Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

actuallyalys <3

79
Posts
2
Topics
20
Followers
60
Following
A member registered Jun 24, 2018 · View creator page →

Creator of

Recent community posts

Loved the art style! It reminds me of Yoshi's Island.

Very good stuff!

Very nice! Really good example of a simple but polished and fun game.

It was fun to see someone who had a similar idea, but took it in a very different direction. I did enjoy the dialog, although it could use a proofreading pass. Since the dialog mentions getting paid it would be interesting to do something with that. Maybe you could spend it on your campaign in a variety of legit or not-so-legit ways?

I noticed if I zoomed in on the page a lot I got everything to show up on screen.

Very funny and clever concept! Good visuals and the sound effects are great, too.

Maybe it's just me having slow reflexes but I felt the timing was slightly off when playing the web version?

(1 edit)

Fairly simple mechanic but well implemented. Nice progression of levels (some gam jam games kinda throw you into the frying pan on level 1). I also like the visuals!

Very fun concept, with great visuals and audio to match. I think it all comes together well.
I personally didn't find the AI too easy to cheese past the first upgrade or so because they were coming from too many directions. So if you make the AI better at not getting stuck you might want to compensate by reducing how fast they spawn, at least at until the second upgrade or so.

Oh, I also didn't realize there's a way to spin yourself in addition to autospin. That's my bad for not reading the (very short) game page, although it's good to have some in-game instructions.

It's a lot of fun. I like the cute art. I think the sound effect when your water hits a flame should sound different and more "positive." It kind of sounds like I'm losing HP?

(1 edit)

I really liked this and the story at the beginning! The voice acting was great! Having you play as the dragon was a really creative choice, too.

I would suggest maybe making the story a bit shorter, especially for future jams. Some parts felt a bit repetitive.

(1 edit)

Clever concept and pretty fun! I liked the visuals. The title screen kind of reminded me of a DOS-era game for some reason. I also noticed the issue with getting stuck in walls. Also the shift + scroll seems to work inconsistently.

Kind of misleading to list it as a macOS and Linux game when it's a Windows executable. It does work in Wine, though.

I enjoyed the dialog. The exact mechanics/controls would probably benefit from further polish and playtesting but it's so creative, and for a jam game it's polished enough. I do think it was good there were no enemies to start. I think I would have found learning the movement frustrating if I had kept dying.

Yeah, that's the downside of writing the UI basically from scratch. I was trying to fix that at the end, but it was buggy with the UI scaled so I released it without proper scaling. 

Yeah, I wondered whether it would be clear enough. "Spinning" is slang for when politicians reframe things to sound nicer/more positive. You don't exactly do that in the game, but that's where the idea came from.

I really liked it conceptually but found it very difficult to aim. I think it might be helpful if the first wave were a bit smaller?

If anyone's interested in last-minute testing. Big Leader of Home Valley

Thanks for sharing! I was aware from past experience  and seeing similar picks about the need to allot time to such things but I think having set times is good since I tend to underestimate the time those steps will take.
As for me I felt behind since I started an idea and then trashed it, started a prototype, and only got working on the actual idea yesterday. Now that I write it out, it seems pretty reasonable and not much of a delay at all. Anyway, I made good progress today. It would be cool to get playtesters a day or two before submitting, although I imagine people are going to be pretty busy with their own games.

Looks like this has been answered before: "Any engine/coding language is fine!" https://itch.io/jam/theveryseriousjuniperdevgamejam/topic/6374695/what-game-engi... 

Given the spirit is making things, I don't see why not. I probably will not use an engine (or perhaps a minimal one, depending on your definition).

You might want to find a project template/sample Makefile beforehand so you don't spend too much time at the start wiring things up.

very cute! <3

Thanks for commenting and letting me know! This is where trying to add features last-minute gets you. My understanding is that updates aren't allowed after judging starts, so I rolled it back to a prior version that should work.

Thanks for commenting and letting me know! This is where trying to add features last-minute gets you. My understanding is that updates aren't allowed after judging starts, so I rolled it back to a prior version that should work.

I am, although I have yet to push the changes I've been working on (hopefully soon). Thank you for the bug report!

I'm curious how the doscember community and jam organizers feel about updates after the deadline. I'll probably keep working on it after the deadline—I actually thought I had a few more weeks—but I don't know  if I should hold off on publishing them until Doscember is officially over. Regardless,, I'll keep a version of my game as it was at the end of the jam available for download.

Thanks! There is some buggy behavior, but the controls are counterintuitive in one spot. After clicking the initial plus, you have to click outside the plus  (i.e., where one of the directional arrows would be).

Huh, it definitely works on Linux, as that's what I developed it on, but the controls are counterintuitive in one spot. After clicking the initial plus, you have to click outside the plus  (i.e., where one of the directional arrows would be). I don't know whether that's the issue or if it's broke on your machine for some reason. :( Sorry either way.

Thanks!

Yeah, I considered adding a demolish feature (at the cost of another week of time), but I ran out of time.

Really fun and creative game! The minigames are a nice touch!

I wasn't sure how to do the water check (and not sure exactly what I was doing wrong). Overall, interesting concept, and I liked the graphics!

I know! I was hoping I would be able to finish that part by the end of the jam.

Thanks! Yes, I really wished I could have gotten the animation working in time.

(1 edit)

Definitely a lot of fun, even with the bots cheating. I think a bit more unpredictability would help the bots be harder to beat. Kudos for putting together a multiplayer server and deploying it during a game jam!

Really well made overall, although I struggled a bit to learn the mechanics.  The graphics were great, too.

Really clever concept. I enjoyed learning the timing. I think it would be cool to integrate the system of other rhythm games where you get more points for being more exact.

Thanks! I feel like I struggled a bit to learn the sound tools, so I'm glad to hear it turned out.

Yeah, I was disappointed that I wasn't able to fully implement that part of it in time.

(1 edit)

Thanks! I definitely did not make the controls as clear as they should be. Regarding the open-endedness, I'm not sure it's you, I think the game could do a better job of nudging the player toward different things.

Cool art style! I'm excited to see where this project goes.

thanks! my goals were primarily vibes and learning 3d procedural generation so that's good to hear.

yeah, LÖVE is primarily 2d. i think all 2d engines use 3d under the hood (sometimes indirectly) now. LÖVE is no different and in I think version 11.0, they exposed the 3D parts which enabled people to create 3d libraries like the one I used, Groverburger's 3D library.