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Brandon JS Lea

A member registered Apr 18, 2016 · View creator page →

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Yeah I'm still working on it, a lot of things I had to just leave for the jam submission knowing they were unpolished.

The idea of having the prompt to attack appear after all dice are rolled is interesting to bring up though. My goal with putting it mid turn is to have the player kind of have to bet on how well things are going? "I've got a 6 RN, is that good enough to heal or should I risk leaving it til next turn" is the kind of thing I'm wanting to see. With the current game, there's also additional spells you can cast EG one to reroll the dice or rotate them each 90^. On one hand, I like that it taking place mid turn forces the player to make bets and predictions about how well they'll do, but on the other I do think you're right about it breaking pace a bit, it also feels quite arbitrary. 

Thought about different shape dice, somehow the jar shape completely slipped my mind, thx

Love how easy this was to just click, usually these kind of "twist" games don't feel so natural 

Couple of things:

  • Would be really nice if hovering over reroll told you it costs, at first I thought it was basically a button to cheat, equivalent to save summing or something, then when i did use it I didn't notice my gold was gone and lost as a result.
  • I find damage confusing. Like I think the red number is damage, but then why does the archer description give mention to doing 1 damage up front and not the other dude? Shouldn't it be "+1" since it already deals 1 by default? 

I didn't see anything on the jam page about how/if these games are rated.

The fucking jam ended like 3 years ago, sry 


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Hi, I'm usually design and programming but wanted to change things up.

You can see some of my art here:

Brandon JS Lea (@BrandonJSLea1) / Twitter

Ideally looking for someone with a bit of experience. Happy to take part in the design process.

I'm not doing pixel art, hand drawn instead. 

Hi, I wouldn't normally care about this stuff because it seems pretty obviously a yes.

But since we're not the ones coming up with the names, I just wanna check we still have full ownership?

Is there a rating period for the entries? 

There tends to be a lot more motivation to try out other peoples games when you're able to rate them, else they don't get played nearly as much. 

Is there any kind of rating period?

Never found a need to rotate the room besides getting to the goal, not sure what it adds TBH. 

Thanks, I appreciate it. 

The enemy isn't the same rules, it's an idea I toyed with but stayed simple for the jam. In future I love the idea of having more human opponents as bosses or whatever that would appeal to the wheel. However, you can't see their intent and instead have to decipher it based on animations/dialogue ect. 

As for not doing 8 damage, I believe it's an occasional bug.

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Really want to like this game, it's a cool core mechanic, but once you lose the starting momentum to a random offscreen physics quirk, unless I'm missing something you're screwed. I really enjoyed getting into the swing but it needed something so it wasn't so random and wasn't so repetitive. I get the intention to have momentum be something hard earned but I don't think the solution was this little control.

Also, going from two to three climbers didn't change anything as far as I can tell. Again perhaps I'm missing something?

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Though it blends a bit with the orange enemies, I really like the yellow lights in the background aesthetic.

I'm torn on the core mechanic cos on one hand it's a bit tricksy to use in a way that doesn't flow too well, on the other there's definitely something conceptually satisfying about it if that makes any sense. Like, there's a coolness factor, perhaps to having multiple components or having the projectiles transform of something. 

I think the oddity of the game is how that idea clashes with flow. EG, having to stop to aim to shoot backwards at the dude, it requires too much focus relative. Perhaps if a wave was shot backwards?

Never really understood the build-up bullets, though switching between the other 3 attacks was interesting enough. 

Perhaps some kind of explosion attack that can damage you as well would be interesting?

Edit: Oh, thought. Did you consider having shooting the enemies being the trigger for the effects instead? Obvs it would be quite a different game but it might flow better. 

Very simple idea but executed well enough to be fun. 

That said, I played for a lot longer than is interesting cos I wasn't sure if there was an ending, I think it would benefit from one.

TBH not sure what the core twist adds. Like, the pong functions well enough, nicely polished and all, but I just played it like regular pong and won without worrying about the colour switching. 

Nice idea but it's so chaotic I barely have any idea what's going on. Seems to just be "ram into bars, hope you join up to them, hold left click and hope to win."

Quite easy, it's a shame no more stages really pushed it. On the below stage I thought at one point to go out the top of the top right one then drop down to the bottom right w/o charging; turned out much simpler than all that (though I still liked this puzzle for sure).

It would have been nice to see some more out the box thinking like that. Since you're so conditioned to operate inside this tile mode, when I did have to use the platforming nature of the game it really lead to an "AH" moment that's hard to pull off in puzzle games.

Overall though pretty cool. Was the style inspired by Stuffed Wombat at all? 

Didn't even bother to program in minesweeper, smh

Seriously though, this was great. Only criticism is maybe the things you do were spread a bit thin but given a jam that's to be expected. 

Perhaps if this were to be taken further pacing could be more varied. If you look at something like cook serve delicious, it has 2 rush hour periods that are frantic before the game slows down again and I think this game could benefit from something more chaotic like that. 

Could easily see this game winning the jam.

Yeah making healing stronger has been on my mind too, that or putting something in the empty slot next to it.

What stances did you feel should be swapped?

Hey I'm really struggling to understand this. I've been spelling words but got 0 score.

I figured the red box is meant to indicate words but I got the red box for "fea and nh" but not fear, she or year?

Really enjoyed this one. Making snake a more deep strategic game with units is really interesting, and if things are getting dull the splitting makes sure that doesn't last.

Biggest issue is probably that it seems impossible to lose. Not getting hit when you've only one part is too easy. Just adding a timer to beat the stage may have helped. 

Also the 3 unit types seem to basically act the same as far as I can tell.

Really nice art style. Some more detail to help convey purpose, particularly on enemies, would help, but it's still nice to look at thanks to the childish artstyle. 

Overall, liked it.

"Connect towers by holding the button down."

Dude my keyboards full of buttons please help

A bit confusing as to what triggers node snapping, I thought having the strings collide with the planet would be it? Interesting idea anyhow. 

Few things getting in the way of enjoying this sadly. For one the crackling. Another is the text isn't displaying properly on upgrades. I'm sure I could read it in full screen but pressing escape exists me out of full screen before affecting the menu.

When I died and lost all my progress something about it felt incredibly unfair. Perhaps because half the damage I took was early on from just trying to figure out the mechanics, the idea of slowly mining at blocks again just to get back to that point sounds dull. 

Also not a fan of how I have to buy upgrades I'm not interested in just to unlock ones I may want. Like, the idea of having to buy information is interesting. It becomes less interesting when it's not a choice. Surely the appeal of something like this is the strategy of what to buy.

I do like the art and atmosphere. 

Really well polished art style. I love the little characters knockback and fall over animation when it takes damage.

Gameplays kinda bland though. I'm not sure why we need to kill all the enemies to progress, it feels like you'll naturally kill most just by progressing given the linearity.

Hey I really like the art style to this one, what was the inspiration? 

Could do with being significantly faster. 

Nice loop the games got going, pixel art looks really good also.

Few things if you're looking for feedback:

The critical warning seems really inconsistent, like 1 time it was all shaking and "critical" when I still had 1/4 left, another time I'll have less and there won't be any warning.

Balance seems off. I brought a fuel upgrade almost instantly but refuelling costs so much I never got past 1 bar, felt like I screwed myself over massively for making 1 experimental purchase.

I died instantly and have no idea how. I went from full hp to 0, I didn't even look like I was caught in the explosion. When I respawned I wasn't really clear on how much progress I'd been set back.

Fine lets race

Did you try the downloaded version?

Oh well if I'm that late I'll leave it.

Hi, the ending period was displayed for 2PM though when I went to submit at 1:30, it seems to have already closed?

I started on the 10th so I'm still well within the 5 day period.

Whilst my game isn't as complete as I wanted (no sound), it's functional enough that I would still like people to see it so it doesn't feel like a waste of 5 days. 

If there's still a way I'll go ahead and export it and upload it, but it seems to have closed early?

Really interesting concept. I'm not really sure what I'm working towards but I do like figuring out the optimal attack patterns and what amounts to grow.

Sometimes I can't plant plants and I have no idea why, I have the required water.

Playing more I'm really confused over how other elements work. Like, my cards just seem to vanish without me using them? Also some enemies just don't kill me when they should be able to, is it random?

Really well polished visually but I was heavily confused on a lot of elements, like why I can't swap with some enemies or what role the side icons play. The energy system was also quite confusing, I figured my turn was up when I ran out of energy, having it reset by emptying it was quite unintuitive.

As far as I can tell there's also no way to reread the tutorial. Perhaps I'm just dumb but there's no way I can internalise a wall of text when I haven't played the game to contextualise it. I opened the game page in another tab an now it's not showing up.

Looks alright and has a nice atmosphere but I've no idea what I'm meant to be doing. Killing the one enemy? I tried shooting at it for ages and it didn't die, perhaps it's meant to be too tough but it certainly doesn't feel very intimidating when I can just stand there shooting at it and it does nothing. I tried getting in the power armour but nothing happened.

Nice concept and I like the style.

I feel the controls could be optimised slightly. It's a little cumbersome when if say I want to make a cube go right then down, I have to drag on the right module, then drag the right module back off onto me, then drag the down module onto it, then drag the down module back onto me. Perhaps if the puzzles were more challenging it wouldn't be as noticeable, but I'm not sure why I can't just drag one module on top of a cube and have the current one it's holding return to me, rather than be sprung out to a random nearby location; as far as I can tell there was never a situation where being able to simply drag the new one on and get the old one back would break anything.