Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Ben Slinger

223
Posts
3
Topics
36
Followers
11
Following
A member registered Dec 18, 2014 · View creator page →

Creator of

Recent community posts

Hi Rafael - we are releasing this game in a polished format on Steam along with two other cases as The Grant Grover Anthology. Would you mind if I used parts of your review as a testimonial on the Steam page? Thanks again for your kind words! :)

Hey SGGGames, we are releasing this game in a polished format on Steam along with two other cases as The Grant Grover Anthology. Would you mind if I used parts of your review as a testimonial on the Steam page? Thanks again for your kind words! :)

Hi Hussein - we are releasing this game in a polished format on Steam along with two other cases as The Grant Grover Anthology. Would you mind if I used parts of your review as a testimonial on the Steam page? Thanks again for your kind words! :)

I finally came back and fixed this!

I found this game from somebody's list in The Roottrees Discord, it's a well deserved entry into this genre! The framing of finding the scenes as a seer works really well, and I love the filtering mechanic for discovery. Great work!

Thank you for the kind words! For us the key to getting a narrative game done in this time is really nailing down the scope of the story before you begin, and getting at least a draft of the whole story in as early as you can. In this case we are using some tools that we've developed from previous games (to handle narrative state, cameras, fade in/out, etc), and using that to throw the game together end to end as fast as we can. 


I think we had the full story in place with placeholder scenes by Day 3 for this jam, and then we could spend the rest of the time editing and polishing the dialogue, building out the scenes, etc.


For Godot, I highly recommend Nathan Hoad's Dialogue Manager plugin, it's very flexible but gives you a lot of power to easily write branching dialogue, hook into state and events, etc.


Thanks again for playing!

Thanks so much for playing! There are some slight changes to the dialogue based on the number of previous players, and of course earlier runs would not have had the benefit of the safe code being revealed. We're hoping to do more with the mechanic in future games!

So glad you enjoyed it, thanks for playing!

Love the idea of cooking eldritch horrors and then having to fight them! With more time I think this idea could work really well, but as it stands the combat is a bit too straightforward, and I didn't really understand what my purpose was once I'd filled Death's bounty. Given that there weren't actually any choices to make for the recipes it felt a bit too linear too.

Love the sprite work though, and again, really fun idea! Nice work!

Very cool to see an RTS in the jam! It's really fun seeing my little trail of ants running around the kitchen, and great job with the path-finding and movement. It did get a bit janky when I tried to get the biscuit tin from the direction of the table, my ants disappeared into the counter I think and then the vacuum or the rolling pin got them, haha. Great work!

Great sprite work, and I loved the biting of the cookie to start the game, haha. The rest was a little slow for me, and I very much missed the audio in the battles.

Thanks for playing! Definitely looking forward to exploring some of these topics further, in this game and future games :)

Thanks for playing, glad you enjoyed it!

I didn't notice the audio clipping but audio is not my strong suit, was it some of the sound effects?

Thanks so much for playing!

Thanks for playing! We considered having a "New Game +" mode where you could simulate the specific playthrough you wanted (eg. play as if this is the 2nd play), but we didn't end up getting to use the mechanic enough to really make it worthwhile.

Good point on signposting the memory reveal, especially that you would only get one click. I'd like to find an in-universe way to make that clearer.

Thanks for the feedback!

Thank you so much for these kind words! We're really glad you enjoyed it, and we're definitely thinking of how we could pull off a full game in this style 🕵️

Super polished, I can see why this game is attracting so many ratings! Lots of great little easter eggs and a cohesive style, and all the minigames were clear enough to not be frustrating. Well done!

Sure thing, here you go! The podcast is an improvised video game podcast, so we come up with new game ideas every week: https://www.bitstormcast.com/episode/secretly-sassy-shrubbery

They were real! And I agree, I love the idea of sharing asynchronously with other players in a game like this - we actually did a whole episode of our podcast where we riffed on ideas for this sort of mechanic, and I'm keen to build some more prototypes that use it. (Tell me if you want a link to the podcast episode, I won't post it immediately to avoid being spammy, haha)

Thanks so much for playing, I'm glad you enjoyed it!

Thanks for playing! We'd love to do another game in a similar style with more expanded options and effects from other players runs, for sure.

Your game has been one of my favourite of the jam so far, too!

Hotline Miami vibes! This was fun, the controls were tight, and I just wish there were more of it. Nice one!

Wow, this was a lot of work for 1 week, well done! I loved growing my colony, and having the different pheromone trails for each type was very clever. Loved the voice acting too. Great work!

Ah, this is so cool, but unfortunately very buggy! I couldn't restart after dying, I was still able to move after dying the first time, and at the end of the round one of the zombies was still alive. There was also a moment where buying an upgrade it showed I had enough cookies but wouldn't let me buy it.

With a bit of bugfixing and some UI polish this could be really great!

Great car physics! Running over the zombies was pretty satisfying, and I love the idea of a biscuit machine just out in the middle of the desolate wasteland, haha. Nice work.

I think that makes you the first to see either of the extended endings, well done!

We're using simple Websockets to talk to a server running Partykit on Cloudflare, where we're just storing some basic stats about how many people have played, the points that have been revealed on the memory, etc. We'd definitely love to do more with the idea in future, potentially bringing in statistics based on what choices people have made, in-game probabilities based on play data, etc.

Thanks for the kind words!

Thanks for playing, really glad you enjoyed it! We're so pleased with the music Hugo wrote for the game, and I'm glad the aesthetic worked for you 😊 

This was great fun! I especially loved the way the music was layered when you went into a minigame, and the physics on the robot when you ran into a wall added a great level of tension. Each minigame was a bit different and fun to play, the only one I had trouble with was the rhythm one as there wasn't a great visual indicator of where each item needed to be when the button was hit.

Amazing job!

I liked the risk element in this, it felt quite impactful when I got a curse rather than a blessing. Cool simple art style, nice audio, and fairly polished, great job!

The vibe on this was great, loved the clean graphics and interface. I think there needed to be more rewards though, I didn't find it compelling enough just to get a higher number, I usually play clickers to see what's going to be added at the next stage. Cool idea adding the gambling mechanic, good use of the theme!

This was a really cool idea! The graphics were really nice, and the platforming wasn't too punishing. I wish instead of lives it just let you restart the level with the same amount of cookies you had, there were a couple of deaths that were through experimentation (the milk for example) and it would've been nice to just try again rather than go back to the beginning.

Great use of the theme, well done!

Oof, this was a difficult game with a mouse! It's very frustrating when you're close to taking out an enemy and they regenerate all their health, it might've worked better if they regenerated slowly, or if there was at least an indicator of when they would regenerate.

Cool idea though, nice work getting it done!

Some nice mechanics here! Love the graphical style too. One improvement would be to get rid of the black screen after dying, I'd much rather just reappear back at the start like in Super Meat Boy. Cool stuff!

Love the voice acting, and really cool to see a procedurally generated dungeon in the jam. The combat was pretty frustrating unfortunately - the hitbox for the player seems too big for the fireballs which makes it quite hard to dodge them, and combined with the inconsistent timing of when they fire it made for some cheap deaths. As others have mentioned, the pricing was also way too high to start, I wasn't prepared to grind that long!

All up though, pretty good, well done!

I like these sort of deduction games! There was some funny dialogue in there, but I wish a bit more time had been spent on grammar/punctuation/etc as it breaks immersion otherwise. I like the art though, good work putting this together!

Giving you extra points just for the satisfying image placement on your game page, haha

This is a cool idea! The tension of passing as an oncoming car comes along is great, and really embodies the risk of the theme. Great art and sound fx!

Cool idea, and the track is a banger! The art is nice, but I wish the camera was zoomed out a bit so I wasn't mostly shooting at an off-screen enemy. I love the idea of jetpack combat but it felt like I could only tell if I was even hitting the enemy when I was right up close. Otherwise quite polished, well done!

Lovely sprite work, and a cool idea! These sorts of puzzle games break my game so I didn't go too far, but I liked what I saw of the narrative.

This was wonderful! I love the idea of telling a story from the perspective of the puppy under the table is brilliant, and the art and sound really helped it along. I loved the way the voices almost sounded like they were part of the music at times. And the story was super compelling, even before it took a bit of a turn, great character writing! Well done!

This is how I felt after trying for minutes to make it past the dog bed :D

Great game! Really funny idea, and implemented well.