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DeVelox

26
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2
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A member registered Feb 05, 2024 · View creator page →

Creator of

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Not a bug, per se, but changing the color to the same one doesn’t make sense so it’s disallowed. However, I’ve left that very unclear, and for now I’ve added a sound effect that indicates the action is invalid while we work on proper UI animations, hints, and tutorials. Thank you for your feedback!

What a goofy premise, both it and the gameplay fit the theme quite well. I spent way too much time overthinking what to do with the boxes in the first two rooms, but once the actual mechanics started getting introduced, it was all smooth sailing from there. Hope I made grandma proud!

Pretty satisfying, even if it’s not all that challenging.

One minor gripe I had was that the pencil would automatically become the “hand tool” near objects, which made it kinda annoying to draw super close to things, sometimes I’d even start the level by accident.

Aaand yet another reminder for myself to go learn more about signed distance fields, well done!

Whenever I see factory-style games, I always wish they’d move the items around “for real” and I know it’s not practical, but damn does it look cool, as you’ve show with this.

Second game I ran into with this style of SFX, always gives me a chuckle. Perfectly paired with the art as well! Took me a second to realise that the controls were relative to the snake.

I like the concept, but I’m never really sure if I connected things right. The bomb seems to allow anything around it to connect, not just to and from the bomb? Also I’m not sold on sound being one of the criteria, especially since some of the more detailed shapes can trigger the sound many times as they rotate.

Disclosure: the browser version did not work for me so I compiled it, not sure if that affected anything.

Looks very cool, especially the fire spreading effect, and the SFX and voice acting is quite funny.

Love the art and the music, and it’s quite rare to see narrative games in jams. Shame you didn’t get to polish the combat as well. I’m not sure I was meant to just hold down the attack button on the boss, but it sure did something to it. We don’t talk about my final score though.

I like the “arcade stick” idea, I think it would also make the relationship between the key colour and the neighbours a lot clearer. Definitely something worth trying out, thanks for the feedback!

Another crazy satisfying entry. I have to admit, when I initially saw the theme, I thought “dominoes” would be way too obvious and common, but this really stands out, having been executed so well. I think the lack of “real” gameplay was a fair tradeoff to be able to make this within the time constraint.

Easily one of the most satisfying submissions, trying to chain every single enemy in a room is simply irresistible, and the music makes me want to leave the game open in the background.

Great concept, great visuals. A tad tedious in its current iteration, but I hope you keep working on it. As someone else pointed out, it really is reminiscent of Uplink/Hacknet, and as a funny coincidence, I was just thinking of those the other day.

I initially played this on “hard mode”, ignoring the towers to see how long I would last, but creating a grid of pure destruction is just too damn satisfying. I also love the sinking ground effect.

Brilliant game, not much else to say.

One thing that I wasn’t sure about is if dodging the projectiles by moving the ship is intentional. I was able to do it a few times, but it doesn’t seem necessary anyway.

Very satisfying, both the gameplay and the aesthetic. Love your solution for showing where the dominoes are going to fall, makes setting things up frictionless.

The 0 height domino glitch also allows for building on top of it mid-air, which is kinda cool.

I found it a bit inconvenient that the pieces can only be rotated after being placed instead of in the “blueprint” mode as well. Also the zoom feature seems to “break” and goes only between min and max zoom after.

What is the main menu music track, it’s an absolute banger.

The art style is actually quite charming, and I like that the enemies look distinct based on where they are placed. Enemies just “walking” up looks a bit weird, but nothing that can’t be fixed by just adding a jetpack animation or something. The change in perspective is refreshing compared to most TD games.

With the rather poor state of WebGPU support on Linux I wish there was a native build available, as I wasn’t able to load in without it crashing or freezing.

The art and the music is crazy, unfortunate that the web build is bugged as it also seems like an interesting take on the theme.

Pretty cool game, the aesthetic reminds me of Kenshi.

Thank you! Yeah, the UI went through a couple iterations, but we still weren’t quite able to nail it. For what it’s worth, if you hold the mouse button down after clicking one of the little squares, you can just paint in the rest of them. Hopefully that makes it a little easier.

Nice to see a movement based game in a jam. The really low walking speed with very steep ramp-up is throwing me off a bit, and it would be nice if I could change my sensitivity, but otherwise pretty fun, will probably be coming back to play some more. Also, the simple aesthetic is actually quite fitting considering the inspiration.

As a fan of Quake and other “boomer shooters” this is definitely up there as one of my favourite entries. Very nice showcase for Bevy’s capabilities, but also just a fun game. I’m a little sad that the glitch my friend discovered in one of the earlier builds seems to be gone. It was possible to fly by picking up a barrel under your feet.

I first tried this game when it was initially submitted very early on, and it went from impressive to also incredibly polished. Maybe there isn’t much “gameplay” in the traditional sense, but the interactivity that is available is spot on, and very fun in its own right.