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DaveLikesPasta

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A member registered Oct 06, 2019 · View creator page →

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I think you succeeded. It was like an Elden Ring boss - hard until you learn the patterns, then not hard anymore, and overall both fun and satisfying. I think it will help telling people they can place multiple bombs, that information is super key. 

Oh man, I was so into this game! Then NEXT! Oh no. Hopefully I can play a complete game next year, this was really good. I was very impressed with what you made so far. Map overlay, changing inventory, quality movement mechanics, you've got a lot here and I would love to play a larger game with it.

Really nice entry! This is a really good looking game. I was engaged by the spacecraft, I enjoyed the puzzles, and I love Vampire Survivors so seeing that combat and progression mechanic was really excellent. It was a lot of fun. You have excellent level design skills and I look forward to playing more games by you.

Amiga! WOW! This is so impressive! I loved that it played quickly with autocombat and simple conversation text that wasn't cumbersome to get past. This let me focus on getting around. Super impressive job, well done!

Very nice level design, I really enjoyed finding the hidden items and the bombs felt very satisfying. I'm not sure which game specifically it reminds me of from my childhood but there is one. The maze was split into areas of just the right size, I feel the automap appeared just at the right time, and the introduction the final boss received was very good. I found that fight a bit rough, he took way too many bombs, but otherwise I really enjoyed this game a lot.

OMG absolutely amazing! I really enjoyed this one. Very complete game! So much going on. The writing was fun, it made me laugh a lot of times. Honestly I don't think you can ever have to many palette-swap jokes. I am impressed by your ambition, building two games at once is quite the challenge!

I was able to walk on air at the final area and I made it outside of the flaming area, both of those moments were fun for sure.

Really nice entry. I loved how it nailed a JRPG feel and gave me very clear, fully developed areas to play in. I particularly liked finding the entrance to the secret "get your team" area, it felt very smart. I then had a lot of trouble finding out what to do next. I watched a YouTuber play to figure out what to do to proceed and apparently I had missed the money in the debriefing room. I went back and the money was there but I couldn't pick it up sadly. Things to fix with a restart I guess :)

The arcade was my favorite area, it looked and felt really good.

Overall I really liked this one. 

Really nice entry. I loved how it nailed a JRPG feel and gave me very clear, fully developed areas to play in. I particularly liked finding the entrance to the secret "get your team" area, it felt very smart. I then had a lot of trouble finding out what to do next. I watched a YouTuber play to figure out what to do to proceed and apparently I had missed the money in the debriefing room. I went back and the money was there but I couldn't pick it up sadly. Things to fix with a restart I guess :)

The arcade was my favorite area, it looked and felt really good.

Overall I really liked this one. 

Absolutely excellent. Thank you for using scancodes instead of keycodes, I didn't have to toggle between Dvorak and Qwerty to play :)

When I saw the G.O.A.T. I thought it was going to be a game final boss it looked so scary, but then I didn't find him that tough. Pretty much typical to what I found on floor 3.

I loved the progression system, random eggs I could drop onto players was fun. Like, a loot box in the best possible way :P

Really, really impressive ambitious game! Really well thought out combat, lots of good actions, some strategy, and very polished. I would love to see this expanded into a larger game. The dice rolling feel was awesome and the mechanic wasn't that hard to pick up.

I guess I'll give some feedback instead of just saying things I liked - I would like a few fewer clicks during the combat, or full keyboard control, because I found it moved a bit more slowly than I would like. For example have the movement always on the screen and then just click on a guy to attack, no need to click the action buttons. It's a small thing though.

Overall a very good offering, definitely one of the best this year!

I really enjoyed what I played but I sadly wasn't able to get very far. The first door hacking experience was awesome, I really enjoyed the Mastermind minigame. Excellent idea! When I see lockpicking minigames I usually don't like them much but this was pretty great.

Unfortunately the door at the end of the hallway didn't let me do the minigame properly. It let me type it something like 7 entries despite it was only supposed to have 3 and I couldn't proceed or do anything other than Escape.  I started a new game and the same thing happened, I was only able to do one door lock puzzle, but I did the important door first so I was able to proceed. I made it outside and wow, that was a cool surprise. It was awesome being able to do that. 

Overall a fun entry. Game Jams always have bugs, that's the way of things, but this one is very complete and the premise is really compelling and the ideas were very good. I enjoyed it a lot, good entry.

I really liked this game. It was one of the most polished games I've played all jam. I really liked the movement, the bounce in the character's step, the little 3D details everywhere, the humorous notes (no fish in micro = very good idea!), things like that. Even the boss reminded me of Bill Lumbergh and you had an Amir desk. So perfect. 

I spent a long time trying to find my first anomaly, it took over 20 minutes. I was really happy when I found it. Then I found something that I was sure was an anomaly and I was wrong, Thursday became Monday sadly. Even though it wasn't an anomaly I won't share it here.

It says a lot that I'm still having fun at 30 minutes, not many game jams can do that.

I think you should be really proud of this game, it's very good.

Thank you for playing and saying nice things! I really appreciate you calling it "well-crafted", I often don't feel that way about game jam games I make but this one seemed to come together.

 I'm very curious about the slowness - I'm doing things that might be slow on some computers but I wasn't sure that would be the case. Could you tell me what you played it on, and what the graphics card was (if any)? I'd really appreciate knowing, since on my machine the movement happens instantly when pressing a key and the FPS is in the hundreds.

Whoa, don't hurt yourself!  There is a treasure map, make sure to study it before heading to the island.

Thank you so much for playing and all the kind words. I'm not familiar with UnMetal but it sounds hilarious.

I like the ending you got, it's a pretty decent one.

Thank you so much for all the kind words! I'm really happy to hear your level layouts work out well for you. 

The pirate island has a hint inside the curio shop (home base area) - so you should already know the secret to the island or you won't be able to figure it out. It was meant to be a hard puzzle and it seems to have clicked for maybe 1/3 of players.

I won't make a longer version of this specific game but I do see myself probably making something else with this engine.

Thank you so much! I would also like to expand on this engine but there are things that would need to happen to make that a reality. I agree the combat is very basic, I figured since the game was mostly about avoiding enemies that would be fine but honestly you're right, a couple more options in there would be better. The mirror portals were my favorite idea, I'm glad you liked them!

OMG you made a Win 3.11 style GUI for the game, it's so cool! I loved it. I also love how the look of the game kept changing, it reminded me of Inscryption. I found it very difficult, particularly at first, and that's a good thing in my book. Also implementing slot-based inventory is ambitious for a game jam and awesome. 

This is one of the most charming games I've played this jam. Well done!

Very interesting game. I really like the premise and the art style. It's incredibly charming. Using procedural generation was a smart move. I especially liked the mirrors, stuff like that makes crawlers really interesting. Well done!

Thank you so much! I'm glad you liked it and were able to sail away with your shiny new ship :).  There is a puzzle to the island treasure, let me know if you want a spoiler.

I'm glad the mirror level worked out, I was trying to figure out something that wasn't too combat heavy and I really like this solution. As for more, I think I want to make more stuff with this engine but only if I can figure out a less cumbersome art pipeline. It was about 4 or 5 hours to create a single wall texture and I'm not doing that again.

Thank you!

Thank you so much! I'm glad you liked it.

Thank you so much! Very kind of you to say so. Hearing that you played for an hour makes me really happy, I never know how my games will land with people but learning that it was worth the time for the challenge feels really good. As for expanding on it I'm not sure. I really like how it turned out but the art creation process was brutal so I'm not sure I want to go through more of that. Perhaps I'll figure out a good workflow and move forward with that, dunno. But also I don't know if I'm too excited to create stories in this world because the setting isn't one I'm really excited about. I mean I almost had a sci-fi level just for fun and my favorite level of the three is actually basically fantasy medieval despite that being a serious setting shift.

I'm strongly considering making a different game with this engine and technology if I can figure out a better workflow for the art, but I don't think I'll expand on this one.

Wow hardcore! I love that you made maps, that's excellent. As for distance from viewer I did do a distance check between cells using Pythagorean Theorem so it should be circular. So cool that you figured that out, it's really key for beating the levels at the highest difficulty.

Welcome to the club of people that beat the game on the highest difficulty. Well done!

Thank you for playing!

OMG. I loved this! This is the first game I've played this jam that had a sinking ship with a rising water level, I figured there would be tons and the premise is great. I love how the enemies asked you questions and you could be a smarts and then end up in combat or tell them what they want to hear and continue. Then cannons! Then a kraken fight! So good! It crashes for me right after defeating the Kraken when I get the key. I'll give it another try and see if I can get past that, maybe it was bad luck.

Sound effects made me laugh, art was really charming, scope was small and perfect. Really well done!

Aww, thank you so much for the super kind words!

Thank you so much!

You're still in quarantine? I played it (through the itch app) right before posting. Weird, I have no idea what's happening there.

Cryptrat! This game was AWESOME! I loved how you created leveraged several eras and types of old-school games to build something so unique. It's really awesome. It took me a bit to figure out the input and get to fluency but I always felt this was a learning curve/skill issue thing, not a bad UI thing. Which is another way it felt retro :)

Throwing a grenade at a pile of dogs was one of my favorite moments this entire jam. I really think you made something very cool and I'm glad it's out of quarantine :)

I think I found a bug with the ice - when you strafe you get to move sideways one cell and then you slide forward. That was necessary for me to get out of the big icy room I was in, I'm not big brain enough to get out otherwise.

I enjoyed exploring the world, it was interesting for a while. The water effect was nice and you captured the sense that "anything could be here". Having the enemies dance around is a nice touch.  I really think it has a lot of potential and I would enjoy seeing a more developed version. 

I enjoyed exploring the world, it was interesting for a while. The water effect was nice and you captured the sense that "anything could be here". Having the enemies dance around is a nice touch.  I really think it has a lot of potential and I would enjoy seeing a more developed version. 

I really like the premise. Playing cards on the heroes is a good mechanic, something that gives an extra layer of strategic depth. I would love to see the gameplay polish brought up a bit, I was walking through walls and I think I was on a half-grid at some point. Aesthetically it looks very good and I LOVED the dudes with stuff strapped to their backs! When I saw the butterfly guy I laughed, and then the game kept throwing more guys with stuff at me. I think one might have been a lamp? Fun stuff.

I'm very interested to see what kind of dedicated deck builder you could create with more time.

I really liked this game. Deck builders are some of my favorite games and I think having unlimited upgrades per card and having the player choose between upgrading cards or deck management is a great strategic feature. One thing I would like to see is some evidence other than text that says a card was upgraded. Like, changing the border color of the card or adding stars/gold bars to the side, etc.

The level design was A+, I really liked how I needed to really explore to find the switches, the next area, etc but the levels didn't overstay their welcome. 

I LOVED loved loved loved LOVED the transition into the underground area. It was so sick! Really above and beyond for a jam game.

I haven't completed the game yet, my browser keeps "reloading the page because it's using too much energy" and the game restarts when that happens but I'll switch to my desktop PC later and give it a try there.

I really like this game! The visuals were A+, the premise was great, the mood worked and the card playing game feel was spot on. I like the smooth movement but I really wish I had a strafe key. I want to play a lot more, although after I killed the golden chicken and took the egg I wasn't sure what I was supposed to do next. 

I found myself wishing it were more difficult, wanting to see the deck I had accumulated, and making decisions about whether or not to take cards. I think if the game just moved me to "level 2" after taking out the chicken and everything was just more lethal then I would have a lot of deck-building strategy with the cards. Of course you made this in 9 days (VERY impressive!) and I'm describing more work! :) But I guess that means I'm excited about the game.

Well done and thank you for making it.

Thank you so much Atanii! I completely agree about the soundtrack, I wanted to make one but ran out of time. I barely had time for the sound effects I made with my mouth. As for keyboard controls I was worried they would be a problem for some people but it seems like the were fine.

Very good game, I really enjoyed playing it. The starting area was clearly identifiable which really helps me navigate its maze-like structure, the areas looked and felt unique, and the oxygen was well-placed. I find the game very hard and that's 100% a compliment. Each year I hope I'll find a game where I need to break out a map, this might be game for that this year.

It's a good mechanism. The crawling felt good, I enjoyed the stress of trying to beat the clock finding the treasures. The exclamation mark over the treasures was a nice touch, I would have missed them otherwise. I really like that you managed to incorporate three different game/movement mechanics - flying overhead with shooting Asteroids-style, breakout, and crawling. Very ambitious! Good stuff.

Blaming the tools and comic book tradition, I love it!

Wow Mass, your idea of narrative interference is brilliant. I love it! I wish I had thought of it, it's the perfect way to give the player a good mechanism to alter difficulty while playing and not immediately fail (which was the experience of many players). 

Thank you for the kind words and for playing the game.

Hmm... I really expected something valuable to be hidden here. I laughed when I read that. Kali4nia joke was brilliant, dunno how many people will get that one but it was brilliant. I really love how many secrets there are and how clear everything is - enemy stats, equipping items, map, everything is very clean and polished as usual. I really liked the patient sentry in the early area - running into giant enemies and strategizing dealing with them or coming back later is something I really like. Showing which doors are unlocked on the map is such a nice QoL feature! Thank you for that. Did you mean to spell "Civillian Deck" incorrectly? Feels like maybe a joke and maybe a typo.

Honestly this is an amazingly beautiful game, it look SO GOOD! OMG it really does. I hope you two work together a lot more. I did notice the lack of tactical combat - but I don't think that would make the game better anyway. Absolutely beautiful game.

My one criticism is that I really had no idea what I was doing or why I was in the game until after I had been playing for quite a while.

Beautiful game, really looks very good. I was delighted to learn the monsters dodge and evade, I have played a lot of dungeon crawlers that had the whole timing-based attack system but the enemies just stood there and it was way too easy - this one it tough. I found that I kept accidentally getting into combat with everything at the into though - fighting a bowl of soup isn't quite what I intended. My second game I died by being attacked from behind by a rat that I didn't know was there.

My favorite thing is just how high your polish level was. Everything right down to the fading atmosphere (things got dark further away) all looked great.

Overall a very good entry, well done!