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DamianLDF

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A member registered Jan 13, 2020 · View creator page →

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I don't think it's that unheard of. In nature there are lots of mimics that look and act like other animals, like mantises that look like wasps, non-venomous snakes that look like venomous ones, and the mimic octopus that mimics different kinds of fish.
Also, is a ghost really 'alive'? 😋

Thank you for the feedback! Taking control of another character in the team is a good idea, even before being knocked out, I'll have it into account.

Nice, a bullet hell farming game!

Very fun game! But I didn't like that the scythe upgrade is added relative to the position of the current one. The first time I picked it, it was on top of the first one, so it didn't feel like an upgrade at all.

I had problems with the controls. I could till the ground (I wish I knew it costed money), I bought some seeds and planted them. But then I couldn't use the tools in one of the tiles, and even though the character walked over there, the icon on that tile wouldn't go away. After a while it worked, but then I could only harvest 2 of the 3 tiles with crops, same problem as with the tools. With that money I tilled more tiles, bought a bunch of seeds, but I couldn't plant any of them.

A smaller detail is that I don't see a use for removing land now. Maybe it would be useful if you plan to add buildings, livestock or something else, so you could reuse that space.

Besides that, it looks pretty good!

There is a math problem in this game. Fuel costs $500 and is good for 100 km. Pumpkin farm is 10 km away, so it costs $100 in fuel to go there and back. Pumpkins are worth $20 each, so if you go to the pumpkin farm for less than 5 pumpkins you are losing money. Going to the onion farm costs $150, so you need at least 15 onions to break even. And going to the apple farm costs $200, so you need 8 apples at least. It is also possible to do combinations: 6 apples + 3 onions + 1 pumpkin, or 11 onions + 2 pumpkins, etc.
The problem is, most of the orders I get don't cover the cost of going to the farms, so I don't go and then the farmers get mad at me. I'm not doing business with those guys anymore 😆

I got a little lost at first because of the big map with no indications. I don't think the game needed such a huge map, and adding some arrows along the path to the field and to the market would help a lot.

It was hard keeping all spots seeded, with enough water and bug-free, but it's possible. And maybe it's just me, but the controls being in a popup felt a little weird. Without the panel background and with proper icons for each button and progress bar I think it could look better.

Thank you for the feedback! I didn't notice that issue until now, probably due to a sky animation that is not even visible. Also, I guess I'll be changing the movement relative to the camera and not to the grid, which doesn't make much sense in this game. And multiplayer could be a possibility in a distant future :-)

The game is so fun that I played it for like an hour. The controls were a bit confusing at first, it took me some time to harvest until I clicked by chance one of the empty squares and then tried it. The enemy hitboxes were a little big, and sometimes my attack didn't work so I got hit a lot at first. Then after creating a fortress I had nothing else to do, every enemy that came close just died (it was satisfying to watch, though).
It was fun trying the different turrets and traps, and waiting for the right merchant to come by. I feel like I was getting soul essence way too fast and the enemies were too slow, but that would be hard to balance for different players.

I loved it! It was fun seeing the different types of fans and it was creative using them to bounce to far places.

Even though I like difficult games, maybe it was too difficult for a game jam. Just the second level took me until the music ended to clear it (the music is not looping BTW).

The score star at the fourth level was the only one I missed, so I will keep trying another day

The sprites are pretty good, if you could add some death animations and a transition when the game restarts it would feel way more polished. I almost missed the sounds and music until I saw the other comments, because it is very quiet. The gameplay was ok, but I had some problem with the controls.
There is a limit on (most?) keyboards to how many and which keys you can press at the same time. In mine, for example, I cannot press right+x+c at the same time, so I could not shoot in that direction while standing in place. Adding WASD as a second option for movement (and maybe F+G for shooting and standing) would have helped.

It also says that it can be beat without hurting anyone, but I tried and the ending was the same. At least a little message or icon in the same ending screen when no one was killed would have made it different and worth the effort.

Thank you!

Thank you for the feedback and kind words! Maybe I should have made new sprites for the ones that don't move instead of just a palette swap, especially given the small sprite size. I'll keep that in mind.

I liked the concept and the gameplay a lot!

At first the controls seemed weird, because in most games E is 'Use', but here was for 'Cancel'. Anyway, I adapted quickly to the keys and got to the point I had a stash of little potions and started using bigger ones just to free space.

There are times in the game when it suddenly slows down a lot, when the enemies have a higher defense than the player's attack. Maybe a bomb item that hits the enemy would help in those situations to not be there just waiting for the fight to end.

I think this is the best interpretation of the theme I've seen so far. Awesome job!

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I think this is an optimal solution, right? Yet I lost when I placed the last card. Is there a winning condition or is it about getting a high score?

The movement and shooting felt pretty smooth. I think the difficulty could go up a little quicker, but maybe that's just me. Good one!

Thank you for the feedback! I'm glad you liked it.

Thank you for the feedback! As I have no experience making music, I am happy just to know that it is not annoying enough to have it muted 😆

Thank you for the feedback! For this being my first puzzle game of this kind, I had a hard time making each level feel unique and challenging in the limited space of the bus (maybe a bad decision from the start). I'm glad you enjoyed it!

Thank you for the feedback! I know what you mean about the graphics, but at least for this jam I wanted to make an actual ROM for GameBoy, so I had to adjust to all the limitations. Even though, I think I could have added some little flashy effects here and there if I had more time.

The only thing I didn't like is that the hallways were too long. It took me a little while to find the furnace, but other than that, it was clear at every time what I had to do. Nicely done!

I loved the detail that the lights turn on on the dark side of the planet.

Hi! All levels are possible 🙂

Thank you for the feedback! I'm glad you liked the passengers, I wanted to do that to make it different from the classic box moving games. 

A little slow at first, but it starts getting challenging after 150

Is it possible to solve the third puzzle? I put all 4 boxes in the holes but there were no exit portal.

Thank you for the feedback! That seems like a bug, and it's weird that it's the 'delivered' mark that's not working and not 'checked' or 'correct' that are more the complex ones. I'll have a look after the jam finishes.

Thank you for the feedback! Letting the player move the robot in real time for the tutorial levels is a really good idea, I was even doing that to test the main mechanics. And yes, the box has a code on one of its sides that needs to be facing the scanner. Maybe I need to make more tutorial levels with less text each to explain that and some other things in more detail.

I liked when I could throw the flag and die immediately to gain momentum. I could also win the first level by going below the platforms and throwing the flag forward. That was pretty fun!

Not gonna lie, it was satisfying ripping the tags off. And I don't know why, but the floor on the third level looked really good.

A couple of times happened that either my character or a slime got stuck on a wall and there was no way out. A restart option would help in that situation.

Nice puzzle game! I finished it wanting to play more levels.

Thank you for the feedback. I first tried using left/right CTRL and left/right Shift for the controls, but the game engine cannot tell apart the left and right CTRL and Shift. I went for WASD and arrows right away, so the player could choose for one, the other or a combination of the two (A,Q + Right,PgDown). I might add an option to map the keys in a future update.

Thank you for the feedback and for playing the game even when you don't like the genre

Thanks for the feedback!

I'm glad you liked it!

Hey Ricky! Thanks for your comment, I'm glad that you liked the graphics.

Thank you for the feedback! No pun intended, I don't even know what the pun would be 😅. And about parrying, you should be able to do it many times in a row, I could block and attack 4 or 5 times until I blocked the wrong way and got hit. By the way, there are two types of attack, direct or from above (holding up), so you should also block accordingly (pressing block or up+block)

The heretics took too long to destroy the shrines, so I destroyed them by accident :-P 

Thank you for the feedback! I thought the same, not everyone will be willing to spend much time to master one game, but everyone should be able to see all the content regardless.
And I would argue that you were not blocking properly 😆