Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

BrandonLymanGameDev

58
Posts
1
Topics
12
Followers
9
Following
A member registered May 17, 2022 · View creator page →

Creator of

Recent community posts

Love the game's simplicity and art style. A really solid puzzler with some interesting color-based mechanics. Great work!

Really love this concept, although it wasn't immediately clear to me the significance of the dice rolls. I thought maybe it dictates enemy behaviour, but that seemed to be more controlled by the color of the dice thrown. Overall, the gameplay and idea were interesting and the aesthetics were definitely creepy! Well done!

Good work! I think the idea is fun but I had trouble dragging the dice around. If you cross the lower line of dice slots on your way up to the multiplier slots, the dice gets used by the former. This can lead to some frustration. With a little cleaning up this could be a really nice and simple game!

Beautiful style! I think additional levels (or a clearer goal) would enhance this game. There does not really seem to be much progression. A quick rundown of the powerups during your tutorial would help the player better decide if it is worth wasting a bullet on the slots. Overall good start!

Also having the browser issue :/

Yep, I want this as a full-on deck-builder. It's so simple, beautiful. I think your game could be easily explained with a practice level. I didn't read your description, and I figured out how to play very quickly after my first loss. After that? Masterpiece. Excellent submission I will be playing this more after I get through my queue!

Nice start! I understand that the time limitation was brutal. Some suggestions (if you didn't have them planned already) would be to make more obvious which tasks the slime was supposed to complete, to better explain why there are dice in the dungeons, and to potentially add some squishy sound effects!

The art is amazing in this! I thought the fall down mechanic was fun too. I think it would help the player more to get an item drop or a popup to let them know the weapon they get from the number on the dice. This way, your player can start to make the associations and strategizing even in the heat of dice battle!

This is an awesome idea! I love the vibe. I feel like the "Next" symbols didn't align with what was actually disabled in controls. If it were slightly more predictable I could plan out the level problems a little more thoughtfully! Also, a lot of the game is waiting for the right roll to execute your planned route. One way to remedy this would be to give the players many, many different ways of solving the puzzle to reduce the amount of waiting time for the "perfect roll". Overall good start!

Nice start! I had a lot of trouble moving around with sling. Also, sometimes landing partially on the platform would kill you, and since the spikes were facing outward, it felt like a bug. I really like the idea of your movement mechanics being chosen by dice! I think this could work well in a rougelite setting, where the player may have some meta control over what they see in terms of random drops. Overall well done!

Played, rated and commented. Nice game! Thanks for sharing!

Nice start! The mechanics were really intuitive. I particularly like that pulling your weapon forces you to stop, and holstering it for a while reloads the weapon. Two suggestions would be to make the WASD movement always aligned with the grid so the player has more control and the game seems more fair. Secondly, I think the pistol should reload when sheathed even if its partially empty, so the player can properly prepare for the next round of zombies. Good submission!

Played, rated, and I left a comment. Nice game! Thanks for sharing!

Nice art! I think the sprites are really well done. Unfortunately, I couldn't figure out how to play. A simple text based tutorial would really help your player to understand the games mechanics. Also, There was no way to quit! Good Start!

Played, rated, and left a comment. Thanks for sharing!

Great start! I had trouble getting past the first person, as nothing happened when I decided to resurrect them. It would be helpful if there was a "completed forms" box or something in which to place forms to move forward with the game. If there was one, I couldn't find it - it might help to highlight it. Nice game!

Thanks for the feedback! We had a meeting last night and traced the origin of the bug. Adding gravity would definitely be the best fix it, with the added bonus of making the game more immersive. Thank you for playing!

Thanks so much for the feedback! Glad the game had an impact on you. Thanks for playing!

Thank you for the feedback! I think on the title page in the future we want a few panning camera shots of the level running in the background, kind of like N64 games (think Diddy Kong Racing) where the game played in a movie style while in menus. Thanks for playing!

Thanks! We had actually never worked together before. We met about a week ago!

Thank you so much for playing! We are excited you were compelled by the narrative and it made the game more enjoyable for you. Thanks for the feedback!

Thank you so much for the kind words! I think a lot of what allows our player to project themselves into the player character's (Ash) life is the lack of visual detail. We relied on the player's imagination (and our talented writer) to do the heavy lifting in terms of visuals. I am glad this technique was so effective for you. Thanks for playing!

Thanks for the feedback! We definitely missed an opportunity on the alternate endings. Would've been pretty easy to implement since it was just text. I am gonna blame the time limit :) thanks for playing!

Thanks for the feedback! We will definitely consider a skip button in future iterations. Glad you enjoyed our game, I thought your entry was top tier!

Thank you so much! I would love to give you some feedback. Unfortunately I am currently on a Mac and cannot run your game. I should have my PC available tonight and I can play and leave you a comment and a rating. Sorry for the delay!

Thank you so much! I would love to give you some feedback. Unfortunately I am currently on a Mac and cannot run your game. I should have my PC available tonight and I can play and leave you a comment and a rating. Sorry for the delay!

Thank you so much! I would love to give you some feedback. Unfortunately I am currently on a Mac and cannot run your game. I should have my PC available tonight and I can play and leave you a comment and a rating. Sorry for the delay!

Played, rated and commented. Nice game, thanks for sharing, and thanks for playing ours!

Very fun game! Sometimes it was hard to see which switches affected which pillars due to the camera field of view being too small. One way to remedy this is to fix your camera to a position during parts of the level where the player needs more information. That way they don't miss something important while the camera is following the cat! Nice game, thanks for sharing!

Played, rated, and I left some feedback. Nice game, thanks!

This is really well done! Sometimes the bodies disappeared for no real reason - Maybe it was just me. I like the minimalism approach in the tutorial and the 4th wall breaking. The idea of the sheep dying is delightfully horrifying. Although the game fit the theme very well, I don't see how it employed the limitation. Overall, very nice game!

I believe that game was something our group mentioned as inspiration during development! I think we will be releasing more iterations of this game where we will definitely explore multiple endings. Thanks for playing!

Thank you so much for all the kind words! We had a lot of composers/audio engineers on our team so we really leaned in to this being a sound-based experience. I'm glad it all landed for you - thanks for playing!

Thanks! Yeah we are kicking ourselves for not changing up that ending message based on what you pick up. It would've been achievable in the jam window for sure. Thanks for playing!

Thanks! I am sure our level designers are proud to hear this. Thanks for playing!

Thank you so much for playing!

Thank you for sharing! We are really glad you enjoyed the game!

Played, rated, and I left some feedback. Thanks friend!

I love the nostalgia in this game - reminds me of Pole Position from way back when. I think that's why the controls and gameplay were so intuitive. A minor suggestion is that I didn't really experience a difficulty change while playing. The game was pretty difficult to begin with, and even upon entering the second biome I didn't notice much of a change besides scenery. The music slapped, it kept me around! Thanks for sharing!

Hi there! I played the original build and left a rating and some feedback. Thanks for sharing!