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DAMO238

39
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A member registered Jun 16, 2019 · View creator page →

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Very clever to make it so that the archer is likely the only one you can afford at the beginning, with the archer being the most dangerous to yourself in future runs!

Well earned rating; this was a blast to play. Well done!

I really enjoyed the last level specifically, as it made you use your ghost for multiple things throughout, whereas the previous levels were less involved. I think the game would greatly benefit from an undo button if it were to become a fully fledged game, to alleviate the times where one misplaced ghost means you need to restart the entire level.

I loved the concept and I could complete some of the puzzles. Unfortunately, there was an issue with some of the fonts being too small to read, making some puzzles impossible. If it was tidied up a bit, I think you would be onto a banger though!

I really liked the mechanic of seeing the new abilities from your opponent and then being able to use them next run yourself while your opponent gets even more stuff. The first run I thought was completely unfair but then it clicked on the second run. I think some more explanation of mechanics and/or tooltips for the abilities would help with the understanding of mechanics. Great work!

Thanks for the detailed feedback! Random stones could definitely be an interesting addition, maybe as a harder game mode. I used Godot's Timer node for the movement, but perhaps syncing to physics would have made it smoother. I think prematurely changing the sprite for the head is a great idea and I will probably implement that after the jam. Thanks again!

It took a minute to realise that the tracks move even if you are stuck against a wall. It was interesting to both simultaneously control a character and the environment at the same time. You could expand this concept further to get multiple levels for a full game if you were so inclined.

Great start! Even though there wasn't much, using your corpses as a tool was a cool idea. I would love to see you expand upon this after the jam!

Very unique idea here. I enjoyed the physics aspect of this game. If you choose to continue development after the jam, I think adding more interesting physics objects and upgrades could be quite fun. Well done!

Great start! Would be interesting to see where you take this going forward.

This was a fun optimisation game. It was quite challenging but eases you into it so it doesn't overwhelm you. Well done!

This was a fun game. I liked having to think about where I was going to need my spawn point and how my actions would affect the next loop. I think the tutorial could have done with a few words as I found it a little hard to follow initially.

That was great! Love the art style and the fusion of doom style combat with a bpm/hellsinger rhythm system. If you choose to extend this, adding in a system where staying on the beat gives you bonuses would fit pretty well!

The idea is really cool. The idea that you need to level up the villages by leaving them resources combined with trying to make a profit is quite interesting. The numbers might need a little balancing but the core is solid. Great work!

I won with 80 loops (although I wasted the first two as I wasn't looking at the screen at the time)! Cool game that allows for so much unbridled chaos! It was fun thinking about how my early loops were not really helping much in the end game because they are not aiming at the boss. I am sure there is an optimal solution in there somewhere but it would take a lot of theory crafting to figure it out. To improve it further, maybe add some more interactions with your past selves?

Out of all the time loop games I have played so far, this is my favourite! The idea that you need to kill your past selves to win adds a much needed twist to the time loop platformer. To improve it further, I would consider adding death animations to make the attacks feel more impactful. Great work!

I really liked the cartography vibe. Unfortunately after my first delivery the map disappeared, making progress impossible. It would be nice if the map had fewer cities but make them larger to make the game less daunting too. Great idea though!

I quite enjoyed the speedy racing you could end up doing in this game. Only thing to improve would be the fish and ghosts are quite hard to hit given that both the player and the pickups are small. The camera was well done too given the unusual geometry you are playing on.

Loved the aesthetic and vibe! It is a shame about the reset button not being implemented yet given my (lack of) skill. Still, the few runs I did were fun even if they were short.

Nice idea. Unfortunately, the game seems a little broken as is as the character can't jump more than a few pixels and going left was quite temperamental. I found the rolling instead of walking a humorous and fitting concept.

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I think you did a great job of balancing the towers and the difficulty was the perfect challenge (at least for me). I found a use for every tower (although I probably didn't *need* the scythe to win). Only criticism is that the text is quite small and some of the popups are translucent, making it even harder to read. Overall, I really enjoyed your game. Well done!

An interesting take on tower defence. If you were to take it further perhaps consider having different types or carriage that take a different amount of orbs to craft with different effects and/or more tower variety. I particularly liked that the enemies used the same towers that you did and the rebuilding of the locomotive when it gets destroyed to stay in the game.

I don't know how you managed to make the opposite of the dvd logo for that one level, but congrats! This was a fun game with deceptively challenging game design. I really liked the hazards doubling as the mode of transport.

This was a fun little game that tickles that part of the brain that like big number go up. The exponential growth you could get was quite entertaining to see, even if it did sometimes cause an overflow which is essentially a losing condition!

Yes, Ouroboros gang unite! I liked the puzzle aspect of this game. I have to confess you got me good on that one level where you were 7 long at the start and could just win, but trying to enter the maze would be a losing condition because then you could only ever be an even length!

Gorgeous game! It is a simple concept executed beautifully. I suck at it but I did enjoy it.

This was fun to play. Are you a climber perchance? The theme is closely related to the safety aspects of climbing, which I found quite interesting. To improve it, I would make the pickups more obvious and consider adding a how to play section before jumping into the game. Great work!

Well that took a dark turn fast! I really enjoyed the non-Euclidean aspect of this game. To improve it, I might consider leaning even harder into the psychological horror aspect. Great game!

There is definitely something there, but it needs a bit more polish. The art style is great and the idea of the endless war is fun, however the game quickly becomes softlocked when your opponent can't send any more people at you due to the wall of your (free) units. The introduction of a resource/economy system would probably alleviate most of this if you wanted to continue development after the jam.

I really enjoyed the gameplay however the cutscene being unskippable for each loop made retrying laborious, reducing replayability. The grappling hook was fun to use though!

Pass on my thanks to the State of Gordania for bringing us this historically accurate game! I liked the optimisation problem and the fact that the first level was simple enough to prove that you couldn't hit everything meant that you didn't spend too long in the later levels trying to get the perfect loop because you have been trained to not expect it to exist. Only improvement would be to make the menus a little clearer to see what is going on.

A fun, short but sweet game. I liked trying the different objectives to see what they were like. My favourite was the "fail" objective since you had to think outside the box (hehehe). To improve it, I would consider adding more objectives and preventing duplicates from appearing in your choices.

An interesting idea. Unfortunately I was unable to complete the tutorial section where you need to get a box past a gap as despite using multiple grabs as per the instructions, the box kept getting stuck. I really like the concept though!

Once I understood how the triggers worked, I found the concept of the anomaly detection game fun, however I found the anomalies too obvious and did not pose much of a challenge. If you decide to take this idea further, and I think the foundations are solid to do so, I would recommend putting in some more subtle changes that require an eagle eye to spot. Great work!

Great minds think alike! I liked the fast paced vampire survivor like game you created. It ticked all the dopamine receptor boxes and was fun to play. Only point of improvement I could suggest is to add more enemy variety if you were to develop this further.

What a sadistic little game! It felt like I was learning to type again. I particularly liked the upgrade system where you could freeze common keys in place among other things. A point of improvement would probably make it so that you can slowly replenish your mistakes if you keep getting it right for an extended period.

I quite enjoyed the game and liked your interpretation of the theme. Only point of improvement I could say is having a checkpoint before some of the trickier platforming sections to avoid having to redo the easy bit to get another try would be nice. Other than that, great job!

Nice concept, unfortunately there was a bug that 2 pushing enemies pushed simultaneously and forced me out the ship, making the level unbeatable. However the game was fun up to that point!

Music/Sound Manipulation and Recording:

Audacity - Open Source Recording and Audio Manipulation Sofware