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Aestel

38
Posts
A member registered Jun 04, 2025

Creator of

Recent community posts

Really good take on the connections theme. You've done really well with the aesthetics. I felt a little manipulative picking answers based on the card sheet. The dialogue was well thought out though.

Well done on this. You managed to get a lot done for the time, so its not surprising that you ran out. Visuals are looking good. The mechanics seem to work well enough and you've obviously put a ton of thought into them. 

This is a interesting idea. I liked listening to the music build up. Would have been nice if before releasing you could undo part or all of a connections if you change your mind or slip up. The gameplay could use a fail state it currently felt like you could just keep selecting any combination without any drawback.

Well done on getting something submitted. The start of the story has some seed of intrigue. The music was good and fit the style of the game well. The main city visuals are nice enough but you definitely need to have images related to each incident show up rather than just a box of text. The waiting for incidents doesn't feel like a good mechanic you might want to re-think how you convey the passage of time between events if that's important to the story.

I like the game. The two enemy types had nicely distinctive behaviors. It could have used some sort of recharge, reload system to prevent weapon spamming.

Thanks for the positive feedback. I'm glad you enjoyed the story. I would definitely have loved to add in more.  The original investigation threads and whiteboard were all originally a lot more ambitious. I would have loved to include more puzzle like elements in it as well. But like I'm sure most others experienced, I ended up having to significantly restrain my original ideas to keep the scope manageable within the time frame.

I've already got Janna and Grant onboard with trying it on the stream. They both had a little preview of some screenshots as part of the 3D art program.

I really liked the theme. Linking the body parts to new ability unlocks wise a nice idea. I struggled a little with the controls specifically when it came to trying to chuck you head down the path and some of the wall jumping.

I liked the office setting with the paper airplane theme. The controls felt smooth. Well done.

This was interesting and a fun idea but it felt a little disjointed between the skeletons and the Tetris bridge.

I liked the idea and the goblin setting for it. Definitely has potential.

The main mechanic of connected balls was really interesting to try out. It did get a little awkward in places and was awkward trying to disconnect some of the nodes particularly if they started spinning around the character. The music was nice it had a little calming effect.

The look of the game is nice and the music and sound work well. 

I didn't personally enjoy the game I may have been playing it wrong. I think you were suppose to spend your time scouring the map to find resource to click on. So that you could then purchase new knights to help defend the towers. The issue was that I then never really go to witness much of the fighting or get invested in the tower or its defense. I felt disconnected from the main event that was happening in the game.

That said you seem to have done really well in making all this for the Jam and its a solid enough submission.

To add to what ndelaplace said. If you weren't aware you can sort submissions based on Most Karma. This can help if you are hoping to find games to review with the view to receiving reciprocal feedback.

This is a really great game. The game play was fun and there seems to be a lot of depth with the power-ups. The visuals are really nice and make the game play easy to read. The music pairs really well too.

Well done on the game. The first play through was a little confusing and I had to read the page instruction to figure it out.  The puzzle itself is okay,  I was able to make the correct deduction after day 4 and there maybe isn't a lot of replay in the mechanic once you've understood it. I like the fantasy aesthetics and the music had a nice vibe. 

Well done on this really good game with plenty of potential.

The game was fun and played nicely. The music had a nice retro vibe that fit the aesthetics well.

This is a fun little game to play. Its a good take on the connections theme. The only draw back was the choice in music.

Well done on getting a game submitted. You have an interesting base for the puzzle mechanic I’d be curious to see where you take it next.

An interesting way to theme a card matching game. The card mechanic itself had a nice pacing to it. Well done.

This has a really charming and relaxing vibe to it. Well done.

Well done a really solid jam game. The puzzle mechanic is a really good one. Its good that you tried to add in the story but it did end up getting in the way a little.

Nice game. Gives off nostalgic old school shooter vibe.

I like the game. Gets very frenzied but in a fun way. The 1950 aesthetic and music choice are on point. Well done.

The game has a really nice Aesthetic to it. I like the character design. The lack of diagonal movement control made it a little awkward when combined with the camera positioning. But other than that it was well done.

Nice game with an interesting mechanic. Had a few issues with the cable. But overall very playable.

Nice game. The fog mechanic definitely was a nice addition. I liked the aesthetic of the grass appear when you successfully connected the sprinklers.

I liked the idea of this game. The theming of the mummies is great and a good fit for the Jam theme. And I particular like that the mummies are constrained in how far they can move by the bandages, there seem to be some good base puzzle mechanic ideas in there. I end up getting stuck on level 4 though and wasn't clear how to proceed.

Nice game idea and a good fit for the theme. I wasn't clear on what to do for my first turn but after seeing things play out it became more obvious what to do on later attempts.

Well done on the game, I liked the aesthetics. 

The mechanics and theme were a good fit for the Jam. I liked that you had the addition of needing to reach specific intermediary nodes which added to the idea from similar games.

There was a music icon but I could hear anything so not sure if you ran out of time to implement that. 

There were issues with the grids being produced being unsolvable for example I had one where an X appeared directly next to the E.

But overall fun to play.

Glad you figured out how to get it published as a web build, will hopefully allow for more people to give it a try. 

I liked the ideas behind the mechanics but found the controls a little awkward. The dissolving platforms are a nice mechanic but could use better visual indication before you jump on them. 

There were a few times when I got the characters soft locked - an example is pushing the first crate partially down the stairs and then going over the top of the create and falling down you then can't get back up the stairs.

I like the little initial interaction with the cat, would have been interesting  to see how that developed.

I liked the aesthetics of this game and combined with the music choice gives a nice relaxing vibe. The UI was mostly intuitive though I did mistake the home icon in the bottom right as a return to menu. So it took me a couple of trains before finding the switch tracks part.

Well done on getting it submitted. Its a good starting point.  I liked that you'd changed the hum sounds to match the note. Keep at it.

Well done with the submission. Love the characterization and story. And the stylization of the assets you've made is wonderful.

Well done on the game, It fits the theme of the Jam well and the inclusion of multi-player was a good idea both thematically and for the game play itself. I found the controls generally OK but did find it was occasionally awkward to quickly click on some of the pegs as they would get in each others way without having to rotate all the way around to the side you wanted. The music was theme appropriate but a little intense would have to turn it off for longer play.

This is really neat. I love the presentation and you've included nice quality of life features like being able to turn the tiles in both direction and including a hint systems.

Well done on the game. Visually the puzzles themselves were presented well making it intuitive to play.
Would have been nice to see some quality of life improvements such as right click to rotate in the opposite direction.

Well done Dale. Really nailed the atmosphere with this game. Great interpretation of the theme.