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devthedragon

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A member registered May 09, 2023 · View creator page →

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Super well done game. The audio cues for the various levels of guard alertness and the shift in music when chased all come together to create a very intuitive gameplay loop.

Very fun game with intuitive controls. I enjoyed the expanding environment with each detonation. I agree with other comments that having a bit more of a twin stick shooter style wound be beneficial as currently you have to turn towards a barrage of bullets to return fire.

Cool to see the zero gravity style racing. The environment and track were very cool to travel through and look very nice. 

It did feel very easy to get stuck on the track though. Nudging the edge of the track often caused by vehicle to immediately make a 90 degree turn and get stuck with the nose against the edge of the track. I also encountered an issue where 80% of the way through my first lap on Silicone Circuit, all of the AI players decided to just leave the track and give me a free first place despite the fact I was crashing the entire race.

Overall, good visuals and an impressive technical work when dealing with game jam deadlines, but could use a bit more optimization and polish to alleviate some bugs.

A cool transition from the 2D collection phase to the 3D boxing phase. Rampage meets Punch-Out. I'm looking forward to seeing the game with a bit more time for polish.

A wonderful puzzle game with a lot of creativity behind it. The drawn scribble art stile is very fun and fits the almost childlike idea of things only being real if you actively think about them. All of the pieces come together for a very cohesive product.

Either a brief flash before shooting or the bottle squashing down and then extending to shoot might be useful visuals for it.

I definitely agree with the other comments that it feels like Peggle, but with you controlling the design of the board. This is one of the most creative games I've seen as part of this jam.
I do wish that items had a better indication of what they did and that you could restart a run without closing and reopening the application as it feels like early choices can make later levels impossible.

I love the amount of character that each of the NPCs ooze with their popup portraits. The mixture of 3D models, 2D sprites, and 2D overlays is a very nice aesthetic that I would love to see polished further.

Funny physic simulation games are always a blast. I feel like the hand could use a bit more of a separation between horizontal and vertical movement for more intentional throws, but I still was able to hit the light switch after about 10 attempts.

A fun game with nice aesthetics. I love the enemy design and wobble shader. Only note that I haven't seen covered already is that the audio logs are very quiet. For the elevator log I had to increase my volume to 3.5x my normal amount to hear what was being said.

Honestly the annoyance comment was mainly a compliment. He grates on you in a charming way.

Loving the mixture of Punch-Out with Banjo-Kazooie. Managed to get to the final boss a couple times, but haven't even been able to damage it. Such a small damage window, but I'm sure it's doable. I just need to git gud.

Very good game both artistically and in its puzzle design. Fun, if somewhat annoying, lizard companion and a wonderful credits sequence. Only note is that you are able to reuse the powered off batteries to bypass many of the later platforming sections. It may be good to find a way to force the player to leave behind the old batteries when advancing to the next section.

Very polished visuals and a clean gameplay loop. The sprites are all very adorable. It would be nice for there to be some form of telegraph when an enemy is about to attack so the player knows to drop them or move out of the way though since they typically just immediately hit you with no warning.

A fun and straightforward game. Very much feels like there is a low barrier to entry, but a high skill ceiling for controlling the orb and juggling your own movement at the same time.
I agree with the other comment about controller support though. Being able to control exactly how much speed and direction is applied to the ball would add another dimension to the gameplay.

I think this has the highest level of polish of any of the games I've played so far in this jam. The visuals are wonderful and electric. The sounds effects are straight out of pinball in the best way. All in all, just a great experience.

A fun take on the tower defense genre. Lots of interesting strategies that I could see evolving with more play time. The two things I think would help a bit are some indicator of the next hero's power level and the ability to sell/unplace units that you have just placed.

Overall a great time and I'd love to see more of it.

Very cool game with the usage of twin stick controls to allow for both multi-colored targets and single color targets. The inclusion of custom songs is what always feels like it makes or breaks a rhythm game, so it's good to see its inclusion here.

Interesting concept and a fun collection of scenes.
Only note is that the second minigame took several attempts for me to figure out what it wanted me to do. Since the first game was mashing the A button, the second game telling me to "press the right button" meant that I mashed the right arrow key and failed several times before realizing I needed to wait and see the arrows.

Game loop and visuals are highly polished. The gameplay itself is rather difficult and could likely use some larger platforms and smaller gaps. Echoing several other comments from here, the repeated downward parrying from level 4 onward makes it difficult to progress in the game.

A nice and small game. It took me a bit to figure out how I was supposed to gain larger amounts of power since I started by farming lower power donkeys, but figured it out before too long. The usage of the superjump by the other donkeys is a nice reminder to the player that it exists (provided they read the controls of course).

A simple premise done very well. When I started on Wednesday with the hastily rewired fans, I set up what I thought was a reasonable control set up, but that plan quickly fell apart when the wires got crossed and the controls switched from mine to a new key. Applause for the wizard behind this game (or at the very least the assistant in the audience making it function so well).

An interesting game. It was very exploratory discovering more lanterns and fires around the map and eventually finding the exit. The lack of passive drain on your fire in the current build hinders the feeling of fading light, but this has a solid foundation for a very eerie and atmospheric game.

Very reminiscent of older flash games with gameplay loop of lots of simple puzzle levels and then an ending gauntlet including all of the pieces you learned throughout the game. A nice art style as well with clean transitions and use of parallax and screen warping shaders.

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A very cute game with good design, progression, and puzzles. Just the right size to get done in a single sitting while still being long enough for the player to spend time learning and figuring out what to do.

Only real note that I have is that it could use some sound effects for walking/jumping and background music.

I learned in that same puzzle that you can press R in the puzzle screens to reset the current puzzle. Posting this for you and anyone else checking out the game.

Game is visually very strong with good graphics, fun effects, and a very solid style. The gameplay was entertaining but could use a more definitive end goal or progression.

Very enjoyable game that I spent much longer playing than I initially expected.

I can definitely see the inspiration from CoD Zombies style of games, but with the addition of resource management. A game where you die in the first three waves on your initial attempts, but soon can run plimbos in circles until the game gives up or you have to get off because you have things to do in the morning.

Despite some bugs, it was overall a fun experience and I look forward to seeing if it gets developed further.

Very enjoyable going from barely managing to hold my own factory to being able to just start rolling through the other factories.

I noticed that gold was accumulating outside of the front of the factory with no clear indication about when it would raise the total gold that I had. Besides that issue though, gameplay was very fluid and relatively intuitive for a strategy game.

Did you try strafing with Q and E during the fight? I tried to slightly modernize the controls while still keeping that OG Doom clunkiness.

Interesting concept of having multiple abilities to swap between to defend a city while minimizing damage caused by both you and the enemies. The current iteration still needs a fair bit of polish, but the concepts presented are definitely something to be proud of and I'd look forward to seeing an updated version with more than a week of development time.