons higher and higher until I could just one-shot 25 life enemies in one turn. It was very effective.

I think I won the game, I got to wave 13 and then the enemies would just come back as if it was level 1, but I had the devastantin 13 level cards.

Also the shield doesn't work when the enemies use it (that's probably why I felt the game was so easy)

Good game, well put together, it became very addictive. I wish the difficulty would scale a bit more in the later levels

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Fellow mouse wheel user gang rise up!

Loved the concept, the controls are hard to get the first time but I think this is not a bad thing. It tested my hand-brain coordination a lot.

Good work!

Good idea, it could have been interesting implement a second game version in wich you have to get as much points as possible

Ok, I was thinking about the early game. Because I was killed relatively fast all three times I tried, it was too hard for me to move the turrets quick enough, get the orbs on time and at the same time run back to upgrade

Alternative title: Snake, but make it juicy!

Loved the wobble animation and the juicyness of everything in this game, also I like the idea to have sort of a tower defense mechanic built into snake. I wish you did something more with the sprint mechanic, because I didn't feel the need to do it so much (expecially because I'm bad at snake and if I sprint I also bump my head very easily).

An idea could be to have the snake mother be invulnerable when sprinting, because she only cares about saving her offspring and not about injuring herself (?). Idk maybe some experiments with playtesters might be needed.

That said this is a pretty solid game, good work!

Great art and animation! Very creative Idea! 

The effects on the base deck are a bit too complicated to understand how to play well as a first time player. I got the hang of it after the second time I died. Maybe have in the starting deck an easy combo, but relatively weak compared to the late game ones, could have helped.  Also have key word (like the ones in magic) or symbols that mean always the same thing could have eased the cognitive load. Imho a bit more playtest on the UX might be needed.

Other than that this is a very solid game for a game jam, I hope you continue working on it after the voting period is over, bravo!

Loved the art, very creative idea, very juicy!

Just a little thought: it's weird that you have basically two different life bars (one for the planet, that you can regenerate, and one for the player that does not regenerate). It could be interesting to differentiate the two life bars more, for example have the size of the planet influence your jumping height so sometimes you want you planet to be small to jump on higher enemies. Or just have one single life system (the size of the planet) and make the player immortal, but maybe when the enemies attack him you can have him be stunned for a couple of seconds (maybe precious seconds that will deplete your planet too much).  

These are just some thoughts I got while playing the game, feel free to ignore them ^^'

Other than that this is a very well polished game, bravo!

Cozy little game, the UI is a bit confusing I thought that the animals were running away instead of living in the houses I built 

Love the pixel art and the design of the whale! 

I was expecting pokemon-like battle, but I got inventory management? I'm not sure how the invetory influences the battle. Also I'm not sure how this game fits the jam

Maybe a quick easier tutorial battle could have helped

Good idea, great art, well executed!

I got 58 my first try 😎

Cool looking game, a bit too hard for me. Maybe have the player move a little bit faster could help?

This game is great! A tower defence where the brick of the tower are your weapon, great idea, well executed 

Also you managed to cram a story mode in a game made in 4 days? Awesome!

Great game, great art, numbers go up, very addictive! I love the programming part of it, if you have more time after the jam it could be great to see more complex behaviour implemented (like if statements and states)

Some UX suggestion I wish you had implemented:

- I wish there was a way to know what are the settings on each critter I have in production (I had to remember that, to make sure I don't delete the ones I need)
- I wish there was a way to zoom out the camera or move it around a little (sometimes the mother was too big to see the screen)

Other than that I enjoyed this very much, bravo!

Loved the concept and your art, sometimes you always need a little love to calm down the anger :D
Also the gameplay is very engaging, great twist on the classic breakout formula!

Great idea, nice looking game, well executed. Loved the dash to combine

Nice looking game, the scale up of the frog animation is very juicy. I wish there was some kind of indicator of how many flies you have eaten. Also I would suggest to add an animation for when the fly has been eaten (right now it just disappears).

Overall pretty solid

Mouse wheel to scale up and down gang! 💥💥💥

I don't understand what to do, I click around and the tongues come out, and then I randomly die. This might have needed some more playtest ^^'

Great puzzle game! I had so much fun trying to figure out the correct order of actions.

Just a note: I wish there was an "undo" button, and not just a "restart" button. Sometimes I had the level pretty much figured out but for a little mistake I had to restart everything (Maybe that might be added after the voting period is over if you want to polish it more).

That said this is a 10/10 submission, I love this kind of puzzles

Lol we did the same in our game, we had a bug where the player would start sliding everywhere and after fixing it we implemented it as a modifier XD

This game was great! Great twist on the break-out formula, great adherence to the theme, and the storytelling was top notch for a game made during a jam, bravo!

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I drew thumbnail with Krita, it's a free and open source photoshop-like software, great for drawing on a tablet :D

Awesome! One of the ideas wasto tune the movement of the enemies to the beat of the music, but we lacked the ability to do it correctly and it was desyncing too much, so we axed it

Love the art style choices: why use programmer's art when you can just use a cube? :D

Other than that the game needs a little bit of polish, it's kind of frustrating having to restart a level because you scaled a cube a little too much because you mistimed a jump, I have no idea if it could be better to implement an "undo", or have the cube scale faster, or have the ability to freeze the cubes in place once they are in the position you need them to be

Cool idea, nice simple gameplay, looks pretty polished. This has my thumb up!

Probably one of the best I played so far! Loved the concept and the art style. Maybe it needs a little bit of balancing because it gets really hard really fast.

I get it... SCALE the tower! :D

Love the idea, and the animation are really smooth! Probably one of the best I played so far

At first I didn't figure out how to upgrade the ship, I got like 300 upgrade points with the base ship ^^'

Once I understood how to open the shop the game was really engaging, it reminds me of Captain Forever Remix. 

I would suggest to put the shop menu in the pause screen (so esc opens the shop and also pauses the game?) or to put a big popup explaining how the shop works the first time you get enough upgrade points to expand your ship.

Very nice idea and interesting implementation!

Good idea, I really liked the "clipping through wall" mechanic

This game is amazing, great twist on the theme, a lot of juicyness  and also it has frogs. 10/10 Bravo! Probably one of the best games I tried in this jam

How was I expected to understand I was supposed to shake it? I tried picking it up, scaling, releasing, moving it over the other buttons but nothing worked. Maybe a "hint" button could have helped

Interesting control scheme! Also hello from a fellow Godot user

the tutorial was really clear, the game felt polished. I was expecting the fact that the city was slowly growing to be your interpretation of the theme, but then the twist came and it was unexpected. Loved it

Love the fact that you did all the possible animations, I love your creativity! The art style is also pretty polished