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Matt Van Der Westhuizen

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A member registered Jun 14, 2016 · View creator page →

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Great little story game!

Of all the entries I played this one definitely did the best job of letting the player feel some of the horror that is probably felt by the survivors of real disasters.

It was still really fun! Really enjoyed it! It's a solvable problem.

And no worries about the bugs, it's hardly a game jam entry if there's not a few bugs lurking about! :D

I guess the warning from Itch is due to the game being made in Python with Ren'Py...

Unfortunately I could not review due to my inability to understand French.

Looks and sounds good, runs smoothly, so well done!

Multiplayer games are always a bit of a risk with a game jam. It looks like there's a ton of different weapons and mechanics implemented, but it's kind of tough for me to judge if it is fun without being able to play against someone else... from some testing against myself it felt like maybe the weapons I tried were a bit underpowered and would need to be stronger (laser at least felt weak, flamethrower seemed to do better against better armor). Probably just needs a lot of play testing and balancing to turn into something fun. :)

Sorry, I couldn't figure out what I'm supposed to do... is the game finished to a point where it is playable?

What a great little game! Very unique concept - don't think I've seen anything quite like it before...

Some possible improvements:

  • It's hard to distinguish the healing tornado from the destructive ones purely on color, maybe something visually different from a tornado for the heal would be easier for the player to understand what to keep out of what to pull into town...
  • The challenge is reduced quite a bit by building a new town in the corner - maybe some incentive to spread out buildings to give a bit more of a risk/reward dynamic would be nice...
  • I think the pyramid was maybe bugged - I couldn't place one even after gathering enough money...

Silly, but fun - well done! :)

I was confused at first that the first horse in the pen wouldn't accept more feed - figured out on my second try that I need to go find the rest of the animals...

A nice, cozy little puzzle game - well done!

I played up to what I assume was the ending and then got stuck on that final screen unsure whether I need to do anything else. If there's more to do it needs a better hint, if not a game over screen could be a nice addition.

I could also see how the mining action might not be immediately obvious to players and could maybe cause some players to get stuck.

Thanks for spending so much time with my terrible entry! Probably my worst jam entry of all time (and I made a few stinkers when I was starting out). I bit off way more than I could chew trying to make a Roguelike in an engine that I hadn't done it in before and ended up with a bit of a mess as I panicked and ran out of time.

Some of the mechanics that were implemented were not obvious and should be taught in the tutorial, e.g. the fact that the Phaser could switch modes to be more effective for combat or used for digging and how to use the Comm Badge to call for teleport.

I did spend a few weeks post-jam working on an improved version, but got derailed by vacation and ran out of steam. Busy trying to get back into the swing of it now. The UI improvements are mostly done, then I need to improve the speed of the AI code to make it faster to move, then actually start on procedural generation and more missions types and then more of everything.


Interesting idea! First few games seemed hopeless, but then I started to figure out some of the items that could help me survive...

Think I made it to the final floor and then the game crashed when I accessed my inventory to try to activate a tracker:


Stacktrace from the browser console in-case it helps:

14drl.js:228 Uncaught RuntimeError: memory access out of bounds

    at 14drl.wasm.flecs_component_ids_get (https://html-classic.itch.zone/html/14880181-1381680/14drl.wasm:wasm-function[4372]:0x1a9a95)

    at 14drl.wasm.EventHandler::fiendStats(flecs::world, tcod::Console&) (https://html-classic.itch.zone/html/14880181-1381680/14drl.wasm:wasm-function[697]:0x3049c)

    at invoke_vii (https://html-classic.itch.zone/html/14880181-1381680/14drl.js:10640:29)

    at 14drl.wasm.void std::__2::__invoke_void_return_wrapper<void, true="">::__call[abi:ne190106]<void (*&)(flecs::world,="" tcod::console&),="" flecs::world,="" tcod::console&="">(void (*&)(flecs::world, tcod::Console&), flecs::world&&, tcod::Console&) (https://html-classic.itch.zone/html/14880181-1381680/14drl.wasm:wasm-function[507]:0x1ca7a)</void></void,>

    at 14drl.wasm.std::__2::__function::__func<void (*)(flecs::world,="" tcod::console&),="" std::__2::allocator<void="" tcod::console&)="">, void (flecs::world, tcod::Console&)>::operator()(flecs::world&&, tcod::Console&) (https://html-classic.itch.zone/html/14880181-1381680/14drl.wasm:wasm-function[506]:0x1ca3e)</void>

    at invoke_viii (https://html-classic.itch.zone/html/14880181-1381680/14drl.js:10618:29)

    at 14drl.wasm.EventHandler::PopupOnRender(flecs::world, tcod::Console&, unsigned long long) (https://html-classic.itch.zone/html/14880181-1381680/14drl.wasm:wasm-function[672]:0x2d03a)

    at invoke_viiij (https://html-classic.itch.zone/html/14880181-1381680/14drl.js:10829:29)

    at 14drl.wasm.SDL_AppIterate (https://html-classic.itch.zone/html/14880181-1381680/14drl.wasm:wasm-function[788]:0x332e6)

    at 14drl.wasm.SDL_IterateMainCallbacks (https://html-classic.itch.zone/html/14880181-1381680/14drl.wasm:wasm-function[2478]:0x104ff9)

Thanks for the feedback!

Sorry, I should've left a clear warning after getting the Made with Defold Jam results, that this is in a very rough state...

I thought a 2 week jam is way more time than a 48-hour jam, but in retrospect this is less true when you still have a day job for 10 of the 14 days. It's much closer to being 2-3 times as much time than being 7 times as much time. So I completely overestimated what I could get done and delivered something very unpolished and barely playable.

I am slowly working on a post-jam version with the inventory management being at the top of the list of things to improve:

It's Montezuma's Revenge right? Used to love that game way back when!

This is a pretty good clone for 2 weeks - just very hard! The number of times I fell to my death from walking past the top end of a ladder was too damn high...

This is a very cool turn-based twist on snake - the snake graphics really remind me of my childhood of the snake games I used to play!

I think if you add the descent part to give some progression or some kind of a goal like going down to level 10 to eat the golden apple, it could become quite quite addictive.

Great spin on Tetris! Loved the sound tying into your inputs.

I'd never heard of Pistol Whip before, but man is it satisfying!

Wow, it's been so many years since I played Ludo!

The weirdest game I've every played, but I loved it!

The basketball was surprisingly challenging to get good at...

I was so lost at first, since I don't know the original game being referenced, but stuck with it and discovered a surprisingly deep strategy game. Managed to win both levels - nicely done!

Took me a while to figure out that I had to hit the pass button to end the round to get more energy.

Awesome little hit of nostalgia! I guess I'm going to be listening to Jonathan Coulton all day at work now!

Thanks. Yeah, sorry, the inventory system absolutely sucks - it's at the top of the list of things to improve!

Thanks for the kind words! I nearly gave up so many times in the last 3 days of the jam... Glad I could submit something halfway playable in the end - hopefully I can iterate on it to turn it into a proper roguelike.

Incredibly impressive - wonderfully atmospheric!

I can only wish to be this good someday...

Really a great puzzle game with amazing polish! It's so difficult to put down and go rate some of the other entries, just want to keep playing...

Thanks! I got a bit stressed out and uncommunicative towards the end of the jam, but I will try to keep going. If I can add procedural generation, I think it will have potential as a little Steam Deck roguelike.

Thank you, I will try to keep working on this one. Already started this morning figuring out level sizes to help improve the AI performance...

Excellent - I had a blast blasting those damn ducks! Had to force myself to stop...

Super cool! This would be great with someone to play against!

This game oozes style and I loved the different characters with all the bad jokes.

Nice work - looks and sounds good and everything works!

It was a bit too frantic for me to enjoy. Frantic can be fun, but then there needs to be a reason or maybe some ways for the player to make some decisions to try to manage the chaos somehow.

I enjoyed this so much! I racked up nearly 100 deliveries before realizing that I can't crash and that there's too many houses to ever finish delivering to all of them..

So little time, so many games left to review... I'll try to come back after the deadline if there is time. :-)

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Thanks for the feedback! That's a valid criticism. I've never really looked into using alternative fonts in PICO-8, I think it's possible, but I have no idea how... It would be a good idea to look into it, as I guess I am now working on two text heavy games.

Fantastic entry! Looks great, sounds great and plays great. The puzzle mechanic was quite fun once I figured it out.

Does the game just loop back to the start when you win? Just wanna make sure I didn't miss anything...

The theme connection was a bit thin for me - I guess sleep is essential?

This was one of the few entries that I felt wasn't harmed by diversifiers but perhaps made better by them, so kudos for that!

Wow, this was amazing - it looked and sounded great! Well done!

I couldn't find my parents though... It just seemed like stamina ran out way too fast. I would've preferred a little meter showing it - as it wasn't clear from just the light level - the game over was very abrupt and unexpected. I guess we have the Clear View diversifier to thank for that...

Very pretty and the music was great, but I couldn't figure out how to do anything.

The walking controls also seemed to be inverted? Down to move up and up to move down?!

Unfortunately I also don't have a mouse cursor, so can't give this a play...

Sorry to hear you had technical issues just before the submission time! Glad you could manage to submit something in spite of that.

It's a cool little prototype nonetheless and I'd be interested to see what it could turn into. The idea reminded me a little bit of Comic Bakery (yes, I'm old :P).

Thanks for the feedback!

I was a bit worried that maybe 30 days is too long of a grind. I had planned to put in some random events at the end of each day, but ran out of time for that, that might help - especially if they tell a bit of a story. I think what I have is not intrinsically fun enough - it needs some form external motivation for the player to keep going.

Lovely entry! I really enjoyed how your complex monologues in the dialogue selections got translated into "Meow!"!!

This was awesome - definitely my favorite of everything I've played so far this jam! Perfectly captures the angst of going to the supermarket in Germany during the epidemic.

I found the punch a bit weak, so I mostly just tried to avoid the enemies. Could do a run in about 1 minute after some practice.

Thanks, glad you liked it! :)