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DannyMator

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A member registered Jan 24, 2017 · View creator page →

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Really impressed to see that most objects remained on your table! Thank you for sharing that!

What a unique twist on incremental games! The police and time pressure play a big part in this feeling so good because you can't just play aimlessly, and people are moving off-screen, so you have to play with intention. Really nice decisions and incredible level of polish.

By the way, thank you for not making it infinite, or I would have dedicated much more than a couple of minutes to this!

Amazing visuals! Fun gameplay despite the difficulty. I think the horse could play a bigger part, like letting you get around wagons and enter from the other side. A lot of potential here, I would be excited to check back in case you eventually improve on it. Excellent job for a first jam!

Yeah, I agree the playpen blends in with the level a little too well, it should stick out more. Thank you so much for your comment!

What a fresh concept! I was a little confused about the accuracy score because it felt like precisely representing shapes off by a couple of pixels scored worse than doing big shapes and hitting the most present colors. But I had a ton of fun with it. Really amazing work!

Very cool concept. As others pointed out, the controls were a bit confusing, but once I got the hang of them, I had a lot of fun! I would definitely change the arrows to be relative to the screen, not the mouse, to make it more intuitive at first. The yellow/red spots in the fog are super helpful in guiding where to break walls, and I love that I was forced to break in from different places. I think these do wonders for creating a fun experience.

Pretty strong submission, good job!

Nice work on the level and content progression! I would ask myself, "Are there just patrolling guards?", then the next level would have cameras, or "Can I just pick up everything?", then I would find a really heavy piece and need to drop it. It was always a step ahead.

The time pressure was very welcome because I had so much fun taking risks while zooming through the level and dealing with guards or hugging walls in front of cameras. If I could be careful all the time, I would end up boring myself. 

Great job!

The target descriptions are really fun, especially when there are many potential targets. I wish there were a way to lure my target (or the crowd) so I could more easily avoid others. Good job on the submission!

You're making me blush! Glad you liked it!

Thank you! We knew the physical props were kind of a double-edged sword, but we thought they added so much to the game's childish, messy energy that we went with the risk of being annoying at times. I'm glad you pushed through it!

Very polished game! Everything had unique art, the UI works all the time beautifully, there's a fun variety of encounters, rats, and solutions. Really good job! One thing that I missed is that, to me, using a single mouse was always better after I got the backpack upgrade. And I could always grind the easy missions. I might have gotten lucky escaping all the time, but I wish there were a clearer incentive to using more mice.

But super fun game, I beat it in 49 days. 

Definitely agree we needed a more intuitive loop with the play/next/reset buttons. And unfortunately, we wanted the other crayons to be interactable, hence the outlines, but we didn't have time to implement and forgot to remove the effect. Classic game jam things :D

Glad you enjoyed it!

Oh nooo! I am sorry that the bug happened to you, we found it a little too late... But thank you for playing and your kind words!!!

As soon as I saw the FPS counter, I thought I was in for a bumpy ride, but no! The game was pretty stable after I drank some milk, which I think is very fitting. The low poly terrain looks cool and was fun to navigate while the cubes were trying to jump me. I was surprised to discover the dash, and I think that should be mentioned in the description somewhere, because it was very fun to use. Good job!

I got all the money!!! It was a short but rather fun experience. The detection areas were quite readable and fair. I just had trouble navigating the level because of the camera angle. I believe it would be beneficial to have a more top-down camera here. And more money to be stolen, please! Good job!

Interesting crawler that just needed a little more balancing.  I wish weapons did less damage, and enemies and projectiles were slower. I was able to brute force the boss fight, switching between the gun and the frying pan, it was fun. Good job!

This looks amazing, the UI is so neatly organized, and the line boil effect is very charming. I gotta confess, there were a ton of rules to get into the game, and some went over my head, so I wasn't having the best time playing. It might just not be my kind of game, and that's totally fair. It feels very polished, good job!

Very charming illustrations! The platforming was a little rough, but fun for the most part, especially because the fish grabbing minigame is so good that it felt like a reward! Grabbing multiple fish feels delicious. Beautiful job!

Yeah, please do! Awesome collection you have there, nice job

Rated! Last call everybody!! I appreciate if you can rate mine as well

https://itch.io/jam/brackeys-13/rate/3332295

Thank you! Hitting the printer was more of a narrative excuse for the printer errors changing every round. And, well, also something we wanted to do with a real printers

Woah, think we nailed the frustration part of it! Thanks! The game was made with Unity.

Only the environmental penalty, you'll have to deal with the guilt of all those chopped trees that made the paper you so irresponsibly wasted... Just kidding, we intended to have that as a counter or a mechanic, but we ran out of time, unfortunately.

Glad you liked it!

Wow, thank you so much for your thoughtful feedback! Printers are such an incomprehensible piece of technology for me. It should just work, but it's never that simple, right? 

Glad you liked our game!

I'm sorry if this brings you past traumas!!! Hopefully, bonking the printer released some of that tension. Thank you for playing!

We wanted to reward you for pushing through 10 levels of intense printer misbehavior, glad you enjoyed it!

I'm glad you managed to push through your fight with the printer. Thank you for your kind words!

Thank you for your feedback! I definitely agree there could be some unfortunate misclicks there. And YES, we really wanted to make the wasted paper count, we just ran out of time :'(

Glad you liked it!

Thank you! I agree it is not so clear, you actually gotta click the thing you wanna recolor to enable the buttons.

Cool idea of tying death with the narrative. I wish the "dimensions" had different mechanics to really land the idea.

Congratulations on your submission!

Cool-looking celestial bodies. I first thought my health bar was a shield, it could have been an interesting mechanic. Good job with this submission!

This game is amazing, it's such a cool concept. I died so many times being greedy about a cool looking equip and exploding before I could replace the parts. I'm amazed at how deep the gameplay goes for a game made in 7 days.

Insanely well made game, great work!

Oof, that's a really hard game, wow! I loved it; it's honest, stressful, hard-earned fun like a good platformer should be. You got so creative with the level, and I think you really put together something great. Not to mention the funny death markers that made me wonder, "Is that jump really that hard?". The answer was "yes" more often than not

Great job! 

The camera is a bit nauseating, that kept me from playing a bit longer... But it is a cool idea, I really like the map being hidden during minigames. I had to complete the minigame and memorize the layout while driving at full speed without crashing. Very interesting dynamic.

Great game overall!

WOW, I'm baffled that you came up with three new languages, each with its own vibe and nicely presented rules. The art style is amazing! As time progresses, my screen gets so filled with open manuals and random junk that comes with the letters. It was a really well-planned, chaotic progression.

Super inventive game. Great job!

Cute game. Interesting item diversity for a simple runner game. Except for the skull, everything has a little bit of utility, so it's less about dodging and more about planning what you want to pick up. Great job!

What a fun concept! Loop Hero meets slide puzzle meets Balatro??  It got a bit overwhelming too quickly for me. I was tiring myself trying to get the "perfect" path, so often, I would just run it and hope for the best. But wow, I am really impressed by the execution. Really nice work!

Loved the twist of the balance mechanic. Sometimes, I was intentionally missing a few thirsty cowboys just so I could keep my balance for the next ones. The pace, music, and overall chaotic atmosphere brought me back to Master System games, can't really explain why. Nice work!

Very fun visuals! It reminds me of classic adventure games I used to play as a kid. It took me a while to learn the controls, it didn't make sense to me that I had to return the broom to that specific spot before I picked up the extinguisher. And there is a RUNNING speed using Shift, please put that in the controls info! I didn't manage to win, but had a blast playing it. Good job!

I appreciate that this game feels balanced. The pace at which the aliens arrive is very manageable at first, giving you time to understand what's happening. Nice work!