Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

buday

104
Posts
2
Followers
A member registered Jun 11, 2021 · View creator page →

Creator of

Recent community posts

Well this cleaning robot could be a temporary upgrade after Blocku gets a special item on the map (just like upgrades in runner games like subway serfer, etc.)

Also, my latest thoughts says you could make an experiment with time delay between click and placing a block. Right now you can hold mouse click in front of Blocku and make him never fall at any speed, as well as slowly moving mouse up and down in the process. Forcing player to actually draw a path in advance may be an interesting thing (but it needs testing)

This is totally possible, the code that is switching scenarios is not reliable. Normally he makes 4 laps, then proceeds to eat. I encountered bugs with skipping scenarios (sit in air before reaching park bench) and being  stuck in them forever, as well, but there was no time to fix everything. 

Thanks for your words, I'm very glad to hear that!

This game is so good, playing with several mechanics and being a smart puzzle, but having meta-irony and mocking music. I think that in the end, from gameplay perspective, there's not much about reversing roles, just being a really good puzzle with an interface-level twist. But delivering a good game, especially a puzzle that is easy to understand but challenging to solve, with well polished learning curve, in 48 hours - great job!

At first I thought that ability to collect bricks by removing them gives unfair advantage. But later I reallized that even with collecting blocks behind the player, it gets impossible to maintain enough build power at some point. Difficulty slope really gives you a room to learn first, then makes it interesting, then creates a chaotic draw-a-line puzzler clicker, that is still incredibly addictive. I appretiate how smart Blocku is to jump in time so it seems like he really plays the level, not just scrolls right along it. Great take on the jam!

Game is nice and cute! I liked the variations of "bleat", as well as overall sound design. Great!

Very creative game! I would like to see more of it, more levels and mechaincs. Art style looks incredibly appealing and fresh, liked it a lot. There is a bug when you stand too close to disabled robots, the arm can swap your head too early, that  results in you being stuck inside of previous disabled robot, and game softlocks. Also, text and math puzzles are interesting, but does not much about head-swapping, maybe you could use more classic puzzles with buttons, lifts and pushing boxes, but focus more on head-swap mechanic. Simple guiding each other through narrow bridges, enclosed corridors and timed lifts/platforms would work super well, I think. Anyway, great game for a 48 jam, thanks!

Nice little game! A good minimalistic style, picks up small features from the reality and shows them exaggerated to hilarious extent. All mechanics are simple enough to understand without extra tutorial, icons are readable, writing is exellent and fun, and possible endings are different. I managed to kill a jammer once :) though it seemed like his game was still released and rated after he died. That's funny. 

This simple idea is really cool, and presentation is great! I had to carefully read all manual in the game to understand what I need to (have a chance to) win. Different types of demons come into synergy with each other, and once you manage to build enough money income, you can spam minions and summon a big demon. It's a bit shame that you don't see the battles happening off the screen as you run away, also it makes it hard to understand which units are most valuable in these battles. Still a very strong take, balanced, polished and nice looking. Great!

Very nice and cute! Not much to do and idea is straightforward, but the game really just lets you play it, enjoy full experience without any struggle, and get the idea behind it. I had no problem with cooking whatsoever, maybe it's just me. I guess there could me more dialogues and characters, but in a short jam timing that seems perfect to get the idea done. Good submission!

Thanks! I really doubt there's something educational, I intentionally thrown away some anatomical facts as I checked them to make actual gameplay more meaningful and fun. But there's more to explore and develop in this game. I hope I find some time in the future to try it out! Thanks for your reply!

Nice little game! Fits the theme, surprises with physics and mechaincs, charms with visuals and inverted text. Gameplay is deeper than it seems at first, powering up and hitting ball at the right time, also to hit the paddle on the right side - it takes time to master, but getting a somewhat high score is so satisfying in the end. Very nice!

Nice interpretation on the theme! I like the idea and the story, and presentation with simple cute graphics is very nice. The gameplay is not very deep, and dragon has a lot of inertia and is hard to control, but maybe it's intentional. Also bombs taking up all space just locks your movement very fast, it's an intereting mechanic, but maybe the amount of bombs can be tweaked. Difficulty curve is too steep to my taste, it gives you a handful of knights to train in the beginning, then about 20 seconds of mastering and then it goes crazy mode, it seems too fast to me. That said, you did a great job of making a cute and enjoyable game this jam! 

Nice idea! Inverting bullet hell genre resulted in kind of a stategy game here. Player movement seems problematic - it seems unpredictable and uncontrollable. I managed to guide player towards my archers by placing tanks in front of him, but only for very short time. Making player less agile and adding cues and indications of how player will move in response to placing bots - would make gameplay much clearer and more fun to play. Good job for a jam though! Good luck in any your future projects

Great game! Gameplay wise, it's like a mix of tetris, breakout and doodle jump, but here it's brought to a whole new level! I like how platforms become smaller and new items are introduced to increase difficulty over time. Bright visuals and relentless music realy adds to the feel, and back story is fun as well! There could be more ideas, like, adding killing blocks and disabling ability to skip a block, so you have to build a level with what you have. Also at higher speed control seems too chaotic. Making control with mouse could be a nice experiment. 

In any case, great game!

Very cool game! I like the connection between each individual mechanic you introduce, the story behind developing and patching a broken game, and the actual gameplay in the level. You managed to resolve every new step with exactly one text message. Amazing job on cute visuals and sounds as well, game looks very nice!

This game is really good and creative! The only thing you could fix is the switch aiming. The idea, art style, music, animations - everything is impressive!

I guess the concept is interesting and promising. Observing humans do their things, and having ability to only slightly guide them towards desired destination, with more unforseen conequences - this might go far if developed further. Maybe you should have focused more on simple things a judje your priorities. Even plain 2d world with 8x8 pixel sprites for humans could deliver the idea, given you implement some mechanics on it. In any case, you created a game and showed your ideas to people, that's nice! Good luck in any your future projects!

Nice game! I like the original creative idea, the variety of tasks, and cute simple graphics. Game lacks tutorials on some tasks, which is fine for a jam game - and you totally fixed it by explaining the tasks in game description. Also there's a bug in gears puzzle - pressing W again spawns more gears, but doesn't remove old ones sometimes. Great take on the jam!

Nice game! The idea certainly has a perspective, and could be developed more if not restricted by jam time. I'm glad we see such innovative ideas this jam!

(1 edit)

Very cool idea, delivered in a funny and innovative way! I would totally enjoy more levels. Would be nice to see what happens it this game develops more after the jam. I had a great time playing it!

Also, hehehe:

The idea is very cool. There are a lot of things to improve, like ticking movement and bugs with moss burning, as well as whole set of extra blocks. I would personally prefer a smaller starting square with faster movement, just to focus more on cathing blocks in the sky and on main mechanic of completing lines from different angles. But it has a potential to be developed further in many different ways. Nice take on the theme!

This is a fun game! Character's impressions and animations are well made, and idea is creative. Game mechanics are more complex than they seem at first, you can really enjoy mastering this game. I had a good time playing it!

Very nice game! I like the graphics and art style, the story is funny, and seamless continuity of story and gameplay in the beginning is very well made. It was a little hard for me to untie the solution, but that's probably because I'm not used to play similar genre. Great take on the theme!

This game is simply another level of meta, in the best meaning possible. Think outside the box -> think outside the game -> think outside of the Game Jam itself! Also implementation and presentation are so good, even flip-bread animation that is supposed to be a joke is extremely satisfying to watch. Great take on this jam!

One of the best games I have rated so far! Controls are easy to pick up. Ability to switch characters by pressing [space] really helps with focusing on the part of puzzle you're solving. Level designs are smart, slowly introducing new game mechanics and increasing difficulty. I seems like you really put a lot of effort to make sure that player doesn't get lost, thanks to sound and visual cues, "non-inverted" character highlight, and easy-to-read icons and tiles. Game looks incredibly good and polished. Great!

One of the best games I've seen this jam! Mechanics are super easy to master (thanks to only 3 buttons to press on hero and up to 2 buttons on traps). Consequences of your actions unfold suddenly at first, but on later levels you're given the opportunity to carefully plan your playthrough so it's easily sabotaged later. Time window per level is perfectrly tweaked so you can't just wait out all traps on the next round, and overall pace of game and amount of sound and visual cues shows just how much testing and polishing are in this little game. Even win/lose screen putting you to your next try is timed to pace. Great game!

That was unexpectedly good. Every move has a twist, dark humor and art style fits the game atmosphere, and puzzles are simple but interesting, and playable without any tutorial. The only problem is symbols in the basement have shifted hitbox (to the left-down), which I couldn't solve without hint from other commenters here. Great take on the theme!

Even without the dog/wolf swapping this could be an incredibly cool game! Basic mechaincs works very well (I didn't quite understand why is barking not working sometimes, maybe it's on cooldown or is locked when colliding with wolf for some reason, but there's seemingly no indication of that). Extra mechaincs like grass and holes works super good, and being introduced one at a time with every level, it made me play the entire game! I like level of detail in visual and sound cues: darkening sheep lost in the woods, highlighted icons of grass and holes, that's what shows how thoroughly the game was tested and polished before release, and that's very important for the feel. I also liked wolf attacking from different angles, it flips gameplay a bit and makes it more interesting and not boring. Great!

This is a very good game. From brilliant idea and simple idea, to cute simple graphics, to gameplay that unford every level a bit more with every fail and try. I seems very polished for a 48 hour jam, I like that. This surely has a potential to be developed further, if you like to. Good luck!

I like it. The rules slowly unfolds as you play more. First I just used all max numbers. Then I started attacking when full health and healing first when I'm not. Then I realised I can save good cards for later by moving them to the right. I think more mechanics, different enemy types and attack types, cards blocking - things like that could develop this idea more. Very nice take on the jam!

Idea is nice, and designs are cute! Unfortunately I couldn't do anything meaningful in the game. Left click makes the pillow swing so hard it flies away and distrorts. Game still looks really nice for a 48 hour jam!

Very clever idea! Nice deep puzzle vibes resempling Portal. Really liked it. I wish there were sounds. Also designing puzzles in such a way that you don't need to manually restart it once you lost a crucial piece would be very nice. I struggled on lava level for not being able to lay the block horizontally, also by the time i got to the end the blocks melted enough it didn't press the button (I swapped properties as fast as I could). But you gave the ability to skip levels, so it's fine for the jam. Game is incredibly well done for a 48 hours jam!

Thank you for your comment. I hope to develop the game further because there were ideas I could not implement in time, we'll see how it goes. Thank you!

Thanks! Maybe I will develop it further, but I'm not sure when. There are ideas for indirect gameplay, like, extra oxygen can make Henry run faster, or lacking some health values can force Henry to go to a specific place. I'm glad you liked it, we'll see how it goes

Idea is really cool and fits the theme perfectly, controls are simple and easy to understand, art, music and overall presentation are perfect. 

The idea of knocking off surfers from above and hijacking the board unfolds with jumping-off-water mechanic and 2d-aiming controls. But it seems like the dolfin turns way too slow for the pace. Same for controlling the board - I barely could do anything when on it. Also, I would add animation for knocked people just to show that they're still alive (otherwise it seems too dark for the atmosphere)

Nice game for the jam!

Very fun idea and exellent presentation! The controls are overcomplicated in my opinion, that really prevents from completing the game in a short jam-voting session. But love and effort that you put in this game are clearly there. I like that no instruction needed, all tutorials are seamlessly built-in, and you made sure that there's no fail state, and the player can continue from any fall without restart, that's super nice.

Thank you!

Thanks for reply! Original idea was that Henry gets a vertigo for high O2, and every other extreme value also gives a different debuff. Entire death condition and screen are kind of a last minute fix. I must have tested it more in-depth. Sound pitch and shaking would be smart. Thanks for your ideas, it really helps me thinking forward!

Thanks for detailed commentary

The game was not supposed to be like this, I didn't finish everything in time. So it's more of bad planning and pacing than bad decision making (which is still all shame on me, I know). 

A lot of problems I'm totally aware of. It's good to see that my opinion on my game mostly coincides with a view from the outside, it means I'm on the right way. Text distracting from gameplay I only noticed after release, thanks for noting this as well.

I'll conciser your words and will try to make better games on the future, thank you!