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Dan D

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A member registered Aug 17, 2024 · View creator page →

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Thanks! I agree, this is one of the big limitations with using radial bars to track fine-grained resource amounts. I did want to try making a "number go up" game that didn't actually use numbers though. I would call it a half-success.

This game is a bit long for a game jam... but I cleared it anyways. Or well, as much as you can call clearing it. I got to a very large number. It was very satisfying. I think the thing this game needs most is some victory condition to strive for, or, to put an ending once you get all the upgrades, perhaps.

Also a balancing note: All point increase upgrades past +50M don't seem to have any benefit, as their cost would reduce more from a .02% node than the node you're buying would earn you. Past that point, it seems only the % nodes and speed nodes matter. It's not that big an issue though, cos I end up feeling clever by being able to figure out they are not useful, and that's a good feeling.

Finally: Any proper "idle" game needs a volume slider or mute button, so you can leave it on another monitor without it interrupting other things you're doing. The music is good though.

Wow! That's really good. Well designed, and a very difficult final boss, plus nice character designs. My one complaint is that there are frequent desyncs with the loops, especially with certain types of movements, that can break the puzzles. Can be very frustrating especially on the last puzzle loop.

Music: Banger

Art: Lovely

Gameplay: Fun, with a clever twist. Well implemented.

Good stuff

Thanks! I'm glad you enjoyed the vibes I was going for. I want to get better at doing satisfying audio-visual effects, so I tried my hand at a few in this game.

It took me a while to figure out how the game was supposed to control, but once I did, it was a pretty interesting concept with good puzzles! However, the levels need to be designed a bit more carefully. I got into two softlocks, and the second one made me quit. First one is if you get into the position shown in my screenshot, where it seems to be impossible to progress anymore. The next one happens if you exit the 3rd room to the left without using the cube (which is possible), as you become unable to pick up the cubes in the next room and get stuck there forever as the red car and can't get the coins. It also seemed like there may have been some coins you can permanently miss if you make the wrong move, which I'm not the most fond of. When designing puzzle games like this, you gotta be REALLY careful about those softlocks.

Insanely good! Simple but really well executed My highscore is 762.2k with a full combo, aside from maybe the first note.

As a bit of feedback, it would be good if there was a count-in at the start of the song on each loop, since it's really disorienting when the thing changes directions, or right after you exit the starting menu. Might also be good to have a small animation, like a color flash, when a note changes, so that it doesn't come as such a surprise when they start changing. I'll also echo someone else and say that color-coding the arrows would help the readability. I think the difficulty is just right for a game jam game though, and the song is pleasant. Good stuff.

Pretty good idea! Challenging and interesting. Here is some constructive feedback:

  • It starts off a bit too slow, which makes it demotivating to replay once you lose
  • It's kind of disorienting to have the circle shrink when you make a loop. It might help if you ease the shrinking process with a smooth animation between the two sizes.
  • Of course, a rhythm game would be improved with some music or a beat to match your rhythm to! It would also be fun to hear the music speed up.

Utter brainrot, very nice. It is riddled with game-breaking bugs though.

Lovely game! The vibes are excellent. A simple and enjoyable challenge with good atmosphere.

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I appreciate everyone who has played and left feedback :)

I will release a patch (which is already done) post-jam to get this game into the state I envisioned while making the game, but I hope you enjoy trying it out in the meantime, and good luck if you try to beat it :D

Pretty solid little experience. A couple of feedback notes:

  • It's not very obvious those are buttons you can interract with. I was stuck for a while before I accidentally hit one
  • Be careful of softlocks! If you take the speed power while keeping the small power (small + speed), then the game is softlocked and you have to restart the game.

Fun experience, I played a fair bit of it. Highest loop I could reach was 11, whereupon the enemies got so strong that I couldn't beat any of them. I do wonder what the use of adding more enemy spawning locations to the map is though, it doesn't seem like they benefit you much.

One thing I noticed was that generally, if you just hold the direction and push a belt twice, you clip into the belt. Perhaps your movement processes before the game processes that the belt has moved to the destination tile.

Some nice ideas. The last puzzle was solid. It can be a bit slow waiting for the duckie though, and there seems to be a glitch that lets you go inside of things you push.

Insanely dope art! Love it

I really love the aesthetic and audio work here. Very impressive. The gameplay is a cool idea too, but with such long days of repetitive work, especially after the battery dies... Well, it's just work haha.

I like the aesthetic direction, but I don't feel like I have a ton of agency in the game. It's so fast that all I can do is jump at the necessary times and hope a ghost doesn't appear in my path, and no clear use for the roll.

I love the aesthetic. I can see it being really satisfying with some more juice to it. Really difficult tho!

I'm curious about the jellyfish dudes in the corners, I never figured out what their deal was.

Awwww, that's so adorable >u<

I like the twists of the last couple levels. It's short, sweet, but still has surprises.

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Thanks for playing! I'm happy you enjoyed the goofy auto-loopers. I did want to make it shorter, though I ran out of time to do the fine tuning. The latter parts of the game in particular are unnecessarily idle, if you get there. There is an ending though.
The speedrun time it took me to beat it once I tested the final version (after the deadline ) was 15 minutes 47 seconds in-game timer is a bit inaccurate, probably more like 25-30 minutes, but that's knowing some tricks for getting big loop scaling.

Cool aesthetic! I would have liked to see some more enemy variety as you move up the tower though.

Impressive artwork in such a short time! Was a tight finish at the end.

Pretty fun and challenging! It took awhile for me to figure out all the nuanced snake herding techniques. Good stuff

You cannot move by your own accord in that area ;)

Thanks for the feedback! Regarding the robots, they need to be powered to be charged up, but they can be uncharged at any time. If you uncharge them when they aren't connected to power, you won't be able to turn them back on.

Cool game! It's a solid puzzle system that you explored in numerous cool ways, and it really fits with the theme.

My suggestions to quickly tweak and improve the game would be some simple sounds/music (can be royalty free to start) and a GUI element or prompt that indicates the ability to reset with the R key.

Thanks! I'd like to add many more levels, a light narrative and polish, though I am skeptical about adding a map. It'd be hard to communicate the structure that way, and it would break the puzzles to allow for fast travel. I'll think about it though.

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Yes, thanks for posting this, I went and tried and I have gotten up there. I am not sure what it means though... Something something ocean symbolizes freedom. I have posted a picture below the gap, which you can use as a hint for how to do it if you want. It looks like you'd be able to get an even more interesting result if you could do it while flipped, but I do not think it is possible.

(also, to the dev: I encountered a weird bug while messing around with trying to do this in different ways, where it started going instantly to credits after entering the portal. Eventually it seemed to fix itself though.)

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Thanks for playing! I agree, I didn't have much time to make levels or tutorials, so best I could come up with was a level that looks like a mouse pointer. My initial intention was for players to not know the mouse could click blocks at first, and then reveal it later, adding a new layer of depth to earlier levels, but didn't have time, so it's more just an underexplained mechanic.

It's a creative idea and it's fun to look for the best planets. It'd be nice if there was a clear reason to be trying to get lots of money, or a lose condition to try and avoid.

It's a good take on the theme of scales and decently challenging to balance the different resources. The effect where cards are highlighted is a bit slow and cumbersome though, it'd be nice if they rose up faster and went back down faster once you move your mouse off of them.

It's a cool concept, but I think it's a bit slow paced. My game crashed after a bit which isn't ideal.

This game is really impressive! And quite long! I managed to get over 98% on a couple levels, though my big complaint is the controls weren't clear in the heist planning screen, and I never figured out how to rotate objects.

Also, there is a game breaking bug where when a person walks into you, it might get you stuck in the floor. Definitely important to fix that if you don't want people getting stuck and quitting!

Great idea, pretty presentation and solid execution! The take on the theme was really smart. I found that the enemies don't force you to fight them though, since they're slow, so you can win by just running in circles for 10 minutes. Game lags a bit if you try due to the number of enemies.

I like the Gameboy art style, and I liked that when I thought I was dead, I learned that I was actually a smaller mouse inside the mech who can fix it, good little twist. My suggestion would be to add sound effects/music to make the game feel more impactful.

Cool idea with the riding mechanics.  It seems a bit buggy though, I got stuck after turning into a rat, the volume sliders didn't affect the volume and I seemed to be invincible.

One suggestion I have for accessibility is to add a screen shake slider to the settings, as it can make some people feel sick if it shakes too much

Thanks for playing! The game you are thinking of ~might~ by "Patrick's Parabox", which was the loose inspiration for this game, albeit without the recursion. Another recursive "levels inside levels" puzzle game is "recursed", though that one is a platformer.

Thanks! I was sad I couldn't spend the time I wanted on actual level design, but I'll be sure to make a full game out of this soon that teaches the mechanics better.