Thank you! Happy to see you think it’s cute~
DrDre3k
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This felt really polished! From the menus and transitions, to the overall game feel in the levels. Really feel the care put into it. I also like that even though this is a desktop release, there’s been a lot of thought into making it work with a touchscreen (from the devlog seems to be working great too). Overall great job and keep it up!
Oh man, I’ve been playing this one for a bit. It’s tough! Took me a couple of attempts just to really grasp the mechanics, but it was real rewarding. Managing the cards and reshuffles to get the right set of cards available really adds to just building the deck. I really enjoyed it. My biggest issue is that I couldn’t tell if I could cancel moves. Instant action cards are fine, but sometimes I would accidentally click before my mouse moved all the way over and then I’d be stuck with a discard card action when I meant to click a draw card action for example. That’s my own mess up, but it would still be nice (or clear if you can and I just missed it). Overall great job! Extra shout outs for being a GameDev.tv 2023 entry. Mine wasn’t, but I submitted to that jam too.
Overall a pretty fun time. Reminded me of some classics from coolmathgames and the such. The hat system also reminded me of Boxboy. I personally didn’t use the speed up, but I was playing at a pace that felt right for me. My only complaint is the mixed mouse and keyboard controls. It wasn’t clear why some things wouldn’t work with the keyboard, at least to me.
A pleasantly fun strategy yet puzzle like game. I liked that the tutorial levels yet you get a good grounding on how the game works. The overall vibes are great too. My only suggestion is that I expected the details for what a tile would do to stick around rather than only be there on hover. Not sure if that’s an issue, especially if touchscreen isn’t a focus.
Tried it for a few minutes, and I only scratched the surface, but I felt like each route had something to share. A witty line, a funny gag, or even actually accomplishing the item on the list! Didn’t expect it to go so deep, much less to be able to get a full experience in such a short time for an interactive fiction type game. My own game was also for a 20 Second Game Jam but I have to say this is way more inspired. Great job!
Not my kind of game, but I can certainly appreciate what’s going on here. It was pretty unsettling to not have full knowledge of where I am at all times, at least not in the traditional sense. Feels like it could be great for a cat and mouse styled mode, trying to avoid a battleship, other sub, or even a shark. Good job!
A cute cooking game! I liked it, and I think it really worked well for what its goals were. I especially love the background behind it, and I hope you achieved your goal with your family! I did think the overworld was a bit strange to navigate, as I expected selecting a level to take me there, but seeing as Overcooked was an inspiration, it makes sense to share a similar overworld style. Overall great job!
Good job for such a quick turnaround! I got some major papers please vibes from this. Perhaps would benefit from the extra world building since after a while, I just felt like seeing if they had 2/3 favor to decide on execute or grace. The interface could also use some work as it was pretty hard to read, but overall the game came out well.
Feels like a strong base. Plenty of room to grow with more levels and mechanics. For some reason I picture it with a style similar to Tetris Effect. The arrow tiles also strangely remind me of the roundabouts in some of the dungeons of The Legend of Zelda Oracle games, perhaps an arrow tile that turns 90° each time you interact with it could add to the level design?
What a trip that was! I was not expecting it at all, but I thoroughly enjoyed it the whole way through. I’d like to believe that the real tic-tac-two are the friends we made along the way! But having made a tic-tac-toe game before too, I appreciate that the lesson is just to accept tic-tac-toe for what it is.
I always like giving a shot to these spins on classic games. I didn’t find I needed to cover up a spawning piece too often, but I did grab spawning pieces to use elsewhere a fair bit. I liked how they don’t auto clear if they spawn that way, as it let me rack up a few neat combos I couldn’t otherwise. I enjoyed it for my short time with it, but if what you were referring to in your description was a game I would come back to again and again, prolly not. I’d like to note that it is pretty engaging, leaning closer to the Tetris side of things. Could even benefit from a Tetris VS or Tetris 99 Battle Royale spin where you can throw garbage blocks to other players. I realize that’s out of the scope of this, but my 2¢ (and I really like those non-battle-royale battle royales).
Working on a card game myself, I can tell the many things you prolly have to manage under the hood. I like how the hands themselves are a mechanic, as well as how the world seems like it will be deeply integrated into what is going on in each scenario in the later releases. Looks like a great base to work off of, good job!
Glad you liked the mood of the game! Thanks a lot. I did consider doing a traditional attack versus the attack stance. I ended up choosing the attack stance because I liked the tradeoff that you can’t collect fruit/logs/clovers while in that stance. Not sure if it comes across, but I thought it was a worthwhile spin nonetheless.
Always like to see new spins on traditional games, so neat to see an asteroids-like in this day. I really expected the screen boundaries to roll over the ship like in asteroids, although with the high speeds it would’ve been unwieldy. The focus on shielding over attacking was a really neat spin that you don’t see often. Nice job.
I really liked the use of Origami, reminded me of Thousand Year Door, but with more active uses! While I’m not usually a fan of separate platforming and placing modes, I think the mechanics were used well to make the levels. Could use more general polish and visual consistency, but the base game is solid. Good job.
There was some great juice in this one, I always love the CRT effect. I do think for accessibility it’d be nice to tone it down, but that’s not a game design issue. While I had fun, I felt the controls felt a bit stiff. Something simple like jump and duck not being up and down or w and s. I did like how you had to commit to the dash since timing it wrong could lead you to fall because of it’s recovery time, but some segments early on felt too punishing when that happened. Not sure if that could be altered in the level gen, but overall good job!