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Aliviessa

66
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4
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A member registered Nov 20, 2022 · View creator page →

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Nice game! Impressive amount of levels. On some levels it feels like objects are supposed to be obstacles but i can just move them away making them no issue at all. Moving the ball around felt a bit tedious because there was more or less no challenge. 

The game looks very good and it's definitely playable. There are some bugs with physics but nothing game breaking. For example it's really easy to push objects through the walls, or to make them permanently jiggle. Anyway, well done!

Wow, well done. The AI was surprisingly smart. I'm not sure i like losing control once the zombies find a target, but it's probably a good way to not make the game too easy with full micro management control. The game looks really cool and quite polished.

Cute little game!

Playing the hunter is much easier than playing as the dino. The dino makes a pretty interesting opponent though.

Cool idea but the blocks move way too fast. Is there a connection between the kind of sword is requested and what you build? I could see that being an interesting mechanic in a more fleshed out version of this game.

Nice little game. Effectiveness of abilities could be communicated better. It would also be interesting to know what kind of cooldowns the opponents have (especially on the revive ability) to make decisions on who to focus. There wasn't any reason for me to do anything other than spamming the same ability until someone was low and then switching to another target to then kill them right after eachother to avoid revives. It didn't feel very rewarding. 

All that criticism out of the way - great job, the game looks good and the controls feel nice and snappy. 

This is definitely more difficult than the classic 2048. The game looks great. Simple style with great readability.

I'm happy you enjoyed it. :)

We had a lot more ideas to add variety to the gameplay loop like adding defense systems in form of spawnable creeps. I'm not sure if we'll continue working on this but if we do i'd like to explore the idea of a 5x5 grid and trying a more predictable pathing system. I would in general give the players more tools to actually impact what's going on in the maze. Once that's established i think we could definitely add an ever increasing spawn rate.

And yea, the UI and readability definitely needs work.

Thanks for the detailed comment.

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Nice game! Imo it's missing a bit more variety while fighting. Just spamming abilities wasn't feeling very interesting. I liked the decision making of which power to increase at what cost. The satisfaction mechanic is a really cool idea but needs better communication. This definitely has potential.

Nice idea. I'm actually impressed with how many different things there are to manage considering its a jam game.

I feel like the mechanics aren't explained well enough. Maybe a tiny bit more detail in graphics could help convey what the symbols in the top left mean. Making decisions doesn't necessarily feel impactful for the current run. I didn't even realize i had 3 base traits on my first 2 runs. So maybe those need to be more impactful as well.

Pretty cool concept. I can see myself playing a full game like this.

Very spooky snek. What does the cup symbol in the top left represent? I assumed it would count victories but it didn't go up when i won.

I'm a proud deckhand of the poop deck, yahahaa.

I like the getting-bigger-mechanic restricting the player's mobility. A visual cue of where the pirates can see the player would be helpful. The sound effects made the game feel lively. The art style is nice but needs a little something, idk.

Overall very cool jam game :) 

Beyond comprehension.

This feels like a full game. Great coherent visual style. Controls feel great. Encountered a few small bugs but nothing game breaking. Some waves felt a bit overwhelming but progressing is still perfectly doable with how the scoring works.

Top contender for sure.

Played some more - slime is a scam. It doesn't spawn any slimes on death.

Really well done. I won in 7 rounds :)

I could definitely see myself playing a full release of this game. It's already fun to play as it is.

What i didn't understand was how the upgrade system works, do i just choose any unit to upgrade at specific intervals?

Cool shadow effect hehe. Attack felt a bit unresponsive given the lack of animation. The game doesn't feel very difficult and not very engaging. Could maybe use more enemy types and ramping difficulty. Also i didn't feel like much of a zombie just zooming around the map at this speed. 

Impressive for 48 hours. Played through all 10 levels. What the hell came out of his neck at the end o_o..

Anyway the game looks great and i had fun playing. It felt a bit weird being able to kill enemies using the spikes before starting the level.

Would definitely play more :)

It feels like i'm just controlling the character as in any endless runner. Also, shouldn't the goal be to make the player lose? Now i'm imagining a multiplayer version of that idea.. maybe worth exploring :)

Nice game!

I didn't really understand the scoring system. Trying to hit the moving target felt a bit unresponsive, i was never sure i actually hit it. Since the dart didnt move along with it i assumed i hadn't, though i did get a few points.

I had pretty much no issue dodging obstacles on the way to the board, although i had some issues with depth perception. It's quite a fun experience when you do hit something though. It doesn't feel frustrating at all, which i think is a great sign.

This is definitely an idea worth exploring and maybe polishing it for a full release :)

Nice game! 

The life force collection sound is so funny. I couldn't really figure out what the fuse ability did but everything else worked great - no bugs encountered.

The game was easy to grasp with good visual cues. The visual style looks good and coherent. With some more variety in gameplay i could definitely see myself playing this game more.

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Thanks for playing :>

It's semi random. The adventurers prefer going forward but have a 10% chance to choose a different (random) direction on an intersection while avoiding going backwards. I tried a few different methods for pathfinding and this one seems to get them to the center relatively consistently. I know it's not perfect but it's what we could do in 48 hours. 

I could imagine doing some smarter (or cheating) ai that uses navigation paths to go to the center with intent but that seemed boring to me. Maybe a hybrid of the two methods would be cool.

I had a lot of trouble with getting the tiles to rotate properly without displacing the adventurers and messing up their wayfinding. That unexpectedly took a lot of time away from working on the actual gameplay. I'm just happy we got to a point where you can see the general idea of the game :)

Very cool idea. I had fun playing. I also got stuck on the level with the 3 raised blocks. I think the controls might be better if they were from the goose's perspective.

The goose looks great :D

Exactly my type of game. Sadly the game doesn't explain anything. I had no idea why the big guy just went past any traps/beasts i placed. 

The visuals are great and the sounds fit perfectly. With some polish this could definitely be a game i would play :)

The game doesn't seem to work properly. When i press a directional key it either doesn't do anything or move me to the edge of the screen. When i don't do anything, nothing happens at all. There's no player to avoid and i can't shoot either.

Had no idea about the hidden room on my first playthrough. Got to 21300 points just walking the rug path lol.

The pig painting certainly makes it a lot more interesting. Sadly i got stuck on it and was unable to get out of the respawning interface.

I think with some more things to do this could be an engaging twist on the management genre. 

Nice art :)

I think this is an idea worth exploring and could lead to interesting level design. 

However i think for a 48 hour game jam scope, there are far too many abilities to choose from. Right from the start i'm removing an ability that i haven't even had a use for yet, which doesn't feel particularly interesting. I lost the dash and ground pound before reaching a green turret enemy. It was impossible to get past this enemy at that point. This is something that imo shouldn't happen in a game like this.

The movement controls feel a bit spongy, quicker deceleration would help here. The wall jump wasn't working well for getting out of pits.

I hope this doesn't sound too negative. There's a lot to be proud of in this game, well done! 

Neat idea, reminds me of some Warcraft 3 maps. It was a bit buggy for me i think. The game just wouldn't go past the AI phase. Also i placed a wall that AI archers attacked but couldn't damage. 

Good concept. Really easy to grasp, no tutorials needed. The game looks quite good. I would have liked a fullscreen option. 

There were some moments where i didn't quite understand why the knight took damage. 

Overall it feels quite polished for a jam game :)

Very impressive for 48h  49h :)

I like the tooth and tail-like controls. The visuals and sound effects are very nice.

Great sound effects and fun presentation :)

Nice game! I'll buy that DLC for sure ;)

Nice game. I found it a bit unintuitive at first but once i understood the controls i found it quite fun.

Nice visuals!

Yes, this is by design :)

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Thank you for the criticism. I agree with everything you said. I already have a to do list that will address all of these issues. Hoping to be able to work on it in the next few days.

I would be very happy if you check it out again once i've updated it!

Regarding the PS: Which buttons are you referring to? The MainMenu buttons are intentionally cut off. Perhaps it's a problem with the web version. I developed/tested the game for desktop, where it should scale everything according to your window size. I only quickly punched together a web version without any thought put into it. Hopefully i can optimize that a bit as well.

That's a very unsafe hair salon. I kept slipping into people scissors in hand :D

The slipping can actually make the game unwinnable, so that's something that should probably be tweaked a bit.

Overall i really like the idea and i think it could be built upon. Good job!

Is the camera supposed to rotate constantly?

Nice concept, but i think there's a significant problem:

I was losing small amounts of HP even while moving constantly. Then sometimes would randomly lose a big chunk of health without clear explanation.

The game mechanics are not clear when you start the game. The readme was helpful but it still doesn't clear everything up.

I think this is a concept worth exploring further. Good job!

Whew, quite a lot going on there. Visuals are great, but a bit too much for me. It wasn't very clear to me why i lost. Maybe readability could be something to focus on :)

Aside from that gameplay feel was good. Great submission!