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chridd

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A member registered Jan 14, 2017 · View creator page →

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I think I just encountered a bug.  I had the game open on the game over screen for a while and when I came back each match removed a few seconds from the timer instead of adding a few seconds (so I got game overs really quickly).  Haven't gotten it to happen again, though.

Interesting idea, feels maybe a bit too hard (the die moves a bit too slowly and bad things come a bit too quickly, and it took a while for me to remember which color was which) and I'm not sure I like using my touchpad to control it (unless there are keyboard controls that I missed?).

It looks and sounds nice.  It wasn't clear at first what to do (my first playthrough I thought I was supposed to just push in all the keys, so I ended up restarting after that), and *maybe* seems too reliant on backtracking?  (I'm not sure.)

Also is it always possible to win?

The dice clicking mode seems like the fact that it's dice doesn't really affect the gameplay that much?  And even with the score being randomized, that doesn't really affect what you do.  Maybe if the score were based on which side of the die you click (and the dice were in different orientations; they seemed to only be coming up with 6 on top for me) it would be more interesting?  It was still enjoyable though.

The other mode as far as I can tell seems like pure luck… is there anything else to it?  Also clicking on the add strength button a second time seems to roll the die immediately, so it doesn't actually seem to be possible to roll with more strength.

Ooh, someone else who did a Tetris-inspired game!

The concept is neat but it sort of feels like the numbers/dice aspect is a bit tacked-on; I didn't really pay attention to them while playing.  But the use of color is neat.

Very cute, and an original take on the theme (using the cube aspect of dice)!  I haven't attempted a Rubik's cube in a long time, but I was able to figure it out anyways (with some difficulty).  The music is good but it gets a bit repetitive after awhile (although I understand making it longer might have taken more time than you had).  Also the dragging to rotate the cube felt a bit off, and pressing space scrolls down the itch.io page on my browser (if you're using plain JavaScript, I think preventDefault is what you'd need to fix this iirc).  But overall a good game.

(By the way, if you want to play on Firefox, right click the game, inspect element, find the "body" tag inside the iframe, and uncheck "display: flex")

Secretly it's a D512.  (Kind of curious if all possible arrangements of spots are possible and equally likely.  I don't think I've seen it come up blank yet, and real-dice dot arrangements feel like they come up more than chance.)

KITTIES!!!

I think most of what I have to say other people have already said; I wish it were clearer which direction you can move, and it would be helpful to show how many moves you have left.  (Maybe make the dice bigger and/or closer to the player, and cross out the arrows instead of making them red?)

Saw this one on Mark's stream today, and decided I wanted to play it.  Good game, clever use of the dot patterns on the dice as obstacles, and the last level was tricky but I did manage to figure it out!

Also I think "dice" is singular is British English, whereas "die" is supposed to be the singular in American English, but I've been saying "dice" anyways (even though I'm American).

Good!  Of the games that used this sort of mechanic, this felt the most like I could actually figure out what to do without just rolling around until something works.  Only issues I had were maybe there are a few too many levels at the beginning where you don't have to worry about the numbers on the dice, and it took maybe a bit too long to figure out how the breakable floors worked (but I did figure it out; maybe giving them more saturated colors would have helped).

I haven't figured out the second-to-last level yet, but it's good!

It's good!  Simple but good idea, good art, and of course a goddess of death would like a game where you can only postpone losing eventually.

This is a neat and original take on the move-dice-around-by-rolling-them idea.  But it kind of feels like once I figured out how to read the diagram it was maybe a bit too easy?  Like, it's just figuring out which way you can go and then going that way; it's called a maze, but I don't think I've encountered a dead end yet while playing it (unless I've just been getting lucky).  (but there is still some difficulty, and maybe if there were lots of dead ends, or no diagram, it would be too hard?)

Yay I won the game!

The game looks good, but is it actually supposed to take two whole seconds to move one space?  I feel like I might have enjoyed this more on a faster computer.  Also, the intro is good but I kind of wish it were skippable.

It's also a similar concept to something I thought about doing (but didn't since I didn't feel like I could design good puzzles, especially in the time limit), and kind of sort of similar to what I ended up actually doing.

Agreeing with other comments that the instructions aren't clear; I had to look though the comments to figure out what was going on.  Some other issues that I noticed:

• in addition to the controls page not being clear, it's not clear from the game over screen that it's a game over screen.

• Space bar jumps, but it also scrolls down the itch.io page, so every time I jump I have to scroll back up, unless I play in fullscreen.  I don't know if this is something that the engine/framework you're using lets you fix or not.

• Is there a pause button?

• Everything depends on color, which even as someone who's not colorblind, means I keep having to try to remember "wait, which one was green again?"  (although maybe I've started to figure it out a bit)

Another game where I had to switch to Chrome.  On the version of Firefox I have, some of the graphics just completely failed to display, meaning the chain was invisible (and the sun just seemed to be moving around mostly randomly) and I was fighting a black square on a black background.

Now that I've played it with graphics, I spent most of the time just focusing on making the sun go where I wanted and ignored the bullets (since you don't actually lose if you get hit), and if I'd actually tried dodging the bullets as well it might have been too difficult for me.  Also you can easilybeat all the levels except the third just by going up and down over and over again as long as you don't move left or right at all.  Interesting idea, though.

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I guess so many of the games I've made, played, and seen videos of are platformers, so I just sort of took jumping for granted.

The intended control scheme is arrow keys + Z (which is what most platformers I've played on keyboard use), or WASD + J (which IIRC is what the Distorted Travesty series uses, which is the only non-jam platformer I've played that uses WASD).  (This says arrows + ZXC has been standard since Cave Story.)  I've gotten at least one other comment on a different game about Z to jump; is it really that uncommon or is it just people not used to 2D platformers on PC? 

(Oh, and also I'll almost certainly make a post-jam update that adds remappable controls.  I've already written code to do that; only reason I didn't include it was because I didn't want to include too much code written before the jam.)

Seems too hard for me, and I don't even feel like I'm doing okay with one character, and I don't feel like I can learn the controls well because I keep dying after a few seconds.  Maybe if the enemies only attacked one character at a time, at least at the beginning?

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Neat, but kind of hard, and took me a while to figure out what was going on.  Also I think it would be clearer if the player character looked different from the enemies.

I got it working on Chrome.  (I think the problem was that I have an old version of Firefox since Firefox stopped supporting my OS version.)

It's cute!

(Also the yellow place you're supposed to go through looks green to me.)

Aw, I got the Last Catgirl.  I don't want there to be a last catgirl, I want there to be more!  😿

I like the concept and visual design.  The main issue that I had is that the cursor seemed to lag behind me moving my mouse, both in the menus and when taking pictures.  I don't know if that's specific to my computer, though (I was playing the browser version).

I liked the concept, story, and artstyle.  However, it feels like it takes too long to get back to where you were if you fail, and also the music seemed a bit repetative.  In the fire section, I had trouble the first time I played it knowing where the flames would be but it seemed much easier the second time I played it.  I'm also still not quite sure how the seasaw platforms work.  I like how the last level combines everything from the previous levels.

"Exception thrown, see JavaScript console" :(

"Uncaught ReferenceError: SharedArrayBuffer is not defined"

(Maybe I'll try on Chrome later.)

I like the use of the theme, and the graphics look nice.

I was going to say that my main issue is that there doesn't seem to be a downside for missing logs so just waiting until I'm sure two logs match works, but now that I played it again paying more attention to the score it looks like that's not the case (so maybe a better indication, like a sound effect, would be good?).  I was going to suggest maybe some sort of time limit, so there's an extra challenge of how many logs you can get in a certain amount of time, and that still could be a good idea…

(I think part of what I was thinking about is that for any game of this type, where you can just keep going forever until you lose, there's a risk that the player just won't lose and will get bored, and the fact that you can't lose from just sitting there doing nothing makes this more of an issue.  On the other hand, for this game in particular I did in fact lose normally every time I played so maybe it's not as much of an issue as I'd expect?)

Interesting idea.

You can drag the ships completely outside the game, which on the one hand means that if you do it accidentally there's no way to get it back, and on the other hand, means that you can make the game trivially easy just by dragging both ships off the same corner so they're not in the path of the asteroids.

I don't know if this is different on different operating systems or browsers, but on my computer the mouse cursor on the menu screen was nearly invisible (black on a black background).

Other than that… interesting take on the theme, but maybe not my type of game?  Both in terms of theme (I'm not into military stuff) and gameplay (I'm not good at it).

Graphics/sound/presentation overall seems good, but the character seems to jitter back and forth a bit when I move.  It seems like I didn't run out of key presses that often; perhaps more interesting things could be done with this concept (maybe some sort of puzzle elements?).  On my second playthrough I fell through the floor a couple times near the end, I think it was the second-to-last section not counting the ending part.  Also the jump on the last box seems a bit finnicky; I keep missing when it seems like I should make it.

Okay, I've made some changes including a lot more text and changing how enemy encounters work.  Maybe this will make things better and more clear?

This kind of confirms my suspicion that maybe I should have gone with a different idea of mine.  (Or, now that I think about it, maybe my idea would have worked better with a different genre, one where the computer normally decides when a battle or whatever is over rather than one allows free movement… (…wonder if I could tweak this game so that that works better… now thinking of ideas for some more major modifications…)).

Exiting and re-entering a room completely resets the enemies in the room.  I didn't realize that particular aspect would be confusing.

"Neither of you remember the rules that well" Okay good I'm not the only one.  (It's been .... how long since I last played?)

Oh no!  The pressure to complete the game in 15 minutes so I can rate it before the deadline!

Neat concept.  Is this what it's like for people who are bad at math?  (…also kind of reminds me of some descriptions of dyslexia I've heard…)

Blue mousey wants cheese, but blue mousey is lactose intolerant. :(

Seems a bit hard for me, but I like the idea.

Darn it, stuck on one of the levels and running out of time to rate games…

Really like the art style for this one.

Also I was wondering when I'd run into a game that causes problems with the fact that Ctrl+Arrow on my computer is a system-wide shortcut key that switches away from whatever game I'm playing.  At least I didn't need to press Ctrl+Arrow for this one, but I sometimes did accidentally while going to fast.

I liked the art style, and the voices were cute ("wheee!!").  I had trouble remembering which way around I wanted each color in time to actually act (might just be something weird about how my brain works… also maybe it would have been easier if I'd played Pokémon or some other game with that sort of type system), and the fade-out when you reset might be a bit too long, but it's an interesting concept that I haven't seen done before.

Math!  Why did you betray me‽  It's literature and history books that I should be fighting!

I'm not good at this game!

I think a slower timer would be helpful for actually being able to figure out which pieces to send where.  Maybe even get rid of the timer altogether in puzzle mode.

Also I can't see the entire game at once on my screen (1280×800 IIRC), even in full-screen mode; part of the score is cut off, as are the sides of the leftmost and rightmost players in frenzy mode.  (Also no pause button?)

Interesting idea, reminds me of some robotics-for-kids stuff I did as a kid, but the execution seems a bit lacking to me.  Felt a bit too guess-and-check, between the fact that you can't look around without actually moving, the fact that you have to reset before you can drag new instructions, and the fact that as far as I can tell you have to use decimals, which means that you can't just see "oh that looks like a 2-second wide space" and put in a 2 and expect it to just work.  Also wish it were possible to insert new instructions between other instructions.

Ideas for improvement: Making the whole thing grid-based would take out some of the guess-and-check aspect, but it might make it too easy.  Or putting a timer on-screen so you can see how many seconds have passed when you want to jump.  Or you could go further with the teaching-people-how-to-program-ish aspect and add loops and conditionals, and puzzles that require using those.

The being-your-own-enemy idea is interesting.  The last level kind of feels like a reverse-Breakout.