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computeruser

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A member registered Sep 07, 2020 · View creator page →

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My PC could barely handle this game unfortunately :-( the framerate was so low I couldn't play very much. One suggestion for an optimization pass from me, I guess.
I also wish that the unconventional controls (F to interact) were explained within the game itself, rather than having to hunt for them on the itch page.

Character designs are fun though!

- Love the models and the stamp style character portraits

- The dialogue font is fun but hard/slow to read, I wish it was saved for emphasis or you had the ability to turn it off
- I wish it was clearer what was interactable, I was running around spamming E because I didn't know what I could interact with or where I needed to be to interact with it. The 'E to interact' tooltip looks like a control tip, not "I can interact with this object," since it's at the top corner of the screen instead of near the object.
- Love the ambient night sounds that come in, I'm always a fan of responsive sound design even in small ways
- There's many times where I'm travelling downwards but I can't see if there's a platform below. I'm not sure if these are intentional leaps of faith, but if not, you'll want to check that your objects are in view of the camera relative to where the player can be

- I love the constellation mechanic!
- Charming visual style and characters
- Really neat way of communicating light pollution's effects on animals
- I wish the level design created gameplay that was more than just jumping from platform to platform. This is a really developed genre with a ton of references if you want to lean into providing a mechanical or puzzle challenge. Alternatively, if you're going for something low key, you're going to want to juice that one interaction as much as possible i.e. make it feel really good and reactive to move around in this space, have objects react to you when you land on them or pass by them, sound, ect. A piece of advice I once heard [this was about a one-button rhythm game] was that at the end of the day the game is just one button, so you have to make that one button feel as good as possible
- I wish there was more of an incentive/reason to open the notebook or it was included in the natural flow of the game. There's some good stuff in there but it's easy to miss.
- Softlocked after respawning when the camera moved so my character went off screen

- Really solid concept when it comes to communicating this climate issue. A more polished version of this would be a wonderful addition to the world.

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so hype for mystery toppings

thank you for hosting the jam! such a fun concept with excellent themes

Never seen anything like this before! Very well tuned for the feeling you're going for; I like how it ramps up towards the end and you only *barely* win. I also like how the clock interface is incorporated, and how it gets covered up by the end, and you have to sort of trust it/feel it out.

Very elegant puzzle mechanic!

The Ghost Trick at home: 

Jokes aside, nice juice!

In a way that's what we were going for! Per the 'no words' theme, we wanted to create the feeling of messing around with something you have no idea how to use and discovering what everything does, and maybe, just maybe, discovering what the device was supposed to do all along. Hopefully this came through and was more intriguing than frustrating.

Thanks for asking! We were inspired by people using oscilloscopes to display images from waveforms. (See the youtube video linked in the 'special thanks' section.) The game has a list of coordinates, does a bunch of math on them, and displays them as the vertices of a line. All the buttons and dials manipulate the values used, like those for transformations on the vertices, and which vertices are rendered when.

Super cool! I wish I knew from the beginning what each type did!

I love puzzle games about mundane things like this

I love how well the framing is integrated with what the gameplay is! I like how you can rig the deck, but you don't have total control- the randomness ensures it's never rote

I'm in love with the sound design! I feel like this usually gets ignored for jam games but it really, really makes this one. excellent art style as well. 

The scoring is confusing though. Why shoot for a low score when I'm not playing against anyone or anything? I would almost prefer actual limitations, like only having so much to spend on a given level, or being given scores to work against (like puzzle games that give you a star rating depending on how many moves you finish a level in.) I also wish something told me what each of the puzzle elements did.

Loved it, and props to the "sound of something fizzling out" playing when you exit in a menu.

love the art and theming/premise! takes me back to watching bakugan one 5 minute clip at a time on youtube as a kid

love the art style!

this is such a neat concept!!! so much puzzle potential, and already explored so much! I like how it feels like a more intimate version of Lemmings

reminds me of an inverted Ridiculous Fishing! 

I wish I could see further ahead of me. Running into something I can't see feels like luck is more involved than skill.

very charming! I like how the pole/flag trails slightly behind you as you move and the clapping at the end of each level. 

I just wish it was more difficult, or became more difficult more quickly, or the game knew to aim ahead of you. It seems like you're guaranteed to stay alive as long as you keep moving.

this is awesome

this is awesome

i like it :-)

new fork ziti

THIS RULES. FROG.

I love this game so much man

What platform and browser are you on? Do you have a really large or small screen resolution? I can try to recreate the issue. Also, what color is the blank screen? Black, white, dark brown?

Does anything appear when you've clicked on the window and type/press the letter keys? I'll update the description to make it clearer that's what you're supposed to do. Thank you for playing my game :-)