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BonedudeGamesStudiosLLC

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A member registered May 25, 2023 · View creator page →

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Do these work with RPG maker MV/MZ?

What a great entry. I enjoyed the overworld exploration, going around to dungeons and racing against time before you get pulled back into the underworld. Ofc, another autobattler that's quite fun. Difficulty is a tad high, but I plan to revisit this one to try and get through all of the map like CryptRat did.  Kudos!

Crashed a few times but I did end up in the amber vault, but didn't find the spore. Cool entry, I enjoyed the combat and the movement was great. If you go a bit quick you clip through the walls but fairly minor. I didn't quite understand what all the items were for except the potions, maybe I missed something with that.

I always think I'm not going to enjoy auto battlers but everytime I've played one in a jam it's entertaining, this one included! The progression and leveling is fun and the auto battling works. Despite being a rushed experience, I enjoyed what I played.

Movement, compass, the ranged attack all work great. The bones are there that could expand into a cool crawler.

This one was neat, the combat system took some time to figure out but otherwise made for something unique that ended up being deeper than I initially expected. The controls are tight although I prefer Q-E turning and "turning" taking a turn lead to some increased difficulty when some of the enemies already seemed overtuned.

Very cool concept with the moving around on the walls was a great twist. I never quite understood the word game, and eventually all my letters were gone so I was just picking random things all the way through lol. The voice acting was a good touch but I think I moved too fast sometimes and got overlapping audio (realized this after reading your page after I played, whoops).

I struggled a bit at first but once I got the hang of it (like actually spending me skills lol) this was fun to get through. The atmosphere is great, the sci-fi/cyberspace/dreamspace twists are all great and the story is fun. I like that there's plenty of choices to help or not the NPC's you encounter. The combat had some good variety with your options and stats to spend. I don't know if there was a minimap but sometimes I kinda got lost on where to go, although I did eventually escape!

Very cool you were able to completely vibe code this, which just goes to show AI is getting better and better. Ofc it's not without it's flaws, there were some bugs - abilities didn't seem to work, some combats I would have unlimited turns with the same character and the sense of progression seemed little and and frequency of combat was a bit overtuned.

Otherwise I enjoyed what it was, a cool combat system and good crawling mechanics have a lot of potential.

I like the movement and the 'impact' of the hits when fighting and how it's a bit of a puzzle to figure out how to best optimize your run to fight the monks. The fire effects were great too!

I did have some performance issues which I tried in a different browser to no avail but they mostly cleared up after a bit of playing.

I don't know if falling all the way to the bottom was the intended path, I thought for sure I'd be dead at the bottom but I survived! I like how you used the assets, the nice lighting and 3d aspects really made the art pop. Unfortunately my game glitched twice where I attacked and it just froze at the end of the attack frame and I couldn't move until I restarted. I couldn't reliably replicate it. 

Fun little entry! The movement was solid and I liked the 'puzzly' aspect of having to avoid the mushrooms going in circles to navigate without having to fight everything. I did like that there was secret walls and exploration was rewarded with more items. 

Fun little entry! The movement was solid and I liked the 'puzzly' aspect of having to avoid the mushrooms going in circles to navigate without having to fight everything. I did like that there was secret walls and exploration was rewarded with more items. 

Is this available for commercial license?

I'm on track to release this year! Keep an eye out for an official release date!

Thanks for playing! I actually just fixed hit rate in my post-jam update I'll be uploading tomorrow after voting is locked in. Glad you enjoyed it and thanks for the feedback!

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Amazing game! Everything about it is fantastically done. The story and concept is great. The space ship exploration and combat is fun, the dungeon crawling is perfectly executed with the combat and randomized dungeons. There's lots of items and variety if things to make which encourages exploring to make new stuff I'm terrible at controlling the ship lol

I think the only bug I experienced was some of the space ship pickups remained after dying and reloading and some weirdness with the cursor full screen. It also seemed like you got more materials from attacking ships instead of exploring ships and stations which seemed to yield far less, but the crawling part was compelling enough to keep doing it!

Awesome job!

Here's my gameplay:

It's unfortunate that I experienced the turning bug and seemingly can't get past it. I restarted and reloaded a few times to try and get into a playable state but could not. I even read your comment below where you said arrows worked. I'm certain I checked that while recording but went back and double checked and had the same problem.

I've been enjoying the RPG maker entries but could not progress beyond the first room. I hope to try it out with a post-jam fix! Here's my recording

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Pretty cool entry. I've never heard of shogi before and now I want to learn more about it after your cool genre fusion featuring this board game. The movement was good and the concept and story were fun. The graphics were nice as well and I did enjoy the shogi game, except the difficulty issues I explain below.

I might be missing something with the difficulty as I see others are saying it's well balanced. Unfortunately, the chicken for me just seems like it should be taken out or retuned as that's where a majority of the damage to me and my deaths came from. My pieces would start in the corner next to eachother and take 25% damage from the chicken taking it's move immediately after mine next to my pieces. One weapon was almost impossible to use as well, it only targeted left and right square and when the enemy piece just side steps in front of you everytime it was impossible to damage. I wasn't sure how to avoid that. The only other nitpick is the dungeon needs some more variety. The tilesets used were great looking, but I went through many floors and they were all the same. Maybe even different colored doors for the sanctuaries and more rewards for exploration (lots of empty rooms).

Otherwise cool entry and really great genre fusion with the shogi game. Gameplay here

Very cool entry! I made it safely to the top! Like usual for RPG maker the combat and movement are pretty great. I liked the story and concept of being able to take over different enemies and spend points on skill trees. I liked the art, even if you used some base assets and there was a bit of inconsistency there. The final boss having extra mechanics was great and I wasn't expecting much more than a fight, so good job changing it up there.

There didn't seem to be much incentive to change characters, by the time I got into the cave (the first time) and leveled up, I would really have to make a purposeful effort to die to take over another body. Although at the end I wasn't paying attention to my health and died to a pirate but was thankfully able to level up on some of the chickens you put around there and still beat the boss.

 I did somehow manage to have the first cave fill up full of monsters and I chose to restart instead of trying to fight through them. So tuning down the spawning or having fixed enemies would resolve this. I could do without the long ramps that don't have much going on with them, either shorten or add something fun to do. The dark dungeon too didn't have enough landmarks to make it easy to navigate. You'll see in my video I'm literally saying "alright I'm going to end it here" as I happen to turn the corner to the exit. I had this issue with another rpg maker entry and the darkness just doesn't work well from a player perspective without significant landmarks or a minimap (which may defeat the purpose entirely), or it could just be me. Lastly, at the beginning I accidentally went back to the sea lady goddess instead of saying no so when I fought the pirate as a level 1 pirate, I had to die and switch back to the chicken to get my spirit up fast enough to take it over again. Not really a soft lock, but an unintended consequence of going back to the safe area without leveling.

Fun submission. Gameplay here

Very spooky. The graphics are cool, the movement isn't too bad and the music helped set the tone. At some points, seeing the fog over the enemies wandering around in the background is unsettling.

Overall needs some polish. Some sound effects and more feedback could go a long way. Enemy/play attack animations, attacking sounds, footsteps etc could add even more to the creepy vibe and overall just more variety to bring it to the next level (abilities or something). The turning is too slow and could be snappier too.

Gameplay here

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Cute entry! The town felt a good bit like an animal crossing town. The grid movement felt good, the graphics were great, the city was set up well and I really enjoyed the different magic animations. While unfinished, I liked there was some options to go into an arena, the dungeon or outside the town to hunt some creatures.

A few issues - the UI never seemed to update for your magic or health and as you noted, there were some bugs with the enemies not attacking. Also the dialogue was a bit nonsensical and served little purpose. There was also some weird graphical issues with the fog in the distance.

With some extra time you could have a cool cozy crawler with some animal crossing vibes to play! Gameplay here


There's some good bones here. I liked the art, the spaceship was cool and the grid movement worked fine if a little bit sticky, not sure if this was a bug I encountered or not.

It would benefit greatly from some more feedback for the player. An animation when attacked, some sound fx for everything (doors, attacking, getting hit). I don't think I ever took any damage. The music was maybe a little too tranquil for a 5 minute escape scenario, maybe something a little more tense!

Not bad, you made a game with a solid foundation and could build upon it to make something great. My gameplay is here

Great start to your first game! The movement and combat works and you had a first level with some encounters. I liked the minimap too how it was showing the actual level you were in (water included!)

Keep up the good work and you have a solid crawler on your hands.

I recorded my gameplay as well:

I've never played an anomaly hunt game before, but I've watched my kids play a bit, so this was a cool experience. I liked the idea of this genre fusion and the office setting. The boss combat was funny with the corporate buzzwords to change things up if you get caught.

No real issues. I feel like I only saw 2 anomaly's so might have just been poor RNG in my favor and the boss hits through walls. That's about it!

Good entry, here's my gameplay

Absolutely great entry! It reminded me of an old school sci-fi crawler straight out of the gold box era. I did die a couple times and have to save scum a bit, mostly due to my own poor decisions but I eventually escaped. Great options with lots of characters and to be honest, I didn't expect AOE items or weapons, so that was a great addition. I also didn't realize the fire spreading either, so that helps put the pressure on not to mess around too much.

Honestly, would love to see this engine used in a commercial release, I enjoyed it that much. Gameplay below.

Really cool entry! I had never heard of the TIC-80 before this entry, so I actually looked it up and read about it really quick during my recording to get some additional context around this submission. It's impressive  you were able to get such a cool crawler done on this platform. The movement and everything was solid and I really enjoyed the unique combat and the art was well done.

There was some strangeness with the perspective, how it looked like there was a hallway to turn down when there wasn't. The gold goblin never gave exp/gold or attacked (possibly intended, I just didn't know if I was missing something) and the difficulty spikes sort of required some grinding to get much further.

Overall great entry and I'm now a fan of TIC-80! Check out my gameplay below

I got 374 as my highest score! This one has some great foundations. The instant step movement is great, the idea of doing TTRPG type stats and rules is a good idea and makes way for some cool customization. 

However, I'm not entirely sure any of the stats or starting race mattered. I replayed several times and didn't notice much of a difference and never took damage in fights. Some music, sound effects and combat animations could go a long way too. I also encountered a bug where I couldn't click the button anymore after failing a roll on the artifact. The perspective is a bit off too, I thought I was at a spot I could turn the corner to find a wall.

 In general, some elbow grease on this could make way for a really solid ttrpg based dungeon crawler.

Awesome concept, and I really like the art and story, the dungeon looked great and I was excited to be exploring and exploding chickens with lightning bolts.

Unfortunately, I never quite understood the combat. I've played yahtzee where you can put aside some dice and reroll others but I didn't see this option here. I didn't really know what the runecards do, I guess give specific bonuses and starting dice requirements but overall I just couldn't pin it down. Full house didn't work with color apparently either (3 blue 2 red for example). I think I randomly took damage and healed the enemies as well. I'm not sure if these are actually bugs, but might just be me misunderstanding the combat mechanics. Also, the first enemy I fought had 150 HP which I struggled with, then encountered a 45k hp monster. A massive difficulty spike. Also, I think the big page pulling up mid combat to calculated all the bonuses is not needed, it should be a quick flash on the screen to not break up the combat pacing.

Overall, this had huge potential it just needs some more explanation on how the combat actually works. I recorded my gameplay here

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All the foundations are here for a crawler. Good movement, the graphics are nice and I really liked the sky out the window of the castle, the concept and story were cool too and the music was good as well. I did play several times to beat it! You really need to manage your time on this one, there's not a second to spare looking out the window at the pretty skybox lol

However, I didn't realize there was even a timer at all, so some sort of feedback would be nice for the player, maybe the castle rumbles or you see the cloud rushing by the windows as you get closer to failing. The FOV was a bit off too, like a fisheye lens. Obviously the content was overall sparse, but I would like to see this expanded on. More meaningful combat and enemies and more on the story of the floating castle! I hope to see a post jam update maybe?

Not bad, my recording of gameplay is here

This was a neat, minimalist little crawler. The writing was humorous and I liked the story and the background in the dungeon was actually quite cool.

It did suffer from some issues however. the grid didn't always seem aligned and since you can fall off this can lead to some unfortunate player deaths. I kept getting stuck on the thresholds of the rooms/bridges, I think related to the physics, I think I was getting stuck on the "gap" between each room but eventually it would get past them. The minimalist style is good, but it was hard to understand what all was happening. There's no feedback or sound effects on anything, whether it's monster or opening doors. I didn't understand I was picking up keys until I realized it's shape at the very end. I'm not sure I encountered any puzzles either, but it's a jam entry, not everything will make it in.

I think with some polishing, some proper enemies, props and sound effects it could pull it all together to really take this to the next level. I recorded my playthrough here:

Another rhythm entry! Lots of chicken puns! Not terrible overall but needs some work. The concept is good and silly and I'm finding myself liking rhythm games now (I need to play some old commercial ones I gave up on!), but needs a good bit of elbow grease to squash the bugs. 

The movement felt like half-stepping, you'll see in my video I point out you see the corner of a wall and feel like one stop forward should allow you to get past it, but you are not which is a bit awkward. The rhythm combat is a good idea, but it doesn't seem to actually line up with the beat of the music and it's the same song every time with harder speeds. Some of the button presses for the challenge bug out and are invisible, causing a missed note. The missed note threshold was a bit inconsistent as well. I also got off grid and out of bounds as well you will see in the video.

I hope to see this one polished up with a post jam release. Gameplay below

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Another fun rhythm entry! I did escape safely, eating some of my SFC! It took me a bit to get the rhythm down like usual, as I'm not much of a rhythm player but there was a good silly story and this almost reminded me of chips challenge in a way. 

If there was some more visual feedback on the spikes and lasers, like actual spikes coming up and down or an actual laser shooting out it would be helpful. I think I died a few times not realizing it was a laser on the other side of the wall from the second portal. Also, maybe some more feedback on defeating the enemies too, they kind of just poof and its hard to tell why without some animation either on the player or enemy.

I think with my newfound enjoyment of rhythm games, I need to try some other ones! 

I had fun with this, recording below

Hey there! Thanks for the thorough comment! This is awesome feedback and I appreciate the kind words and of course am happy you enjoyed it!


Here's a response to some of your questions:

  • Yes you can only get to the robot with the wire cutters
  • The hammers are for smashing the batteries in the datacenter to bypass the AI fight. I allowed the datapad option because if someone couldn't figure out the puzzle, I didn't want them to get stuck without another option (which also resulted in a combat, risk the fight or figure out the puzzle safely type thing) to proceed through the game
  • I had plans for the crowbar but didn't have time for it, it was going to be an alternate entrance into the lab, like through a secret room with some items and skip the first dungeon floor or something like that.
  • The interactions being a bit funky are a bug from the engine I'm using, and the console has a chance to pop up in a few circumstances, all were preventable but last minute things I missed in testing lol
  • The camera being right up on the wall is an engine limitation. It's a balance between camera height and FOV as I can't offset the camera slightly back on the center of the grid at this time, something I've talked to the developer of RPG in a Box about before. So, since I chose not to have any hazardous tiles like I did in last years entry, I decided to not mess the FOV or Camera height to where you can see the tile you are standing on because things get real weird looking and I would have had to scale all my assets differently. In hindsight, I'm not sure what the best option is except to push the engine developer for a camera offset on the center of tiles lol
  • When you answer the phone in the beginning, it mentions meeting at the arcade behind the ice cream shop. I hoped this forced players to know where it is, since I didn't have an arcade shop asset lol. Good feedback tho and I plan to put a journal of sorts in the post-jam update where you can reference where to go and what to do like the mission directive you get before the heist kicks off. Quest log type thing
  • The stat explanation was built out, but I forgot to assign the script to the "about" button on the stat screen. Another victim of poor testing lol! I did have one on the game page however after I realized my blunder

    Thanks again for all the feedback! Look for a post jam update if you want to revisit it!

I escaped! Not a terrible little horror entry. I actually forgot there was a map (oops) but I still managed to get away. The footsteps for the monster were done well to indicate where/how close it was, so that was a nice touch. The movement was a bit slow, but I think it was intentional with the sprint option to allow for some intense chase moments (which I had!).

It was a little confusing on what you actually had to do, I know it was to turn on power and escape via the elevator but I think I sort of lucked out bumbling into rooms, finding a key and subsequently finding the room for that key to turn some stuff off. If I had gone a different route I probably would have gotten stuck and confused about what was needed.

Gameplay below

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This had a good foundation but I could never find any other floors or know how to do any of the combat. Somehow I missed the combat instructions on the page when scrolling through but it could greatly benefit from an in-game explanation/tutorial of sorts. The movement was solid and you're in a good spot to build on this to make something really cool.


Gameplay here

Title. I like the idea of this but wasn't sure if it was still in development or if it's complete. The last update seems to indicate there is still work to be done, but it's from a year ago.

I killed the cockatrice! Cool entry, it has some good foundations like the UI, combat has potential and the graphics are nice but it's clear it's not finished.

With some polish on the UI/combat and maybe expanding out with a bit more content, this could be a solid entry. 

Gameplay here

What a fun entry! I defeated the boss and made it to the end! I really liked the implementation of the chicken mode, it was clever and changed things up. I like how you progressed getting stronger spells throughout. The combat was simple, but still enjoyable. Haven't danced much in this jam!

The control scheme was a bit strange. I'd prefer rebinding or WSAD instead of a mix of arrows and AD. It took some getting used to. The boss was kinda easy when you bypass all the traps and dance with him in the corner but that's ok, it's a jam!

Fun entry, gameplay below!

I will definitely check out the post jam release!