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alion8me

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A member registered Jul 10, 2020 · View creator page →

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Very satisfying gameplay loop.

Pretty funny. I wish the text went faster as it's slow enough to be grating once you've seen it more than once. I enjoyed how many unique interactions there seem to be.

Nice and fun. The only complaint I have is that the margin of error for clicking buttons/selection objects in the ui felt a bit small. Other than that, this is fantastic.

I like the concept, but the execution seems off to me. Being completely unable to avoid rocks makes it so that runs feel random as to what the outcome will be.

Nice! I wish that it was explained a bit more clearly though, I was confused as to why I was unable to jump throughout the first half of it.

First off, there was a noticable amount of lag. Not unplayable though. 

Other than that, the main gameplay was good. I wish there was some more leniency built into the bar at the bottom as getting the last little bit could be frustrating.

Very, very cool. This is quite polished and has great puzzles as well.

Very cool concept. I couldn't really understand how the game worked, though - it seemed like the villagers would keep changing even when I wasn't doing anything, so it was hard to determine the effects of the potions.

This was very cute. The dynamic music was what really sold me on it.

The gameplay started to become repetitive near the end of the game, but not overly so. And I think that's more than balanced out by how it made me smile.

I wish that there was more content here - what was present was pretty nice but it felt like there should've been something to mix it up partway through.

This is a nice concept, although I feel like it's been done a lot before. (Although that may just be my distaste for this style of game in general.) The implementation is pretty good, there are a few improvements you could make (ability to switch order of directions without deleting a bunch of them is one I wished was there) but there was of course the 48 hour timeline to contend with so these issues are understandable.

Like others have said, I really wish you could pan the camera. The levels are already trial-and-error enough without the inability to plan ahead compounding that.

Yeah, all you need to do is use html export and name your file "index.html", then zip all the stuff it gives you as output together.

This is nice. I feel like the controls are somewhat awkward but that doesn't prevent this from being fun to play.

This is really polished.

The puzzles were more trial and error than I personally like, but I think that was unavoidable given the subject matter.

I was confused about why you didn't use the mouse for input at first, but I realize now that grid based controls prevented positioning from being too frustrating.

Ah whoops, thank you.

I didn't mean to sound too negative - I'm trying to leave people with helpful critique but sometimes it's hard to say that without coming off badly.

Interesting. I wish that it had made how the different zones work clearer - I still don't know what the green zone does, even after finishing the game.

The win screen seems to be bugged - it always says that I have bounced 0 times.

Interesting. I wish that it had made how the different zones work clearer - I still don't know what the green zone does, even after finishing the game.

The win screen seems to be bugged - it always says that I have bounced 0 times.

Submitting a 3D game for a game jam is quite impressive.

I felt like there were some hitbox issues (as others have said).

Submitting a 3D game for a game jam is quite impressive.

I felt like there were some hitbox issues (as others have said).

Fun - I wish it was a bit longer though.

It also might be fun to be able to speed up the rabbit for extra challenge.

Fun - I wish it was a bit longer though.

It also might be fun to be able to speed up the rabbit for extra challenge.

This was astounding. I feel like short, narrative games often end up falling flat or massively succeed in what they were trying to do. This one succeeded.

The concept behind this is really cool - I don't think I've ever seen anything quite like it before and it could be really fun as a full game.

Unfortunately, there were relatively few interesting decisions to make during my playthough, as the solution for how to use your dice rolls optimally was usually obvious (I say it this way because I got trapped on the map and couldn't do anything - I'm not sure if I made it to the end or not.)

Very nice puzzles, especially given the 48 hour time constraint. At first I was worried that it would be too similar to Baba is You, and although does feel similar, I think it justifies its existence by its differences.

Minor nitpick - in Sokoban-style games, player movement should probably be confined to the grid the blocks are on.

This was pretty neat. I wish that there was more variety to the gameplay - once you figured out how to avoid the enemy there wasn't much else to do.

The collision for picking up objects also seemed buggy.

I used Godot 3.2.2.

That was pretty funny, how every sound effect was voiced. I feel like I've seen that done somewhere before, though it's certainly uncommon and it worked well here.

Something that I thought was a nice touch that no one else seems to have commented on yet is how the aiming line appears and gets longer when you fail a level multiple times.

This was quite cool. I wish there were cards that did more unique feeling things, but I imagine the time constraint would make it difficult to do that. I also wish you could automatically break all the chests in a level.

I also wish that there were more mechanics allowing control of your hand.

I felt like I didn't understand how to play this one, I couldn't figure out how movement worked. The way I played it made player input feel unimportant.