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ComradeClout

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A member registered 43 days ago

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Nothing I'm doing seems to have any affect, random things are being splatted half the screen away and seemingly at random

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Unfortunately I can't rate this one as it was lagging too much and stuttering a lot so I couldn't really play. Seemed like it could be quite cool though.

Edit: Managed to sort that issue and played through it. FOV felt very low for me but rocket jumping was quite satisfying. I did notice a strange bug where there was limited rotation of about 540 degrees

Had fun with this, practicing swinging fish into sharks is satisfying when you start to get it.

I found the starting runs a bit too short to the point of frustration. As you start to be able to do longer runs and get chased by a lot of sharks, runs become less rewarding as most of the fish end up hitting sharks which doesn't seem right.

Could probably do with some better onboarding showing the player how to place traps and what their cost is.

Once you have a template set up for one game, it's pretty simple to use that on all other projects. Very good for catching bugs  if you have tests set up and automatically building for all your target platforms.

Could also make it so interactables show the key when you look/go near them. Makes sure that the player knows what to press when it's needed, frontloading all that info at the start makes it harder to retain.

I enjoyed this! Could have better onboarding as I didn't know you could rotate buildings until later in the level.

Only thing I would like is for the rotation to be remembered when you pick a cat up which you've already placed.

Seems like a "real game" to me, the further you get in the harder it gets to get the correct arrangement without getting the negative points. I'm pretty sure it eventually becomes impossible to avoid negative points and if you get 6 in a single attempt you fail.

I assume there's asparagus in the toilet in the lore.

I enjoyed the ending, very nice little puzzle

I enjoyed it once I got into it. Very ambitious given the jam rules. Tutorial provides a set of actions for the player to copy in a real game but doesn't really give much else, it tells you what to click but doesn't highlight what those actions do (gaining gold could highlight the gold counter for example). 4x players will spend the time to learn but a lot of players would be completely clueless.

I like the music and the seapunk aesthetic!

Lovely art in this one. I liked that vocal sounds were used to help communicate to the player but without any language. I did find that it seemed impossible past a certain point.

Thanks for the feedback! There is an end goal, but yes it needed some more guidance. We did talk about having a better onboarding experience with micro levels but didn't have time to implement it unfortunately.

I liked deciphering the longer ones, it felt satisfying. I didn't get what the red and green highlights were though.

Reminds me of doing bin runs on Motor Town!

I had a couple of issues though, one was that the UI doesn't scale to screen size so most of the important information was cut off for me. The other was that it wasn't super clear what the colors were sometimes since the color overlay would mix with the item's color and it could sometimes be difficult to see if an object was classed as yellow or green. You could do a solid color overlay or a little circle which appears next to each object with it's color. Oh and I did find the AOE pickup upgrade hard to use, I wasn't sure why it would activate sometimes and not others.

I think with a few different town layouts this would be a well rounded little game!

Sometimes it takes a long time to load for some reason, I had the same issue but left it for a while and it loaded. Not sure if it's Itch's servers

It would be good to have an indicator if the farmer is standing over a hole so you don't emerge and instantly get stomped.

I didn't find the main mechanic explained very well and onboarding could be a little smoother, the game felt it had a little designer-itis.

Would be nice if the towers prioritized the closest enemies first, I noticed they kept targeting far enemies while the gates were getting hit that could also be contributing to the difficulty in a way that players feel is unfair.

With some sound and more communication it'll be a very satisfying game.

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Seems like there's a few bugs which hinder progression which is a real shame because I wanted to see how far it went.

Soundtrack is very chilled and I like the incremental mechanics. Would have been nice to have an upgrade which reduces the slowdown caused by carrying gold as at the moment it doesn't feel like the slowdown adds to the experience.

Well executed game. Couple of design notes:

  • The game has compounding failure where failed orders net less coins making you less likely to be able to fulfil future orders. Not sure how I feel about that.
  • Since you can't predict future orders you can't really plan ingredients.

I liked the soundtrack, I couldn't find what to do once you get all the cogs

Art is nice, the red buttons are not very well communicated. The jumping didn't feel great and combat felt kinda clunky

Ah mate that sucks, make sure you change your passwords for other accounts if you used a shared password (and maybe use different ones for each account if you do)

Just so you know, you can be on multiple teams so no need to worry about disqualification if you're credited on multiple teams

Hey, just checking in to see if you filled your team?

Hey, did you end up finding a composer?

Hey, did you end up finding a team?

I've removed those 🙂

Hey, do you want me to put you down as something specific or an all-rounder?

Cool, I'll update the post, 2D and/or 3D?

Good to hear! You could try these two:

JDproductions

Devin Smith VA

Hey, just checking if you managed to find a team?

Hey, did you manage to fill your team? Any skills your still looking for?

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Hey, just checking to see if you've filled your team yet or if you're still looking? Any skills in particular?

Bit of theme prototyping for when you want to make sure the team get's what you're talking about

No worries, any skills in particular you're looking for?

Hey, just checking in to see if you've filled your team yet?