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Wokarol

75
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2
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26
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12
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A member registered Nov 03, 2018 · View creator page →

Creator of

Recent community posts

Great game, felt a bit too "trial and error" on few levels. But it was still really fun!

I love the more puzzle like take on the reverse tower defence!

I liked the concept more than the execution to be honest. You can avoid hitting anything by holding left the entire game

While I did not feel the theme as much in this one, the execution is really good!

It really felt like walking blindly, and that mad dash you have to do in one section... that was thrilling

While a bit confusing at the start, I liked the strategy aspect it presented. I would however enjoy an interactive tutorial for it

Amazing style and I really liked the music. Gameplay is engaging even if simple. Overall, really well made!

I loved it! It was a bit tricky to grab stuff and I felt I often did not equip parts I wanted. But the crafting aspect was a great mechanic!

Would love to see a full game based around building the car during the race!

Great game, it felt rather intuitive and was fun. I see that you can click a bud without having the mouse precisely on it and that's awesome!

Took me to tries to win

The idea and the depth added by the enemy AI is really fun.
I feel like the bugs and slightly janky controls make is a lot less enjoyable than it could be

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I liked the idea more than the execution itself. The camera felt a bit too... jumpy? Not sure how to say it, and the shot that the game rated as "the best" were weird.


I think it would work well on a gamepad and with a bit more polish. Keep it up tho!

Really fun, I was not able to get to the end and the game felt unfair in a few places. It would benefit from the camera being a little farther away.

Overall, I think it was done really great anyways!

It's a really fun game. I love the idea and the interpretation of the theme.

I feel like the controls were a bit weird a few times and game gave me a few impossible taxis (there where to far even with a straight path with no obstacles)

I got to 13 taxis or something around that!

I liked the twist, I was thinking it's just a simple top down shooter and wondered how it fits the theme and the boom, I am a zombie. The ending screen went by way to fast so I have no idea what was on it.

Overall, I enjoyed it

I tested the collections like Dr. Hippo suggested. And while this mostly achieves what I want. Would it be possible to allow for changing the size of the grid in a collection?

Itch by default uses 3 column wide grid for games and 4 column wide grid for collections. 

I tried changing that using the CSS Editor, but when I do so, it breaks on mobile as itch uses 2 wide columns there. Is there any workaround for that? And if not, can it be added as an option?

Oh, thanks. I did not knew that you could show collections like that!

That mostly gets me when I wanted to be. I will just have to play around with CSS to make the tiles bigger. But this is great overall.

A useful feature that I think would be worth adding is an ability to create "categories" or "groups".

For example, I would love to split my page into a "game jams" and "normal releases" sections. Currently both kinds of games are shown together in a single grid.

What I want is a layout like this:
Doing that by hand in the HTML is relatively easy as those are just <h2> elements

That could be the case. I think it should reset everything on every attempt, but there could be a bug I did not notice.

Thanks for playing the game! 

I also see that for many people the grindstone was a bit harder than I anticipated. I guess this is what happens when you test a mechanic over and over again so you learn it a bit too much.

The numbers were changing according to the rotation of the dice, that's why they were not random

We tried to sort of solve the lack of 3D perspective with the "dice layout" popup

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Sure, basically, when I typed "nav C2", it moved me to A2

Lies and deception

I love the art, but sadly I had no clue what to do and why.
Also, for some reason I could not move away from the left-most column.

Some tutorial would be nice as the instruction on the right is not enough (at first I tried to type "help" as a command but that did not yield anything)

Really good, the instructions were clear and the gameplay was simple to understand.

Really good, it was confusing that the dice roll is not fully correct, it's circling through the faces, not rolling.

But when you figure out how it works, it's really fun

Very good game, I did not get the movement mechanic at first but when it clicked, it was amazing

Oh, option to keep rolling would be good, you are right. Will keep that in mind for the future grid based games, thanks.

Thanks, making sure the input works and does not break randomly was a bit of the challenge but I'm glad you found it intuitive and good

Yeah, we originally planned to introduce more rules like one that takes into consideration sum of the dice and so on. Sadly it was hard to show it in the rules mode and we did not have time to redesign the system to fit that better

Yeah, the rules were poorly explained. They were blank because the level you were on did not have any elements that reacted to dice. For levels with spikes or explosives, it shows how it reacts to the number the dice rolls.

I should have communicated it better

Really good, but I would love to see some explosion damage on the projectile. Without that, hitting the opponent was tedious and the AI which often did random moves into the wall did not make that nicer.

But past that, the concept was really nice and you did good job overall

Really good, it was a bit confusing at first but I quickly got the idea after a few rolls

To be honest, even something as simple as tweening would help. Instead of snapping to the position it would smoothly animate towards it. And the cost of adding tweening to your code is almost non-existent so it's a cheap and effective way to get a bit more readability 

Amazing game, the execution is amazing. It was a proper, real, full product.

I'm impressed.

(The rocket was meh as a game mechanic)

Had a blast tho (pun intended)

I liked the concept and the presentation is really good.

Some audio effects felt a bit random tho (the game over one)

Overall I had a blast and the saws added the tension that makes the game a lot more fun to play, especially once you have saws with different numbers!

Amazing, I only got the full understanding of the game's mechanics and goal after the first stage.
But when I did, it was amazing. It was simple yet interesting. 

And the presentation was really good. 

Great game overall. 
(Kinda disappointed stages don't do anything more than look, but they looked great)

The game was decent but I wasn't really sure what I was doing and what my rolls were doing. Maybe you could instead keep both bars visible (enemy and player) so that the changes to them would be more visible as I assume they are health or something of that nature. The art looks really nice

I thought about a separate account but... it's not ideal. You know, constant relogging and such, keeping it all in one account would be a lot nicer.

My current solution is to prefix non-public prototypes with ` _ `

As for the soft project limit, I did not know that honestly, it seems quite low too. I will for sure send itch an email about that then :v 

I already have 12 projects on my account, only 5 of them are prototypes/experiemens even!

Hey, I've found posting prototypes on itch with a password is a lot better than zipping them and sending them over email for testers. But that has a nasty side effect of my Dashboard being full of stuff.

I would love to see a simple feature allowing us to group games in the Dashboard into groups or folders. So it's easier to manage.

Obviously the first question will be "will that be visible on the creator page" and while that would be cool I do understand that ot requires additional work so for now, grouping purely in the Dashboard would be enough

Really nice game, although a little short.
I can see how you could expand on the idea. With some more polish like feedback when doing action, subtle animations and so on it would be perfect.