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dangalletti

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A member registered Apr 08, 2018 · View creator page →

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My bad I missed that. That's funny someone had the exact same complaint about our game so our designer/programmer added a toggle option for it too.

The negative platinum value bug happened to me when testing an earlier build of the game. That's hilarious that you found. Not sure what caused it in my case but I know my bloodline would've been in platinum debt for generations.

Pretty cool art and overall vibe! I really liked the mech design with the bright colors and the parallax effect in the background which created a nice sense of setting. Also nice variety of weapons kept it engaging - who doesn't love a flame thrower!

My only complainy would be that being the same height as enemies made gameplay a bit tricky as most of the times I felt I couldn't jump over their shooting so it was always a matter of killing fast with no ability to dodge, which meant I would eventually die no matter what. I know this is tricky to balance as I was somewhat expecting Contra movement which wouldn't really fit the heavy mech theme.

Loved the visuals, especially the weapon art and animation! I think the filter was a good idea to help the player feel inside the mech but maybe it could've been toned down a bit as it got distracting after a while. I liked the design of the enemies riding a monocycle. The laser blaster sound was pretty satisfying too!

Awesome art style! It's pretty engaging to have the monochromatic background change colors each panel. That plus the hand drawn (marker?) art and the sense of humor made me chuckle a few times!

Pretty cool idea! Is there a specific game that inspired the single turn combat mechanic? Slay the Spire and Monster Train come to mind for obvious reasons. As a fan of deck builders it's great seeing the genre get some love in game jams!

I like how many different card mechanics you designed - cool abilities and flavor to them. It did feel like there were many of them and going for synergies was not a very effective strategy as it was difficult to pick many cards that would go together. I ended up selecting all around good cards instead of ones that relied on combos. Maybe introducing different families of cards on different runs to help the pool of cards be smaller in each run could've alleviated this issue. Tricky with the jam deadline I know.

Pretty cool! Looks and feels like an actual game boy game!

This was hilarious! I'm going to Japan next month and I hope I get to feed some sumos.

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Loved the art on this one, particularly the train and the animation as it arrived and the level started. I also liked the detail of having the glass cracks in the corner to represent the mech's helmet being damaged as you're hit. Pretty cool little shooter! (pun intended)

Sound on the AK was pretty satisfying - would've loved to hear more sounds though!

Edit: Forgot to mention the tutorial screen you created. There's so many jam games that have no controls  explained or written on their page that are tricky to figure out. This game is pretty self-explanatory but I think the inclusion of that tutorial screen made sure everyone was on board and was a pretty fun take on these sorts of screens. Loved the art style there, almost wished I saw a bit more of that personality in the actual game!

I'm jealous since I played the final build twice and died to the boss both times!

Glad you like the 'UFO Down' clip - that would be my voice 😄

Pretty ambitious for a game jam! It's tricky with visual novels because I feel most people won't fully get into them unless they trust the game will be complete and the story will have a full narrative arc - both which seem to be pretty difficult to do with the deadline.

I played for a bit and I loved the choose your own adventure feel, deciding where to go and making moral choices. I can't only imagine the amount of text and how was it was written so props for that! Pretty cool visual setting and character art - made me want to go back to my Citizen Sleeper playthrough!

One minor note is that the transition text between scenes was tiny and it may be very hard to read for some people. I know it's probably not intended, jam features!

Reposting here for visibility as I originally commented on the game page itself:

I just played a full day and I'm impressed! I haven't actually played a lot of cozy/farming games so maybe take this with a grain of salt but I feel there's really something special here.

The beautiful art, soothing UI sounds and relaxing music flow so well together. I really like the minimalistic approach that they all seem to share. They definitively bring the gameplay together, even playing for just a day I felt very satisfied.

The first couple of minutes playing I was a bit lost, but after reading all the popup tutorials and finally realizing that I wasn't able to perform an action in a square if I was far away from it it all clicked - at first I thought the red circle meant that no action was available on that square, not that I was too far to perform it.

There's potential here. I could see some people would love to play a larger version of this on Switch to wind down at the end of the day, and the communal aspect would be the cherry on top!

Congrats!

I just played a full day and I'm impressed! I haven't actually played a lot of cozy/farming games so maybe take this with a grain of salt but I feel there's really something special here.

The beautiful art, soothing UI sounds and relaxing music flow so well together. I really like the minimalistic approach that they all seem to share. They definitively bring the gameplay together, even playing for just a day I felt very satisfied.

The first couple of minutes playing I was a bit lost, but after reading all the popup tutorials and finally realizing that I wasn't able to perform an action in a square if I was far away from it it all clicked - at first I thought the red circle meant that no action was available on that square, not that I was too far to perform it.

There's potential here. I could see some people would love to play a larger version of this on Switch to wind down at the end of the day, and the communal aspect would be the cherry on top!

Congrats!

Indeed that 6k-10k+ range is sometimes tricky to mix for me. I think I usually tend to keep it more muted which is why I've been trying to push it a bit lately. My idea was to keep it there to give the music a bit more presence as it would be mixed very low during gameplay.

Thanks for your feedback! I'll keep it in mind =)

After a whole week of awkward conversations with the locals I was finally able to have two proper ones! Loved the art style and the laughter of the patron!

Was able to complete it after a while! With some polish and more levels this could be a really fun platformer. You made good of use of introducing new mechanics and exploring them so I'd be curious as to what else you could make!

What a funny way to apply the theme of the jam!