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AZplaylab

35
Posts
3
Followers
A member registered 59 days ago · View creator page →

Creator of

Recent community posts

interesting concept! mouse to click the moving ball is a little bit not user friendly. maybe clicking anywhere on screen and drag and kick the ball, that may encourage players persueing higher score

smart design to have the gift horizontal moving speed faster than the side scroll speed, which brings the gameplay more depth. well done!

thanks a lot! I'll post an update here when there is a new version

thanks a lot for the comments! I'll keep working on the game. will post an update here

thanks a lot!

thanks a lot!

actually this is my first puzzle game. I’m not a puzzle guy, but when thinking about two colors, other genre will be too hard for me to make as I have not drawing skills


So the ideas started from the constrains, two colors, then I would have black and white blocks, then I think it might be some routing puzzle, then thought about adding more mechanics to the white blocks being player’s boundaries and npc’s ability path. Then I thought about the goal, and what could be fun for players to optimize for that goals. Then chose number of offers shooting as the optimization goal etc


hope it helps

Thanks a lot!


The sacrifice idea came up when thinking about how to leverage the difference between white and black blocks to make some mechanics.


but I’m not happy with the depth of the gameplay, haven’t found some simple but powerful block types that can change the game

thanks a lot!

Thanks!

there is a door up in the first level, you can get an ability ;)

I’ll polish it along the way. This version is so rough

Thanks!


there is a door up in the first level, you can get an ability ;)

great ambience and feel, the animation is so smooth! good job!

Thanks for playing!

I'm new too, this is my third game jam. I don't have any drawing skill, so trying focus more on mechanics and player experience polishing. for game jam projects, I typically spend 5-10 hours to get done. as long as the idea is clear, implementation can be accelerated by AI

first look nice art! the gameplay is bit dull

nice music, and lovely and warm concept! the next level seems a bit buggy, the level 2 is exactly the same as level 1

nice platformer, the blood is cool. would be nice if the attack has some base sfx

the music is great! the control is buggy, wasd seems not working well, and when press M, the game got stucked

thanks!

the last level intention to to have player lead his follower to the portals so they can be more efficiently transfer to the other side, and the other side is pure npc’s battle ground. I should have add the opinion leader types to the level, so they can aware the grey guys. Thanks for pointing it out

thanks a lot! I’ll keep working on it

Thanks a lot! There is a repetitive simple background music, the intention is to make it a stifling 1984 like environment. And agreed, more mechanics could be added like in communication theory, the role gate keeper would be interesting, and potentially devide the normal npc into different groups with different behavior pattern so player need to have more strategy when trying to persuade. And could have betrayers.

Thanks for playing! The new npc type in level 3 is opinion leader, vs normal npc, it can cast small wave to make other npc aware. 

Thanks a lot! that means a lot to me.

Thanks a lot!

Thanks a lot!

Thanks a lot for playing and feedback!

I can understand why some players feel it's unituitive. multiple mechanisms are not introduced step by step. And the challenge of this game deisgn is distilling its core, while I'm not happy about its core now. to further expand the game, I could add more roles in communication theory like gatekeeper, facilitator etc. but these will only add more burden for UI. 

Thanks for playing! 

main goal is to position the player to maximize the speed of getting followers. the level 2 versus AI might make it a bit more obvious, but level 1 could be still too slow. Agree that the game is too abstract. I struggled to convert the theories to intuitive gameplay, it would either seems too complex or too simple without depth

Nice work!

interesting idea! and well executed 

looks great! did you draw all that by yourself? I don't have any art skill, any advice where I should start?

Thanks! I actually struggle how to make it a longer play that players can enjoy

thanks for the feedback! updated the game page

the AI is too smart with the algerithm. I was hit hard as well, it can be crazy when their cycleAwareness and dashUsage get high. now the normal ai is with low number already

  switch (mode) {

    case GameMode.PVE_NORMAL: return {
      reactionDelay: 15,
      cycleAwareness: 0.5,
      dashUsage: 0.3,
      aggression: 0.5
    };

    case GameMode.PVE_HARD: return {
      reactionDelay: 10,    // Super fast reactions

      cycleAwareness: 0.7, // Will fix bad cycles immediately

      dashUsage: 0.6,      // Uses dash for positioning and defense

      aggression: 0.6     // Relentless

    };

haha, with enough time should add in more UX guidence in the game

well polished experience!

Nice catch, simple enough idle game, the core experience is well distilled

interesting game