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compnski

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A member registered May 09, 2022 · View creator page →

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Makes me feel a bit better, but I know mine were also pretty lousy :)

Great theme! Was fun to get a sense of each person as you dug through their stuff and found what mattered to them.

I’m glad you saved your guide! It was a incredibly helpful for me making my game!!

Neat idea! I like the marginalia and theming the events to fit. I think they got a bit out of sync though – After a while, the event descriptions stopped matching the images I was seeing.

Fun! The music was a good fit and I liked the SFX had a good crunch. I like the idea of drones being either mines or friends, but had some trouble choosing, it mostly depended on whether an enemy ran at me or not.

It took me a few play-throughs to realize the white cube was what triggered the level change. At first I thought it was enemies dying, then I thought it was standby drones going away. Only made the connection on my 3rd game.

The level changes were also a bit jarring (coupled with not know what caused them).

Overall I much enjoyed playing!

I enjoyed playing! The art was cute and the music energetic and well-suited. Took me a minute to realize I could move my smasher to the right, which helped a bit with the weight calculations.

I could see this as a fun mental math trainer with some more arbitrary weights. It’d be nice to have a larger/brighter font for the weights, I missed them for a while and didn’t understand why I kept losing.

Good quick loop, lots of fun!

Stressful, but fun! The aesthetic is on-point, took me right back to windows XP, annoying pop-ups, tiny usb drives and download boosters.

I like the theming, lots of options and not enough space or time! The little text blurbs at the end were charming and added a lot, I played a few times just to see what else there was.

60 seconds is quick, but made the game loop tight which I appreciate. I only wish there was some suitably frantic music playing.

Fun game! I loved the challenge of timing and not moving their fragile little bodies too quickly. Having the numbered arrow launchers near the end was great because I couldn’t remember the order.

I also got a bit frustrate by their fragility near the end, but for this length of game it worked great, made me stay careful!

I don’t think it was entirely on theme, but was a lot of fun and a great sized jam entry. I’d play more puzzles like this.

Fun game, I love the art! Great to see another grid-based game:D Great job fitting the horse into an L piece, I gave up on complex shapes in my grid.

Fun to move around and scan for animals, though it was hard to find them sometimes, I wasn’t sure if they were biomes I was supposed to look for. Having the animals move around the grid was great and made planning really tough.

Having only 3 pyramids made it much more tense – Do I drop off what I’ve got vs. trying to fit a few more in, even if some others get eaten.

Fun idea! I like that you had to alchemize if a ball went up the wrong shoot, and I liked trying to target the balls. Graphics and vfx looks good.

But the balls felt very slow, like they had too much inertia. So it was a struggle to get them anywhere once many were one screen as they’d just slowly fall or get in the way.

I’m a big pinball fan, so glad you played around with this! I enjoyed playing to get on the leaderboard!

Looks great! Would be fun to play some more levels, maybe with gravity or something so you could curve their paths a bit. Short, but great jam entry!

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This was a lot of fun! I tried a few strategies, I like the variety. My best was wave 38, but then the enemies wouldn’t die anymore. It was a poison dot build – which is pretty overpowered late game, I’d pop the whole wave instantly. Maybe some sort of overflow?

I didn’t mind the balls so much, except the flesh golems looked like enemies so I was always running from them.

It’s fun to have an army running around with you – It’s a great spin on just collecting money/gems from the enemies.

Great aesthetic, that shadows and bright colored minions look great together. The music/sounds also fit perfectly!

I like the concept of the puzzles – Different minions in different layers, but had a little trouble with the crates. I wasn’t sure when I was supposed to be moving them vs. the minions – It seems they interacted with like-color backgrounds but then also the player and minions?

Maybe you could pay out minions more slowly and then interact as they were going? I had fun playing, but it felt like my control was mostly limited to the order I released them.

This was fun! The art was charming and the music/sound fit well. Racing to the door and then getting a quick mini-game had good pacing.

I got a little frustrated that once there was one skeleton I could never seem to be rid of them because the time taken for a morgue trip meant I couldn’t save someone, but I guess You can’t save em all :)

Thanks – I’m glad you enjoyed the game, making the theme permeate the mechanics was my top goal!

I’m not very confident in my art skills, so I really appreciate that you liked it :)

A tutorial is sorely needed, to explain raft-building, beavers/sawmills and a bunch else. It’s on my TODO list after the jam (Along with some bug-fixes).

Thanks for the feedback!

Agreed about the music and SFX – I hadn’t used them in a game before and the gap when the music changes is pretty jarring. More SFX would be good too, I was a bit wary of having the animals make so much noise, but hopefully it just added to the charm.

I’m glad the inventory overlay worked well for you! It feels obvious to me in hindsight, but I didn’t add it until the very end after lots of playtester frustration.

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Thanks playing and sharing with you kids!

FTL was a huge influence on this. To the point where I forgot to give instructions to avoid the flood on the map, I’m just so used to it from playing.

The treasure map only enables finding an island with a chance at good loot – it’s pretty rare though. I didn’t get enough time to really make quests work well. I bumped the sell price to 10 food instead.

I’m glad you felt the theme! I tried hard to make sure everything was trade-offs – some mechanics more successfully that others.

Different captains is a fun idea! Could have various buffs or starting conditions.

Fun mechanic good art/music to go with it! Glad you recommended the phone, it worked well there. Only missed 6!

I didn’t really have time to focus on the combo mechanic, I was too busy drawing. It sounded neat during the intro (Great tutorial), but in practice I was frantically drawing too fast to even look at what’s coming on the left.

For a jam, it worked really great though. My only frustration was some trouble drawing the circles.

This was fun to play! I liked the speed when dashing to characters to save? with my sword. Routing felt like a good puzzle and I enjoyed having a leaderboard to measure my progress.

I ran into some camera bugs though, the camera would fly around randomly. It happened more on level 3 than the others? Often when I dashed at the trio in the middle while running.

Fun’s maybe not the right word for such a somber theme but I really enjoyed playing this game. The theming is very on point and the music fits really well. I liked the puzzle of trying to pick which patients to treat when based on OP time and timer. I guess gold too, but I’m not quite sure what gold does.

My only UX feedback is that when a new patient arrives it sometimes re-ordered the other patients which was frustrating when clicking fast matter. Maybe they could slot into locations and stay there rather than collapsing up.

I liked watching the feed of outcomes after each deployment, it added a bunch of depth.

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This was a lot of fun! As the levels went on, it was neat to learn when I needed to send two trucks vs one, or when it wasn’t worth trying to make it because the timer had gotten too short.

My only suggestions/complaints are around UI – A few times I found myself re-dispatching a truck because the selection didn’t clear. I’m not sure if I mis-clicked the building or if the selection only clears when you select a new truck.

It also took me maybe 3 days to realize how to upgrade. I read that you could, but was waiting for some interstitial. I think the ‘click to upgrade’ with the cost shown works well, I just didn’t see it for some reason.

Art and variety was nice, it wasn’t until I went back to the screenshots I realized it was just 3 shapes :) I enjoyed the music! Good music to frantically click to.

I liked the pacing of events too – Sometimes there was a pause to breathe, then suddenly a flood.

This was a lot of fun! As the levels went on, it was neat to learn when I needed to send two trucks vs one, or when it wasn’t worth trying to make it because the timer had gotten too short.

My only suggestions/complaints are around UI – A few times I found myself re-dispatching a truck because the selection didn’t clear. I’m not sure if I mis-clicked the building or if the selection only clears when you select a new truck.

It also took me maybe 3 days to realize how to upgrade. I read that you could, but was waiting for some interstitial. I think the ‘click to upgrade’ with the cost shown works well, I just didn’t see it for some reason.

Art and variety was nice, it wasn’t until I went back to the screenshots I realized it was just 3 shapes :) I enjoyed the music! Good music to frantically click to.

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I really enjoyed this! I like both the attack and defense QTE-type mechanics. I was a bit frustrated initially before finding the weapons folder, then it was a bit smoother. I lost my first run, but after seeing how useful defense is, won much easier the second time around. I also appreciate the attack has a ‘hit’ and ‘crit’ section. Made it feel good to hit the green, but not too bad to hit the grey.

I love the theming - both the computer file aesthetic and the choice between health/offense/defense. It does seem like giving up health for defense is a bit strong, since I was getting hit for 14-15 by the boss the first time, and just 1 or 2 the second. But was fun to have the option to trade-off.

I really enjoyed this! I like both the attack and defense QTE-type mechanics. I was a bit frustrated initially before finding the weapons folder, then it was a bit smoother. I lost my first run, but after seeing how useful defense is, won much easier the second time around.

I love the theming - both the computer file aesthetic and the choice between health/offense/defense. It does seem like giving up health for defense is a bit strong, since I was getting hit for 14-15 by the boss the first time, and just 1 or 2 the second. But was fun to have the option to trade-off.

This was fun! I enjoying trying different fleets and trying to time the special abilities. I’d be curious to try again after a balance pass, I think there are just too many enemies late game for anything other than spamming light ships to work.

The special abilities were fun to use, though I’m not sure how effective they were, I enjoyed waiting and reserving some for later. My only real frustration was not having them recharged during the last wave – It felt like I couldn’t really do much except watch.

It’d be neat if you could differentiate the ships to save a bit more – I didn’t feel like I was giving up anything in particular letting one die – Maybe the different crafts could be manufactured by different ships or somesuch?

The art and vfx were very cool. The lore/theming of the game felt good!

Awesome! Really solid puzzles, very cool how the mechanics build and work together. Has a good lemmings feel to fit the theme! I love that the jibblets dance with the music.

Great Game! I really like the idea and had fun playing through it. Once I realized you could use arrows to read the guide, I realized all the depth and enjoyed it a lot more! – I tried clicking them but that didn’t work.

Cool concept that embodied the theme well, having only 3 beds slots made for tough choices, especially when survival when you exceeded 3 was so poor.

Thanks for playing and I appreciate the kind words!

Thanks! I’m glad you liked the art, I was a bit apprehensive since it’s not my strong suit, but I had fun with it.

A tutorial is a great idea – I was so focused on trying to make the overlays explain what to do that I didn’t really consider just explaining it. After having watched a bunch of people over their shoulder, I now realize the tooltips aren’t nearly as useful as I hoped – Too much text and no one reads them anyway.

Thanks for the bug report, sometimes dragging across buttons can produce weird results, but it’s not just that – all that code needs another pass. The visual actors can somehow get out of sync with backing data grid.

Thanks for playing and I’m glad you enjoyed!

Thanks for playing and I appreciate the feedback!

You didn’t really miss anything about when/what the animals were eating, it’s something that needs improving. The food counter on top flashes very briefly when it changes, but it’s likely when the encounter text shows, so you’d never see. There is a tooltip there to see how much is getting consumed, but it’s never telegraphed, so there’s no reason to mouse over and discover it. Still not sure how to get players to discover that, maybe just have it on screen all the time in a corner.

Mobile is a good idea, if I can figure out how to make it fit.

Ahh thanks, If I set my system UI scale then I have to scroll to see anything when not full screen.

I don’t understand how the itch.io viewport settings work, it’s set to 1280x800 but definitely scales in strange ways – It renders as 1600x1000 for me.

So much fun! I really enjoyed this. Mechanics are tight and clever, and the music is a good fit. I let out a chuckle when slow-mo slowed the music too, that’s a great touch.

Thanks! 119 is a great score for your first run. The hull leak can be frustrating if you can’t stop it quickly or if you’re forced into a bad path.

This jam really helped me appreciate how small polish helps the game feel. When I added the moving island, it suddenly felt more like sailing from place to place instead of teleporting. And it’s something the engine does for me!

I appreciate the feedback!

Thanks!! I’m glad you enjoyed.

I think it’s a beautiful base! And you managed to save a giraffe, they are a bit awkward to fit. You’re hull is looking a bit leaky though, glad you made it to safety in time!

I love the music too, but can only take credit for finding it. Send some love to soopurkul they deserve it!

The art is all mine, for better or worse:)

Thanks for playing and enjoying.

Thanks for playing and the elephant definitely appreciates being saved! He’s tough to fit all the way to the end. And 200+ is a really great score! Well done.

I appreciate the report on the start button issues, I’m glad you were able to find it in full screen. If you don’t mind, I’m curious about your screen resolution. I made some last minute adjustments because a friends screen was wide and the game scrolled vertically.

Thanks for the feedback and kind words! I’m glad you found the decisions tough! It was my major design goal here.

There’s a lot I wish I could’ve improved about the map. There’s a speed / weight system that’s supposed to let you dump your animals overboard to go farther, but it’s never explained and not tuned enough to make a difference even if it was. For next time!

Thanks for continuing on, even with a frustrating small ark. I’m glad you ended up enjoying it!

Wood placement and UI around it caused the most trouble during my playtests too. I’m still not sure how to best telegraph what’s happening there, maybe swapping the sprite when it’s sitting odd the edge?

Thanks for the bug reports! I’ve managed to stack some things if I drag quickly but haven’t seen the invisible items yet. I’ll have to take a fix it pass after the the jam!

This is awesome! The art sound/music are fun and the art is amazing, I really love the style and the whole feel. Congrats!! (And glad to see another Noah’s Ark themed game:D)

This is awesome! The music and sound are great, the art is amazing, I really love the style and the whole feel. Congrats!! (And glad to see another Noah’s Ark themed game:D)

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<3 Thanks! I was able to work on it pretty much full time throughout the jam. Working on my devlog now, and reading my notes, 50-60 hours might be an underestimate.

And glad you liked the rainbow! I have in my notes from Monday “I started with the most important fix, my high score screen had no rainbow.”