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Ash Keel

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A member registered Mar 20, 2020 · View creator page →

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Finally played Second Layer… man I was interested before but now I’m a big fan and I’m really sad I have to wait for more, it’s such a big upgrade from first layer, the writing is also really nice (maybe a bit too leading even tho it tries to be vague?). My only sadness is having found adventure kid too late to actually do its story (since I used a book and ran out of slots). The other bit of annoyance is that it’s hard to know what reward each story gets so with a red starter deck I started getting a lot of blue rethorics without arguments to use them on, I got it eventually but now I feel I’m in a weird place full of mixed cards. I guess I could make a new save and try different stuff though, so it’s not too bad!

Keep it up!

!!

Don’t know why I didn’t get any of the previous articles in my inbox but so glad this one made it in! Super hyped for the release!

It’s great to see progress, especially the 2d drawing is really pretty! I hope you won’t dial the horror a lot tho, I’m easily spooked off (tho just the kinda unsettling stuff without cheesy jumpscares I find really neat) but ofc I’ll still try my best to go through it regardless!

Gambareee!!

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Love the game! Funk + PTR + Cutesy graphics is such a lovely mix!

Some things that I’ve encountered on my playthrough:

  • The support parts are way too sudden and I keep missing them, maybe some sort of UI cue on the previous sentence might help!
  • The filter on the voices is a bit too strong IMO, neither me or my friends could understand most of the lyrics, do note however that neither of us is a native english speaker (though most of the content we consume is in english). I could read the subtitles on the cutscenes but during gameplay I can’t read cause I’m focused on the chart.
  • The L/R icons look too much alike, I kept pressing the wrong ones

That said, I can’t wait to see how this game will evolve!

The more I play the more it feels unreal that this was created in 48h, the amount of polish and attention to detail is endless!

The concept is amazing and the execution is somehow even better!

Easily the highlight of this jam!

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Yeah when I designed the game I wanted it to be kind of a race (basically get turrets or get rekt) because I wanted to avoid players being able to play it safe with one or few turrets, sadly I didn’t manage to get enough comeback mechanics in for either side which means that whoever does well initially is basically who ends up on top.

I’ll definitely keep the number of turrets into account when adding some balance changes though, it’s a neat idea!

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That was A LOT OF WRITING for 48 hours, holy moly!

I feel the time constraint is what kills this one, the concept is really cool but without actual battles and systems* to make the best of it, it feels very incomplete. I hope you guys will develop this into something bigger, I think the tethering mechanic in is a really nice twist on the genre that brings out new interesting choices during fights!

Also props to whoever made the music, both tracks somehow didn’t get too tiring considering for how long they were being played!

(1) I probably missed something there, I fiddled with the ability button in multiple ways but didn’t find anything so after I while I just assumed it was non-functional

“What if the Battleborn UI meme was a playable game” is definitely not something I expected but man was it fun!

I went at this with a friend watching me play and it was hilarious seeing both of us scramble to try to make sense of what was happening, my brain kept having a moment while panicking and going “Wait I cannot cast fireball because my turn timer is not up and by the time it will be up my coin won’t be valuable enough and before it will I might starve”.

Now onto the bad stuff:

  • Please next time you wanna pull a stunt like having the whole UI flicker, put a giant “Epilepsy warning” somewhere!
  • Yep that’s my only criticism, this game rocks!

11/10 Thanks for saving my monday!

The concept is cool but I wish it was explored through puzzles and not tricky platforming since there’s no added difficulty if not just having to do things twice. If you want to explore this further I’d suggest putting each character in their own course (say, one for each half of the screen) this way you can make levels that feels easy to traverse initially but the link becomes “the catch” when you realize the “normal way” would break it.

Got to the end of both, it’s quite difficult to know when you’re about to fall to your doom (and respawn inside the floor, which kept happening), or go to a new section. I didn’t feel like this really fit the theme, given your goal of making the transition more seamless, I feel like not stopping time might make it even more so.

The moment I saw the human become a ragdoll I laughed out loud, and the fence getting obliterated was also pretty funny (though rip my headphones). I just wish there was some mechanic related to the ragdoll, since as far as I could see it felt like it had no consequence to my playthrough.

You uploaded a Construct 3 project, not a build

Love the idea, wished it would have something like a timer so there’s be something to aim for (like getting a high score). The destructible environment was super fun, though I think I broke one of the elevators by accidentally pushing too much gargage in, it wouldn’t accept my cars anymore (it would close, then reopen and let my car go out). Also there were many points where I had nothing to control which was a bit annoying.

Has potential, just add a timer or puzzles (like “don’t go here” zones that penalize you)

First of all: I LOVE THIS! The idea is amazing, fits the theme perfectly and I could totally see this becoming an actual mechanic in something of a horror game.

I also love how it’s presented, I dislike horror games personally because I get super scared and have a bad time, but the fische was so funny and I giggled every time I heard its music get louder.

Also: THANK YOU FOR THE RESPAWN POINTS! I got so close to coming home with the 3 pieces in a single run but eventually got caught in a dead end and was so sad I’d have to do the whole thing again.

The concept is really nice and the presentation is stellar (always will love controls on the side of the screen). However I found it way too easy, and I managed to get some challenge out of it by never changing the lane and just playing with timing changes from/to on-mammuth depending on how I wanted the next carrot to influence the bar.

Overall, this could be a really nice game with extra mechanics or just an extra difficulty setting!

I feel like there was a huge missed opportunity for “linking” the slime types (say, fire + plant) and exploit their combined powers to solve puzzles, which would fit the theme to a tie.

I got stuck multiple times while moving around (once I grew while in a narrow tunnel and had to force restart, another time I just somehow managed to move and stuck myself). The plant’s “power” to walk over trees needing to be of a certain size also took me multiple tries to figure out.

Hey Sean, big fan of Rochambo, but still can’t parry as the second player!