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Alexander Kam

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A member registered Jul 28, 2019 · View creator page →

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Concept was fun, loved seeing the different attack patterns. Felt the game play to be not so challenging though, as I could skip through to the end of the level without having to fight the enemy dice

Interesting game. The blocks didn't have enough synergy to make complex combinations, the bomb felt like a net zero. But loved the concept and had a good time with it.

Even more interesting that the entire game is in one file.

Very fun two player game. Pretty limited by the fact that you can only draw one card per turn. Love the luck and dice element in here.

Loved it

A really impressive game! Super creative and technically impressive

Loved the visual polish and concept with the dice. Wished there were more visual cues with the dice and how they affected combat. Also weird rotation bug with the weapons

A visually impressive PICO-8 game with a surprising amount of content! Loved the use of tiling in its level design. Really brought out the strengths of using the PICO-8 aesthetic. Completed it all but wished I could see the different dialogues from all the endings.

Played on macOS, not a problem after following the instructions below. This is a really impressive game. Super small file size and lots of depth and polish. I kept getting surprised at how many features were packed into this. It's hard to see the relation to the theme and the visuals are pretty cool, especially when it comes to some of the spells involved.

Really wished there were more indicators on what effects were on me, or where the fireball was going to land, etc. The game is also insanely hard. But that only means there is so much depth.

PS: Thank you for the vim key bindings lol

Interesting concept, love the turn-based style and animations. Everything clicked after a few turns. Definitely hard to give feedback because it feels like a prototype of a game and would love to see everything fleshed out with a proper win/lose scenario and such.

Why my itch die

CTRL+W for a control is wild. Interesting prototype-y game, would be cool if it was fleshed out more.

Bro when I turned to stone above that wizard and watched him fucking disappear after literally dive bombing him, I could not contain myself. That was hilarious. I do feel like I solved the last puzzle in a weird way? The gargoyle was moving in the flame and was unharmed, but it felt like the only way to do so.

Also, interesting use of dialogue and camera animations. Wish there was more content.

I fucking lost it when I dive bombed a wizard

Ok there is a lot of jank. Ella keeps getting in the way, the player's movement and animations are desynced at times, and jump attacks reposition you after you land. The phoenix fight is also pretty damn hard and the decision to have jump on W and dash on SPACE and the ability on ENTER was... interesting...

BUT, I played through it all and got both endings (hint: don't abuse your power too much and waste Ella's lifeforce). And I can say that between the art, the music, voice acting, and story, I was deeply moved and captivated. Very cool stuff.

After you get past the jank, this game is really beautiful

Pretty interesting game. Love the attention to detail. Really feels like a Hitman scenario when you're on the verge of getting caught. It is a simple gameplay loop, but it can get samesy and pretty easy after a while

Not really a huge fan of idle games, and I felt like this one was a bit too slow to progress properly. I feel like you need to have this in the  background for a long time to build a proper engine. Also, the audio doesn't loop.

Nice execution of a puzzle game with the theme. Definitely creative in that aspect. I do feel like the puzzles were wayyy too easy though? I would just go around and find an alternate route, finishing the game in 2-3 turns when the limit was like 12.

Maps could have used additional puzzle elements and smaller area to ramp up difficulty. Introducing more free spaces just asks for cheese solutions.

Hahaha pretty fun tiny game. Love the little procedural animation stuff with the reindeer's reins.

That's the most content I've seen in a game jam game in a while, congratulations! Everything oozes "handmade" and I loved exploring the world. I was very impressed with the quest system and all the little interactions that you made for each quest. I can't imagine how much time it took to make the entire level, and also the sound! I have a feeling I skipped some of the side quests though, if there were any.

The core mechanic of the flute wasn't too engaging, but I guess that's to be expected of a cozy game. Would have loved to have  seen more ways the flute could be used. Also missed opportunity to have sound for each flute technique. I fully expected to hear some jingle whenever I pressed J, K, or L.

DM me!

I'm really impressed with this game. I loved the concept and creating my own spells. Being able to fine tune the damage amounts and seeing the mana cost reflect for autobalancing was a great idea. The final boss had a great attack pattern and I enjoyed every bit of it. It was lacking on aesthetics and polish, especially with the tutorialisation of the game. I needed someone who had played it already to instruct me on how to play it.

It took me an embarrassingly long time to figure out that I hand to click the stars to gain mana. However after learning that, I had a blast with the game! I played on trackpad btw lol. Loved being able to cast spells as a tower defense game. Feels like making a spell-only deck in Clash Royale.

I definitely feel like the spell should have been toggleable with number keys, or even made draggable. This would kill as a mobile game. Could use a lot more visual polish and different enemy types.

Interesting game! I really enjoyed the variety of spells and how to cast them. Of course, not all spells are created equal, but it seems like everyone has their own favourites. Mine was definitely the laser beam. The sound effects for the basic laser was nice, but it was underpowered.

The game could definitely improved with more balancing, smarter enemy AI, and a better boss fight.

Really polished game with a great mechanic. I loved the pastel visuals and the 3D models. Everything came together in a neat package. The gameplay itself was unique, though I didn't feel the 'spell' coming through as opposed to the 'cast' part of the theme. The UI, camera animations, and scene transitions were top notch.

I do have some gripes about the UX of the game though. It felt very unintuitive to press F to exist out (instead of ESC or something similar), and having a red/green highlight to show what was being added or not would have communicated this better. I had some difficulties drawing a square at times, and I didn't see the need for the avocado, but it was fun to just make things.

Aesthetics and ambience pulled through quite a bit and I love the zoom out animation to see what you've created.  The gameplay mechanic was satisfyingly unique, but a bit hard to use when chaining together fish. It was fun to just venture out into the unknown abyss. Great for some chilled, laid-back gaming.

However, it was a bit too zoomed out to appreciate the 3D models of the fish and the cards didn't feel too great to use. Also, I would like to have seen more spell variation (I only encountered two)

Great experience wrapped in a neat little package. I enjoyed the core mechanic and it was really maximised in its use. The art, animation, and small details like the particle effect really bring it all together. For me, the best element that carried this game was its use of storytelling. Having continuity and seeing the effects of your potions on this small community was incredibly satisfying and deepened my interest in the lore.

The gameplay did only feel like a means to an end, to enjoy the story and art, but perfectly scoped nonetheless.

I loved how each magician had their own spin on the overall theme. Great contribution to the overall ambience of the game.

Nice concept, I knew a spellcasting 1-on-1 would be made somehow.  I liked the execution as well (although it took some getting used to). The gameplay got very nuanced (although I only made it to the third fight). I wish the fights were shorter so I could have more time to iterate. Faster gameplay is general is required (probably done by increasing mana regen and decreasing max health?)

The game could definitely use more polish with the UI as I couldn't change spells properly, and using the spells / rolling the die felt pretty static.

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That was actually an incredible experience. Laughed out loud many times. The art was diverse and the storytelling made the gameplay feel diverse even though it was the same mechanic being reused. Absolute gem of a game jam game and a simple concept done exceedingly well. Not to mention the superb voice acting that ties it all together.

Stop reading this, go play it!

That was an incredibly complex yet easily understood game. I spent far too long cooking up recipes to transition elements into one  another. At the end,  you'll fee like a true wizard.

The levels had great progression and the things you can do with the elements are actually insane. The fact that this is all produced by one person is impressive. Of course, it is lacking some polish, but effort has been made particularly in the UI animations.

Although I wish it was better tutorialised, especially the fact that you can chain(?) spells on certain objects like the rock or charcoal thingy. I thought it was a bug that the element was just appearing there.

That was pretty well made! Loved being able to move books around and use different arrangements for spells. It was definitely more advantageous to use one spell and stack all the modifiers on that. Would have liked to see more enemy types. I think the player got too strong too fast. By the third stage I felt I could handle anything, but kept playing to see if anything new would appear. The gameplay did get samesy after that point, but the water spell reminded me of my childhood game, Realm of the Mad God. Nice throwback.

Hahaha burst out laughing when I got FANG OVER FANG

I couldn't trigger the fireball or phoenix fire jutsu though.

I'm not sure how much we can allow with the copyright on this though XD

That was actually incredibly fun gameplay hahaha. Nice little game. I couldn't make use of the spell upgrades that required water too much, but I had fun upgrading everything else. Definitely could use more polish, but it seemed pretty tight enough.

Would love to have a better progression on the levels though. The screen filled up wayyy too quickly and I feel like the waves came out too late to properly understand what was going on.

Yo! do you want to resubmit a built version of the game? Message me (Endogeny) and I'll reopen  submissions for you.

Note to future players: press 'R' to respawn and go back to your current checkpoint.

Pretty unintuitive at first, but I understood where this game was going. Pretty clever use of movement combinations to tie in with the level design. Extremely creative and I wish I played through it all to experience all the puzzles. However, I had to experiment far too much to understand and the game would have benefitted tenfold from a proper tutorial. It's also missing a lot of polish, going anywhere takes a while and I was restarting the game every time I died before I found out about 'R'.

I got stuck here, I'm afraid and did not have the willpower to restart and keep going.

Big points for creativity here. The spellcasting theme was nicely interwoven with the unique gameplay. I felt like something was missing with the spell aspect of the theme though, although runes technically count. The gameplay was refreshing, but I honestly did not have the patience to complete it all. I got through one level, but most of the time I would quit halfway and get frustrated at my curve. What do you mean my curve is too sharp? As I stare at my perfect semicircle. The line detection is cool, but a bit unreliable at times.

I think a bigger emphasis on a proper level progression or variety in levels would have elevated the gameplay.

Love the effort on the effects and how each spell worked. I felt like the cooldowns were too long though, and maybe could have been more satisfying if there were more enemies, faster gameplay, and shorter waiting periods between casting spells. Something like a fast-paced Warriors hack-and-slash. The variety of environments and ghosts were refreshing too.

Would like to see more depth to the gameplay, either with more spell types, different enemy variations, level design, etc. Was a nice time and after you learn to juke the enemies, could breeze through it all.

Interesting game, would be significantly better if we could see our current selections though. I noticed that our selection persists between evolutions instead of resetting.

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Completed the game, took me a while to figure out the meta on trying to get under that one light beam.

Definitely could use more polish and the bright RGB background made it hard to see at times. Also the double kill bug was pretty odd.