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Digby Fraze

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A member registered Aug 21, 2022

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Dying actually got cut about halfway through development along with exposed lava blocks. 
Thanks for your note, we did the best we can, and if we continue to work on this i'm sure it'll get ironed out.

I'll check it out!

Thanks for the praise and helpful critique!

Interestingly enough, this is less than a third of our original planned features. Luckily our team made some smart calls about what and when to cut...  that helped define the core experience.

Thanks brotha! It took a lot of work (and saving out), but splitting the legs/body/weapon into different layers, and then accounting for the 13 angles you can aim definitely felt like it paid off. Thanks for the appreciation!

Thanks! It definitely came at great effort

Thanks man, took a ton of hard work. We all loved the way the sounds and the character control came out as well. Cheers brotha!

Thanks so much! We worked really hard on this.

I had a great time making the art, I'm glad you enjoyed!

Try having donkus get the chest first!

Looked really amazing from the screenshots! I hope you guys continue developing it, I couldn't get very far with the mouse and keyboard as you warned.

The biggest discrepancy was that there was a ton of momentum retention when in collision with the ground, but almost none in the air! Feels like the opposite of friction, so just a bit counter-intuitive. 

I really hope you guys keep going with this! I'd love to be able to play more!

I like the take on the concept!
The art style caught my eye right away. Excellent palette selection!

Perhaps adding something like a press and hold to be able to charge the momentum of the meteor?

I saw the interesting slider on the arrow, but just barely, and could rarely get it to work.

I like the musical theme instruments, even adding 15 seconds to the loop would've kept me playing.

Also, there was an exploit where if I tap to put an asteroid down, I could wait til the ship moved closer to actually launch it.

Found that same exploit while playing \/

That might just be in the works! Keep your eye out for postings after the Jam ends, we'd love to show you how much further we can go!

1073 on my first try!!!

Excellent game, very well polished! Loved the concept art and title, and i really loved how the bouncing felt! the Air control was awkward at first, but it's easy to learn and Hard to master. Great job!

Great concept, very polished jumps/animation/and audio! (caught a bit of stereo in there too ;)  )

It was cool that the Sound Effects sounded like Joust. Interesting color balance in the art style.

Thank you so much, your input is very valuable going forward!
From what i've heard from the team so far, the idea is that this can become a full game.
You're absolutely right though, we cut a bunch of different ways Donkus could've interacted within the last 12 hours. But thanks again for persevering past where you got stuck before, and also for your helpful comment!

Whoah! That is a wildly POLISHED and FUN take on horde controlling games!

Loved the cute Zombi model, especially when there were over 100 of them on screen all bobbin around!

Excellent work guys. Very fun.

Would love to see a full version where the camera keeps zooming out as your zombie horde actually reached preposterous numbers.

I like the take on the jam concept, the music, and the pace of gameplay!

Would be nice if the screen was just a bit bigger and if there were even one more type of Ads the player could spawn.

Fun & quick!

I like the concept and the Art!
I think the overflowing treasure chest room was probably my favorite

Gameplay-wise it would be nice to implement some feature where the system knows what cards with what doors you have in your hand, and would make sure that it starts to feed you combinations that won't result in a dead-end. I know it would take a ton of time to concept out, but it would take the game to the next level!

You honor us with your praise brotha! Thank you so much. We're shootin for the top!

Thank you for your critique! Everybody tried as hard as we could. But we did come up just shy of feature complete for the UI in the Jam submission. Keep an eye out for our updates after!

Thanks for the feedback! Keep an eye on the game after the jam, we're definitely talking about adding more. We had ~100 frames of animation that haven't even been incorporated yet, with plenty of other abilities as well!

i like it! Nice design!

Glad to hear you challenged yourself brotha! Good job!

Cheers!

Dude! Very very clean.

I made it to wave 32 and was very much loving how my Chief had grown. (Chief go BRRR, hehehe)


I don't think you need to give Chief less upgrades. If anything, randomly getting a 2nd one right after the first felt frenetic and kept me on my toes!

If you added way more enemies sooner, and got the player closer to death more times, it would've really increased the thrill.

Also, I would love it if ammo and health packs dropped less frequently (but only after you hit a cap of 20 or so. Then it would spike the players attention when they actually got low when they had to throw 5 to the chief and use 2 themselves. GMTK has a great video on game economies on their youtube.

Very Stimulating, wildly clean, great UI, just impressive all around. 

Don't be afraid to use GMTK's team finder brotha! An audio artist and a visual artist (for FX and Enemy variety) would've probably gotten me to play to level 50 or beyond.

Try having Donkus get the Chest before he gets the Key!

I like the overall concept, If the robots could shoot across gaps that would be great. I'd also love to see William have way more health, but also take way more damage.

Ultimately, if you add any feature at all... Perhaps consider keeping William targeted onto the first thing he locks on. It would have been nice to place a Walnut 9000 and have the turret get a few mores shots in.

Nice take on the theme!

WOW.  That is a very interesting modular system you've built there. Could definitely see a longer version of this with more levels.

Loved the review at the end, hilarious

The way that camera moves in combination with the timer feels amazing man!!!

Don't be afraid to use GMTK's team finder. With another artist or 2 and 1 sound professional, you could make something really great.

Again, love, love love, your fundamental controls and the general game feel

The atmosphere of it was interesting! Felt like an old flash game

This is GOLD as a concept. The name is hilarious too!

The music is a fun take on the general aesthetics and the sound effects are crispy and comical.

It might be nice to have a better arrow, or maybe a gauge that shows the strength of each shot.
Wish i could add even more force to each shot so I could either finish with less strokes or fail and restart faster.

Tighten the gameplay loop and you've got something really fun and ready for steam

250 on my second run!

LOVED the mechanic where you hold down the mouse and have to let go right before it reached the final red color of the frame!

Awesome gameplay and a rewarding feeling points system. 

Other than another pass on the art (if you wanted to keep going from here)
i would recommend a full screen white flash when the camera goes off and then kind of scatter the moths so you have to wrangle em in again. 

Really cool concept, and a very creative take on the theme.

Fun! It's cool to have control of the Goomba. I would've liked a bit more variability in mario's jump patterns. Once you know how to get him to jump it becomes easier.

At first I didn't know you could walk around, but once the game started, I started having fun!

Relaxing music to go along with serene gameplay. It's a nice matching game with interesting naming and clearly readable symbols.

If you did anything with it after, it might be interesting to see only 2 of each warriors green attributes, then you'd have to check all of them before you confirm any.

Wanna really crank up the heat?? Add a gauge to show the day running out.

Cheers man, nice game!

No worries! Thanks for going back to give it a shot!

Try getting the Chest first! 

Hilarious Concept! 

I love the juxtaposition between the dodge mechanic and the swap mechanic! Great take on the theme!!!