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awptikal

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A member registered Jul 24, 2024 · View creator page →

Creator of

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mysterious and ominous

i appreciate you taking on the challenge : )

thanks for leaving feedback. i have ideas for new levels and mechanics, i hope i can implement them

thanks for your review, i was definitely inspired by the clear and eye catching style from baba

thanks for taking the time to try it. good to hear it was intuitive to play

ty

thanks, it was fun to design. i'm glad the visual style caught your attention

thanks for your feedback

thanks for taking the time to give it a shot. there's room for improvement but its good to hear its moving in the right direction

thanks for your feedback, i do agree it needs an intro level that shows how it plays for new players

yes, that's definitely one of the games i had in mind for the look and the gameplay. thanks for playing and reviewing it

this is a fun interpretation of the theme, i never thought about letting the player split up into smaller guys. you executed it well and it's satisfying to think of different ways to make the slimes work together.

the levels are quite large which is great for providing a feeling of exploration. in the larger ones, a way to zoom out would be helpful, to be able to plan for upcoming obstacles.

Thanks for taking up the challenge, i was aiming for something like baba, and meeblings too. i wasn't sure how difficult those later levels would be, i'm now thinking about some redesigns to help players be ready for those levels.

I'm glad you enjoyed the game, thanks for trying it out. others mentioned the sudden difficulty so its not just you. i'd like to improve that in another update so it's more engaging to play.

it's a fun game, extra points for the mustache animation

the art of the environment and the ui really sells the atmosphere of a village at night. the clouds going by and the firelit torches are nice touches. it was really fun upgrading and building up an army in between attacks.

during the first runs, i couldn't grasp the harvesting system. the countdown creates a sense of urgency so i kept moving the villagers around after they appeared to absorb the resources that pop up, and before they had a chance to finish processing it. which didn't allow me to accumulate enough to buy soldiers before the first wave.

things got better when i figured out each area has a max number of villager slots and i can leave them in their area to do their thing. the army i ended up with was really overpowered but felt rewarding watching them win. great game!

thanks for reviewing and spending the time to play, it helps improve the design. you're right about the difficulty spike, it needs balancing and intermediate levels that teach certain patterns. level 13 and 14 both take 7 moves to solve, that seems to be when the difficulty gets out of hand without guiding the player to that level. 
good idea about the t-shirts, i hope i can add more types and polish their design in the future

The idea of the slime enemies being attached to friendly guys is good. There is potential for more interesting scenarios. And well done on the knight design.

that's ok, thank you for playing and reviewing. i don't play them much either, just thought it would be fun to make a human character (and the world) spin.

congrats! you're welcome, thanks for playing and reviewing

thank you for taking the time to play and leave a review. to be honest, it was put together in such a rush that it's a relief to hear all the parts fit together and delivered a coherent story

it's great to hear you had a positive experience. thanks for letting me know about the cutscenes, you make a good point

it was a learning experience to make the cutscenes, i'm happy they are appreciated

ha, congrats! thanks for playing to the end

thank you for trying it out. that's a good idea to tell the player if they press the wrong key at the wrong time.

thanks for the detailed feedback, it definitely needs more work in that area. the scoring tiers are not very well defined on screen. my intention was three different ranks: perfect= gold, good= green, ok= orange. i'm happy you enjoyed the experience 

the tornado effect is great fun. 

it's surprisingly easy and fun to get the hang of the movement, considering how novel it is.

this game is too underrated. it gets 5 stars from me. i've played hundreds of games from this jam, this is my favorite. you created an open world that feels alive with possibilities. the boundary being a golf course instead of just a wall is a nice touch. keep making games like this

this gets a high rating from me. it was fun trying to guess what the final images would be. 


this one hooked me. major points for originality and a simple gameplay loop that delivers the experience of making pottery. during some moments, i wished there was a way to shape more than one area at once, but it didn't detract from the fun. like the others said, more feedback on the controls would help but it's understandable for a short game jam game.

thanks for playing and rating the game. that's strange i didn't encounter that, i will have to look into it

thank you for playing

wow thanks! 

thanks so much, i'm glad you perceived the emotional experience of the game, not just the surface mechanics.

thanks for playing, it was quite fun getting the dancing to work

nice creative twist on the "turn the level" game mechanic, making the edges the hazard makes it fun to play

digging games are timeless. its impossible not to be curious about what's lurking beneath the surface. and there's a good chance of finding something odd or valuable. your game does a good job of conveying that idea through the drilling mechanic and the increasing depth

 
wait so she broke through the glass ? it took me a moment to realize lol. there's a game in this jam called hamstronaut, you should check it out

there aren't too many word games on here. this rougelike/tetris interpretation is refreshing