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Asfalt

157
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4
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A member registered Jun 16, 2020 · View creator page →

Creator of

Recent community posts

Thanks for taking the time to respond!

Really fleshed out UI! I love the visuals and it's a good game!

Nice game, really creative <<spin>> on the theme!

Pretty fun, would be cool if you added an in-game tutorial

Thanks for playing!

Thanks for playing! I will check your game out!

It's amazing how much you've achieved in a week only. It seems like a very complex puzzle game.

I really like it, especially the visuals.

The tutorial is kind of a text nuke, it would be cool if in a further update you would add an interactive tutorial.

Cool game! I like the arcady-style!

Damn I failed at 149/150

But the game was so fun that I've retried! Still haven't managed to win, but it is fun.

I like the little people and how they're thrown away to (presumed) death.

I think this is my favorite from this jam, so far.

It is a very simple, well made idea.

I love the visuals, they are very good.

The game loop is enjoyable, I like it that it is the kind of slots you can predict instead of being fully random. It adds a little more skill to it.

I kind of encountered a bug, I stacked pretzels and instead of only buffing my staffs, it buffed everything, haha.

The head spin animation and power-ups were the best of the game. I really liked it.

But as others, until I figured out I could do that, I really wondered how is this related to spinning. It would be cool if you included spinning in some other part of the game as well. Like maybe making the owl fly in circle patterns.


Related to AI, I'm kind of uncomfortable with that. How was it for you using it for coding and focusing on other aspects of the game? Do you see it as a reliable way to maybe develop an even more complex game?

Do you think having another human programmer would of been different/better/worse?

I'm not asking in a judgemental way, but in a curious way. 

I really liked it, gave me Costume Quest vibes.

It is really well put together, from the voice acting and the music to the animation and atmosphere.

The detail of adding the stargazing was the cherry on top.

How did you go about creating the music? It sounds really good

Thanks for playing!

I feel like moving while attacking would make the game too easy as it is, but maybe I could spawn more enemies to make up for it.

I will keep this in mind if I ever update it.

absolute cinema

Nice idea!

I think it would really fit a multiplayer "tabletop" game, taking turns to spin the wheel and to move around the map, racing to reach a location first and maybe having interactions between players.

I had a bit of a bug, I think when I was left with 0 spins, I bought a spin. When I used it, the game automatically detected that I've lost. But the spin result was winning 2 extra spins. I could of kept going.

I liked it though!

I like it!

It is a very concise and well executed idea!

It's cool that you've managed to fit in multiple spinning minigames!

The only I've liked the most is the factory line one, with the fans, although  rejecting fans didn't work for me.

It is very fun. The  SFX are hilarious, especially hearing that I have a skill issue when losing.

The idea is cool, I would like if just swinging your sword around would be weak attacks and then the tornado would be like a powerful attack.

Thanks for playing!

Thanks for playing!

I'm glad you've enjoyed the artstyle and the movement!

Haha, I didn't even think about zombie horde games, although I've played so many.

Now this comment makes me want to turn this game into something like Left 4 Dead.

Thanks for playing!

Yea, at some point, the reverse attack was OP, basically guaranteeing double damage. 

I then nerfed it to oblivion and left it like that.

If I were to continue working on the game, I would look for a sweet spot. 

Thanks for playing!

Hmm, I'm sorry to hear the combat wasn't balanced enough.

To be honest, I haven't asked anyone else to try it before releasing.

Me being the only tester for several days, I got used to the combat and it seemed fine.

My bad :D

The quality you managed in the limit is amazing!

Good story, good gameplay, amazing art, systems?!

10/10

Writing a poem for the intro is brilliant. 10/10 just for this.

The movement felt good.

Dying in one hit, though, a little TOO unforgiving.

Nice intro, nice idea.

It would be cool if at the beginning of a level you would get a bird-eye view of the location, like a debriefing. It can be a little frustrating not knowing the layout of the office and needing to restart because of a unforeseen mistake.

I loved the intro, nice game.

The character's sprite is a little jittery when moving. 

After finishing the first level, the game froze. This is what I got in my console, if it helps. But I've continued other levels from the main menu :)

ERROR: Node not found: "AttackCooldown" (relative to "/root/Node2D/PlayerChara"). index.js:485:18

   at: get_node (scene/main/node.cpp:1908) index.js:485:18

EXIT Body Exited index.js:470:16

EXIT Body enteredPlayerChara:<CharacterBody2D#80413197838> index.js:470:16

EXIT Body Exited index.js:470:16

EXIT Body enteredPlayerChara:<CharacterBody2D#80413197838> index.js:470:16

EXIT Body Exited index.js:470:16

ERROR: Parameter "data.tree" is null. index.js:485:18

   at: get_tree (scene/main/node.h:507) index.js:485:18

ERROR: Condition "slot >= slot_max" is true. Returning: nullptr index.js:485:18

   at: get_instance (./core/object/object.h:1055) index.js:485:18

Uncaught RuntimeError: index out of bounds

After getting the hang of it, I just thought, couldn't I just spin the rook to the king and eat it?

It actually worked, haha.

Nice idea, maybe it could be expanded/balanced.

Thanks for playing and for giving feedback! I will nerf the engine in the next version, for sure!

Hmm, I just got one of the templates and I haven't modified it, apart from setting the built-in difficulty to normal (also I didn't play Oblivion yet).

But I wanted to have the lockpicking game be more forgiving anyway and doing that fix sounds like the thing to do. It seems having the engine fail punishes you just way too much.

Thanks for the feedback and for trying my game!

Cool, those all sound like good ideas!

It is really original, I wouldn't have ever thought of making a Minecraft mod for a game jam, haha.

The integration into Minecraft I think is perfect. It really fits in. As others have said, it could be an April's fools update.

And now I'm in the mood for Minecraft.

The only downside is that you have to get the mod working (getting a forge instance, etc), which is a little deterrent. 

Cool idea and really ambitious.

I would love if there was an incentive to try beating multiple minigames at the same time. Right now it only keeps you busy at all times, which is also good. But what if there was a guard patrolling on the highway and you had to hide sometimes. This way you would be incentivized to try beating the most amount of minigames in a short amount of time, to prevent losing progress.

Also fully resetting the minigame is annoying. If you would implement the guard, you could make a loud noise on a fail, making the guard come towards you. The progress would be preserved, but you would be under high pressure to either finish or hide.

Nice idea, I like the strategizing element of having a say in how the card you choose performs and the timeline of the actions of the player and the enemy.

I love the retro feel and I had fun playing.

It is like Vampire Survivor but with more strategizing. Cool.

Some SFX can be a little jarring.

Cool idea to introduce more mechanics to the lockpick minigame.

I had kind of a hard time discovering the controls and understaning the mechanics at first, but afterwards it was nice.

It is hard to understand for me, even though the tutorial spills all the information to you.

An interactive tutorial could make the experience much better. Show the player each mechanic one by one. I think it would make it much easier to understand than throwing all the info at them and then dropping them in the game.

Cool idea, I like the route you took with lockpicking.

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This is my favorite from this jam.

It is something I would play on my phone and lose track of time, if polished further and maybe adding some more aesthetics (altought the absence of music and the simple background make it so calm).

With the link between wheels, I think this is the best wheel integrating of the whole jam.

Great idea, superb art.

I get the aesthetic, but I wish the towers and fragments were more identifiable. I have kind of a hard time looking at a tower and discerning what it does after I've placed it 5 minutes ago. I think the 4 elements should be even further identifiable related to their respective abilities, other than the color coding.

It would be cool if you could also grapple along the pillars along the map.

Interesting idea of multitasking, but it isn't really working.

But just spamming the max segment on each options works perefectly and there isn't really any feedback about how the clients would react to a decision.

Also, the parkouring at the bottom didn't seem to have any impact on the game, but I did like it as an idea. Just walking through the obstacles seemed ok.

The character art is cool. The idea is nice. If this would be reworked, it could be a fun game.

The drink mixing is cool, I just wish the order UI wasn't so little and pushed away in a corner.

At first I was stuck because I couldn't lift the glass from the drink machine. But eventually I figured out I had to click on the square at the bottom. But I think it would be better if you could just click on the glass. A tutorial and making the controls as easy as possible would do wonders, I think.

I really like how you drew the mouse :)