Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Achie

415
Posts
15
Topics
170
Followers
51
Following
A member registered Apr 01, 2017 · View creator page →

Creator of

Recent community posts

(1 edit)

The game turned out to be just as a banger as I was imagining it to be during development! Definitely worth the wait and probably an instant top of the PICO-8 puzzle entry for sure!

Started a little video series for anyone who is interested the game and level solutions! Area 3 spins the premise with a trick that blew my mind, and cannot wait to continue it!

Bought and plopped onto handheld, pure beauty of a PICO-8 cart pushing everything to absolute juice maximum overload!

The idea of getting better and better turtles by combination is interesting, and having the color/shell/stat requirments on top made it a nice challange! The upgrades confused me at first, because as a gamer, I do not read. LUL

I don’t there is an indicator on how much turtles you will need to submit for each quest (hope that wasn’t a me not reading issue again).

Sfx and music were all nice and well made and nicely balanced, well done!

There were a few graphical glitches in the web export, namely turtles blinking in an out of existence, but thankfully it wasn’t that bad.

Nicely polished, cool entry!

The idea of getting better and better turtles by combination is interesting, and having the color/shell/stat requirments on top made it a nice challange! The upgrades confused me at first, because as a gamer, I do not read. LUL

I don’t there is an indicator on how much turtles you will need to submit for each quest (hope that wasn’t a me not reading issue again).

Sfx and music were all nice and well made and nicely balanced, well done!

There were a few graphical glitches in the web export, namely turtles blinking in an out of existence, but thankfully it wasn’t that bad.

Nicely polished, cool entry!

Really fun game, not sure if close enough to the theme for my full support, but can get somewhat behind it, as the itself feels really well executed!

Running around feels nice (even more with a few speed upgrades), I’m just too dumb to pay attention on where am I walking to.

Enemies feel unique, each of them has the “oh shit” moment to it. Maps felt different enough, but still reoccouring, not sure if we have full fix levels or generation from some preset there.

Sfx is crisp and punchy, music was also well executed, even if not my favorite due to some of the low-rez instruments used.

Overall well polished and fun entry! Well done!

Really fun game, not sure if close enough to the theme for my full support, but can get somewhat behind it, as the itself feels really well executed!

Running around feels nice (even more with a few speed upgrades), I’m just too dumb to pay attention on where am I walking to.

Enemies feel unique, each of them has the “oh shit” moment to it. Maps felt different enough, but still reoccouring, not sure if we have full fix levels or generation from some preset there.

Sfx is crisp and punchy, music was also well executed, even if not my favorite due to some of the low-rez instruments used.

Overall well polished and fun entry! Well done!

The whole planting and moving puzzle concept on a grid is really nice and leads to nice decision trees early on. Different plants exploding differently and having unique grow patters was also a cool element.

Graphically the game is really nice and well made, things look crips.

Sound wise everything is cute and boppy the ost has a nice calming feel to it. I just wish it had better sound balance. On a normal system level it was a bit too loud.

Few things I would like to point out as consideration rather than flaw: Life system wasn’t really clear to me, but it could be just me being dumb. Sometimes I feel an explosion chain kills me from nowhere, sometimes it does no damage at all. Step count for this boardsize feels “wrong”(?). The fact the the tiles on the right need like 3 turns to get there and back, which could cause some plants to almost explode feels a bit oversight. With 200 turns on the clock I wonder if it would have been better to have 100 turns with like 5-6 steps each.

Otherwise really cool puzzle game about harvesting! Well done!

The whole planting and moving puzzle concept on a grid is really nice and leads to nice decision trees early on. Different plants exploding differently and having unique grow patters was also a cool element.

Graphically the game is really nice and well made, things look crips.

Sound wise everything is cute and boppy the ost has a nice calming feel to it. I just wish it had better sound balance. On a normal system level it was a bit too loud.

Few things I would like to point out as consideration rather than flaw: Life system wasn’t really clear to me, but it could be just me being dumb. Sometimes I feel an explosion chain kills me from nowhere, sometimes it does no damage at all. Step count for this boardsize feels “wrong”(?). The fact the the tiles on the right need like 3 turns to get there and back, which could cause some plants to almost explode feels a bit oversight. With 200 turns on the clock I wonder if it would have been better to have 100 turns with like 5-6 steps each.

Otherwise really cool puzzle game about harvesting! Well done!

I kinda feel this is streching the theme a tad further than it should be, but I can let that go. Overall the base idea is cool, I just wish we had more here, different weapons, trickier enemies or shot spreads. The different resolutions for sprites also doesn’t help to keep the whole thing in cohesion, but it was a nice little minigame overall! The highscore table is a nice idea, well done!

Interesting spin on a card game, overall it is a nice idea! Few things I’d have liked better as a card game player:

Not sure if just missed, but it would be nice to see the effect of the opponents card. It would be nice to see my own seeds face side up. Delay on card activation till effect happening seems a bit too much.

Sadly I did crash after watering an Aspargus? (1,4 green plant). It applied the effect, but before my attack phase happened it black screened.

Msx and sfx is way too loud on base level, please double check that before publishing. Art is cute, has a nice charm to it. Def. will keep an eye on this, always interested in more card games, nice entry!

Interesting spin on a card game, overall it is a nice idea! Few things I’d have liked better as a card game player:

Not sure if just missed, but it would be nice to see the effect of the opponents card. It would be nice to see my own seeds face side up. Delay on card activation till effect happening seems a bit too much.

Sadly I did crash after watering an Aspargus? (1,4 green plant). It applied the effect, but before my attack phase happened it black screened.

Msx and sfx is way too loud on base level, please double check that before publishing. Art is cute, has a nice charm to it. Def. will keep an eye on this, always interested in more card games, nice entry!

The flying mechanic you have here is a pretty neat idea and feels quite nice! For farming I think it lacked something to tie things down as, imo, it feels like I’m flying from point to point withouth connection between the floaty bits and the goals.

With some polish, I could see this as a nice relaxing game, maybe like as a bird flying through the trees, dodging branches while delivering seeds.

Overall a bit lacking in polish and feel, but is a really neat starting point for something bigger!

The flying mechanic you have here is a pretty neat idea and feels quite nice! For farming I think it lacked something to tie things down as, imo, it feels like I’m flying from point to point withouth connection between the floaty bits and the goals.

With some polish, I could see this as a nice relaxing game, maybe like as a bird flying through the trees, dodging branches while delivering seeds.

Overall a bit lacking in polish and feel, but is a really neat starting point for something bigger!

(1 edit)

This is a really unexpected game from a theme like this, but I’m on board with the idea of this match-3/puzzles/cooldowns/deckbuilding mashup we have going on here!

Graphically the game is really well done, cards were interesting enough that you have to think on how you use them, music and soundeffects were also well made!

For me the tutorial seemed broken, but I might be just blind and missed a “to next section button”.

Amazing entry, gonna come back to it for sure! Well done!

(played on stream, shameless plug: https://www.twitch.tv/videos/2137054615)

Gotta agree with the other comments, the basic idea of a fluctuating market is nice, the planting and modifing of plots is also cool, overall it is a nice idea, just could use a bit more on maybe upgrades/tools/seeds etc…

Gonna add here as well, booster is a tad busted atm.

Otherwise nice idea and execution.

Gotta agree with the other comments, the basic idea of a fluctuating market is nice, the planting and modifing of plots is also cool, overall it is a nice idea, just could use a bit more on maybe upgrades/tools/seeds etc…

Gonna add here as well, booster is a tad busted atm.

Otherwise nice idea and execution.

The twist of being a mole and having to harass the farmers out of their fields is a really nice spin on the generic farming theme and quite enjoyable as well, because you can be an annoying little turd without causing any harm.

On normal I got stuck on Level 2, but it seemed like a know “issues” from devside.

Graphically it could use a litte more touch up, but after that I think this is a nice point to start a non-jam version to be published.

Music is too loud, be careful with that next time. Otherwise really cool entry! Well done!

The twist of being a mole and having to harass the farmers out of their fields is a really nice spin on the generic farming theme and quite enjoyable as well, because you can be an annoying little turd without causing any harm.

On normal I got stuck on Level 2, but it seemed like a know “issues” from devside.

Graphically it could use a litte more touch up, but after that I think this is a nice point to start a non-jam version to be published.

Music is too loud, be careful with that next time. Otherwise really cool entry! Well done!

Always nice to see other PICO-8 entries for the jams, the more we have, the merrier!

The little shortcuts for clicking (holding buttons down) was a nice touch for those of us who suffer from RSI! Well done! (can we have toggle for clicks as well? <.<)

Graphically it is a beatufill minimalist clicker showcase, I enjoyed how clean it looked!

The only constructive criticism I can give here is that it would be nice to have some background music, otherwise clean and polished!

Always nice to see other PICO-8 entries for the jams, the more we have, the merrier!

The little shortcuts for clicking (holding buttons down) was a nice touch for those of us who suffer from RSI! Well done! (can we have toggle for clicks as well? <.<)

Graphically it is a beatufill minimalist clicker showcase, I enjoyed how clean it looked!

The only constructive criticism I can give here is that it would be nice to have some background music, otherwise clean and polished!

Really enjoyed playing it throughout! Wrangling the wolves and harvesting at the same time created a nice hectic gameplay loop!

The sound effects for tools and the doggies expiring is a nice touch, so you can clearly know it by not even looking there.

There is a small bug around double hitting wolves, and setting them back to “aggro” again.

Two things that kinda take a way from the full enjoyment: The initial really loud audio level. Please double test those before publishing games. The fact that the mouse is not locked into the windows can cause you to click outside of it. This comes up at every shop phase, so the small irritation and having to click after it (being locked in the animations well) kinda adds up over time.

Neither of these is a dealbreaker, just things to keep in mind for the final polish before publishing a project! Gotta say again, enjoyed playing through and through! Well done!

Really enjoyed playing it throughout! Wrangling the wolves and harvesting at the same time created a nice hectic gameplay loop!

The sound effects for tools and the doggies expiring is a nice touch, so you can clearly know it by not even looking there.

There is a small bug around double hitting wolves, and setting them back to “aggro” again.

Two things that kinda take a way from the full enjoyement: The inital really loud audio level. Please double test those before publishing games. The fact that the mouse is not locked into the windows can cause you to click outside of it. This comes up at every shop phase, so the small irritation and having to click after it (being locked in the animationas well) kinda adds up over time.

Neither of these is a dealbreaker, just things to keep in mind for the final polish before publishing a project! Gotta say again, enjoyed playing through and through! Well done!

As a sokoban lover it nice to see another game with those mechanics. The channel digging is in theory a nice layer on top, but the movement kinda makes it more tedious as it should be. By this I mean the ability to not be able just look into a direction without moving.

Explaining a few mechanics would be nice for those who are not into the genre, but is not a dealbreaker imo. Lost to Area 2-s hay bale maze.

Kinda a bummer that the game lacks sfx and msx, it would have been lifted so much by those. Otherwise a pretty cool game you can follow up on to make a full release!

As a sokoban lover it nice to see another game with those mechanics. The channel digging is in theory a nice layer on top, but the movement kinda makes it more tedious as it should be. By this I mean the ability to not be able just look into a direction without moving.

Explaining a few mechanics would be nice for those who are not into the genre, but is not a dealbreaker imo. Lost to Area 2-s hay bale maze.

Kinda a bummer that the game lacks sfx and msx, it would have been lifted so much by those. Otherwise a pretty cool game you can follow up on to make a full release!

Also when you’re using a tool, it would be useful if the number of remaining uses for that tool were displayed somewhere.

I KNEW I FORGOT SOMETHING! Gonna add this after the jam, as it feels more like an update than a bugfix, totally valid criticism, wanted it as well, just forgor …

Glad you are enjoying it, if you are interested in cool seeds and full lines, look into 27108, should have a nice setup for you to tinker around (one of the best seeds the community found, yet)

PICO-8 GANG! Was really surprised to see another one myself, cannot wait to look into it a bit more on the Saturday stream!

Glad to hear you enjoy the two phases, I was a bit worried it might break the flow of the harvesting.

(1 edit)

Loving the fact that you enjoy the premise, I was not sure if I took it a bit too far from farming. And thanks for the compliments as well!

The number of tools is tied to the current map seed, so you either replayed one where you don’t get a fork, or got unlucky with generation. Each seed will spawn 0-4 durability for each tool, which is slightly weighed towards getting 1 and 2.

Edit: looked into this, there was an issue with seed generation on “New Field”, so you probably replayed the same stage twice. Sorry for the inconvinience, fixed!

Really glad you like it! Figuring out combos does take a bit, so if you enjoy the game, allow yourself some time on it!

Little tip: The bomb expldoes everything with your current combo score!

231 is a really cool score, you got yourself a really nice seed there!

Mapping the keys to others is a tad tricky to do in PICO-8, possible, but would have to keep two builds, I think. Will have to look into that! Thanks for the feedback!

Glad you like it! There are some plans for expanding, but those will have to wait for a bit!

(1 edit)

Cool cool, thank you! I was asking because i had 3-4 already built and almost complete, never really rolled a 1 and didn’t have a building there, sonl I thought I could cheekily mark in a production point there, and not skip 3-4 the next time I roll them.

Really nice project enjoyed my first playthrough and have a few more pages printed for future play.

One question I had during the play, around marking oroduction, both in calling adventures back, and double rolling. Can I mark a resource on a line that I have not built yet? (For ex I dont have a mine on 2, can I still mark there on double roll/adv or not). I assume no, but wanted to make sure.

(3 edits)

Hi! Just a quick question that was not clear to me.

Do Round Begin Power Up’s stay permanently or are they only for the round?

For ex, on the start of my turn I power double power my turret. On the next turn if I double power it again, will it be at 2 or at 4 power?

Added question, if I link my shield with my turret, can I shoot when I defend with my shield?

Found a few other our first playthrough, mostly clarifications though:

Incoming! Says to spawn two boogey and a Scout. There is no scout, but there is a pathfinder, I assume it is a typo/later rename.

Do I damage the missile even if I miss? (I assume yes)

When an enemy/effect damages my hardware I take a powered slots away first, then mark the first non-powered one as a damage, right? (So if I have two power in my turret, and an enemy hits me there for 1, on my action I have a 1 powered turret.)

Really honored that you feel that way, it is amazing coming from a skilled gamedev like you!

Thank you so much! I’ll do a few little updates on the game in the upcoming weeks, but nothing major.

I do have a little game manual in plan with all the juicy details, hopefully it will see the light of day!

Feel free to play any of my games in your videos! All I ask is a little link in the description and a shout out!

Played it on stream if you are interested! https://www.twitch.tv/achie7240

Nicely stylized and executed idea. On a few stages you can go off-screen, not sure if that is a know issue.

Enjoyed the little puzzles of solving the stages, although the stage with the pikemen line in the front with the archer army in the back seemed impossible with my setup. Will try to beat them later!

Also, today I learned what koku is, so that is a plus point!

Separating the fighting and the samurai management was a nice idea.

Well done!

Nicely stylized and executed idea. On a few stages you can go off-screen, not sure if that is a know issue.

Enjoyed the little puzzles of solving the stages, although the stage with the pikemen line in the front with the archer army in the back seemed impossible with my setup. Will try to beat them later!

Also, today I learned what koku is, so that is a plus point!

Separating the fighting and the samurai management was a nice idea.

Well done!

Controls were nice and It was a nice spin among all the slashy slashy entries to force the player to “sneak” around and not be able to hurt he guards.

I wish the player had it’s own “huagh” sound, would make rolling much more fun!

Falling enemies sometimes have a weird hitbox to hurt the player, but nothing that bad. Overall, nicely done!

Controls were nice and It was a nice spin among all the slashy slashy entries to force the player to “sneak” around and not be able to hurt he guards.

I wish the player had it’s own “huagh” sound, would make rolling much more fun!

Falling enemies sometiems have a weird hitbox to hurt the player, but nothing that bad. Overall, nicely done!