Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

aragon789

31
Posts
5
Followers
2
Following
A member registered Apr 29, 2017 · View creator page →

Creator of

Recent community posts

(1 edit)

It's quite a simple game in the terms of mechanics but the concept itself just seems so funny to me. It's such a funny spin on games like Tricky Towers. 

However, I did accidentally discovered that you can get a really high score by just throwing the loops into the air - I suppose that's the same exploit as was mentioned by someone else here. Feel free to delete the scores by "Loop_thrower" (after the jam ends I suppose), I apologize for getting scores like that into the leaderboard.

Really funny idea, I can't even imagine how you've thought of that. :D

(1 edit)

Based on the name I expected a game akin to Crypt of the NecroDancer, but I was nicely surprised with a Vampire Survivors-like! The game feels great - the controls are smooth, the graphics are nice, and the music is excellent. Just overall a great experience. One minor thing that could be improved is the balancing - I felt like I got a pretty strong build by the second wave already and the enemies weren't much of a threat, but I might've just been lucky! :D

Great job!

Thank you for taking the time to play my game and writing such an extensive review!

I can only but agree that the game is a bit rough around the edges. I had a list of things I wanted to include in the game, including some music, but I didn't schedule my time correctly. :D 

Thank you for the feedback about stopping at stations! That is something that has not crossed my mind, but I do see how it can be a bit hard for a new player. 

Thank you for playing!

Oh, my apologies then, I was wondering why I wasn't able to get the full score. :D Cool game nonetheless.

As a fan of Tower Defense games, I really enjoyed this one. The start felt a little slow and mostly consisted of waiting for the car to reach the finish, but then it started ramping up and became a great challenge. As a game jam game, it was really good.

Some changes I would make:

  • Upgrades should increase the sell value of the tower.
  • The towers seem to target cars that haven't gone through the start line yet, instead of cars nearing the finish.
  • Maybe stopping a car could award some money too? This would give the player something to do while waiting for the round to finish.

Some QOL changes I would appreciate as a player:

  • A basic health indicator above the cars.
  • Hovering over a tower could show its reach.

But overall I really liked it! I got to round 35 before one of the speedy cars managed to slip through the finish line right before my racer. :D

Quite a cool game! The story seems intriguing, although it wasn't fully fleshed out (but that's to be expected in a game jam).

I have two personal suggestions for the gameplay:

  • I would add a cooldown for the attack to prevent spamming.
  • I would prefer if you switched lanes adjacently (i.e., from the left lane, pressing right would only move you to the middle lane). I do understand, however, that the current controls offer more direct control.

Nice game overall, well done!

Thank you for playing! I actually did take some inspiration from Mini Metro, glad it is noticeable! 

(2 edits)

Thanks for playing! The 1x is an extension of the basic score counter - it is meant to symbolize one "overflow" (but let's call it a loop) of the score. :D You can reach a higher multiplier by simply achieving score 2 000 000 and so on. 

Thanks for playing once more. 

I must say, for a 2-day time limit the game's pretty good!

The graphics are simple but completely functional, and the gameplay is quite enjoyable. Maybe catching a cow could also increase the time left? That might make the goal of catching all the cows more attainable.

I like the spaceship controls, but personally I'd prefer if acceleration and the lasso were separate inputs. I understand this might be intentional design, but I simply dislike the loss of all control when you inevitably run out of energy.

But I must say it again - for such a short time limit, you've done a really great job. Congrats!

Sadly, like some others, I didn't get through the glowing levers puzzle - I tried going in the direction of where the glowing lever was in each room, which seemed to make progress, till I hit a dark room where I have no idea what to do? Following the light like I did before just seems to reset the puzzle, activating the levers in the final room in the order they were lit in previously didn't help either… no ideas.

Some subtle instructions or signs of progress would surely help.

Took me a while to understand the gameplay fully - I thought that the shapes were loops you had to draw (maybe reading the instructions on the game page would help haha) - but then it's a really cool idea, very unique! Honestly, haven't seen anything like it. To me it seems like a very cool combination of a tower defense game (but the only enemy is yourself) and a nice drawing minigame. I also love the background text, it's really mesmerizing!

Really well done, full points for creativity!

(1 edit)

The game really excels at what it's trying to achieve - frantic gameplay that keeps you on your toes. You always have to be ready to dodge and be aware of the positions of the saws at all times. Although there isn't much to look at, this actually works in the game's favour as you are not distracted by unnecessary elements. 

Personally, I would switch the constant refill of enemies for a wave based system to give some breathing space in the action, or at least add an option to pause the game. 

I really like it overall though! Well done!

(1 edit)

I really like the implementation of the theme here! It isn't forced and fits into the game nicely. The game also controls really well, and just the overall gameplay is awesome. 

If I could make a few changes though:

  • the soundtrack gets repetitive after a while, but I understand that this may be due to the jam time constraints
  • the spikes seem a bit too unforgiving, more than one of my runs ended because a spike knocked me back, off the platform (I do not mind them serving as a punishment but that just seems too harsh)
  • personally, I would limit the slide ability for the sake of realism, so the player can't just slide everywhere even though they have no speed to do so

Overall a very nice game though, the quick and smooth gameplay makes for a really great game loop.

A really lovely game, seems super polished - the graphics are nice, the level design is great, nice music which isn't in any way distracting but also provides enough variation to keep the game flow going. The gameplay style kinda reminded me of Reventure with, of course, the cool addition of non-euclidian exploration.

Personally I found the grappling hook section quite difficult (even a tad frustrating having to go back all the way after failure) but I suppose it is alright as it is close to the last section of the game.

I would like to say that I'd love to see a full post-jam version but it seems so complete and full already! Great work, awesome game!

Hey, thanks for playing my game and the kind words!

To give credit where credit is due - the menu and settings are a part of the game engine I used - Ren'Py, so it isn't my achievement.

I'm glad to hear that you enjoyed the game so much.

Thanks again for playing. :)

Really great game!

The gameplay is nice, the control feels responsive, just great!

The only bad thing is that there is so few levels.

Sorry for that.

As I wrote to the comments below, sadly there is a bug that prevents the ending from triggering. If you have met the child, the ending is supposed to be the next day. If you did not, then the ending is supposed to be 2 days after you meet the plague doctor for the second time.

I have no idea what happened, as I was able to playtest the endings previously just fine.

Thank you for playing.

(1 edit)

Hi!

To react to all your points:

Thank you for your kind words. I'm glad to see that at least someone enjoyed playing my first game. So, thank you for all that.

Because I expected people to mainly play the browser version, I made the buttons very small because there is not much use for them (i.e., you won't probably save your progress in a short browser game). I suppose you played the downloadable one, so I understand that the size isn't good there.

I do plan on updating the game after the jam and maybe adding more content.

First, I have to fix the endings or remove them entirely because they can't be reached in the current version.

Secondly, this was my first actual game in an engine I never used before, so the code isn't very good and results in some errors, which I have no idea what causes them. Because of that, I will probably rewrite the entire game to make the code better, but that will take time.

Because I'm also a student, I have to balance studying and doing everything else, so I'm unable to invest as much time as I would like in game development.

I promise you though, that I will try to deliver more content for people to enjoy.

Thank you for playing my game.

- aragon789

It would be great if you actually played the games you comment on. :)

Hi!

Thank you for playing my game. :)

Mainly the ending was connected to the theme, which you can't see. As I discovered, there was an additional "+" in the game code, that prevents the ending from triggering.  

I also planned on the game having an additional ending, which you would trigger by messing with the game's files because the kingdom is not real and neither are the people you meet in it. Sadly, I didn't have the time for that...

I hope you enjoyed the game anyway.

Thank you once again for playing.

Oh, wow, that's not supposed to happen!

After a lot of time going through the code, I discovered an additional "+" that prevented the ending from triggering. I also tested the game again and you are correct, there is some bug in there... although I have no idea what it is, because everything seems okay in the code.

Normally the ending is supposed to trigger around the 10th day.

I will try to look for the error, but I appreciate you for playing the game so much! :D

I would love to get some feedback on mine:

https://itch.io/jam/brackeys-7/rate/1420391

There is an ending around the 10th day and yes, the choices start repeating quite fast, although there is about 40 of them, so you should be able to see new stuff for about 5-6 days, but I know that the next time I make a game like this, I have to make more of them.

Thanks for playing. :)

You can lose if you get one of your resources to zero twice. I made it harder to lose because I did not want the player to lose.

But before I made some changes, it was very hard to finish the game, so I made it easier. Chances are, that you were just lucky, so the game was easy for you. But a lot of things are random, so you can lose just because of randomness, which can feel unfair to the player.

Originally I had planned on doing more with the "it is not real" theme, but as the submission date kept coming closer, I decided to include less of it, so all that remains is the child and a few more dialogues that mention it.

Nice game, but quite hard!

Really nice game!

But very short. :(

Great game, love the art!

Just one thing: 

Why is everything on the itch.io page so big? I had to zoom out the page to 67% to even be able to see the entire game window.

Sadly, I can't play the game. :(

Unable to parse Build/A.I.M.framework.js.br! This can happen if build compression was enabled but web server hosting the content was misconfigured to not serve the file with HTTP Response Header "Content-Encoding: br" present. Check browser Console and Devtools Network tab to debug.