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digdugdiggy

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A member registered Jan 27, 2015 · View creator page →

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Really enjoyed this! Some thoughts:

- As mentioned, respeccing is needed

- It wasnt clear to me what triggered the slot machine or what made the combo happen.


Otherwise it was a lot of fun. Maybe add manual shooting of balls as a separate type of ball, not tied to the skill system so that I can have some more. interaction

I have experience with Golang / JS game development and I've dabbled a bit with Godot as well.

I just completed a 2 week game jam and submitted this game https://digdugdiggy.itch.io/antony-and-cleopatroach 

Please let me know if my skills align with your team as I'd like to participate in another jam.

(1 edit)

Im experiencing an issue where the whole game is scrolled down by about 20% with a big black bar on the top and all my mouse clicks are offset the same amount so its pretty much impossible to click on anything accurately or start playing the game after I clicked New Game


I made a game with some of your music - thanks so much for providing it for free.

https://digdugdiggy.itch.io/antony-and-cleopatroach

Ah ok I was able to get it actually running, but I'm seeing what you mean :X

Can you share with me what your plans were as far as gameplay? I'm interested as it looks a lot like an RTS game, one of which I also submitted to the jam.

This is Digdugdiggy's Wife loved the theme very spot on for the times.

Level 5 took me like 20 deaths, level 6 I spent another 20 lives before giving up!  You did a really good job making a simple game with really good mechanics and difficulty. I also think this covers the theme really well too! Simple graphics, simple gameplay, but you did a really good job - kept the scope small and delivered something fun, complete, and playable in the short time span given. Nice job!

also: 2mins before deadline should be an award

I'm just seeing a text box type thing with some hex color code? Sounds like your game was broken on submission though - sorry to hear about that! From the screenshots it looks really cool - like an RTS style game, which I also made. I would love to play it if you eventually have a version that isnt broken.

Thanks!

I really enjoy these type of incremental/card games, so this was an interesting play. It was not clear to me at first that I needed to place the building cards in my inventory into the slots of locations, but once I figured that out, things went a lot smoother.

Is the card inventory supposed to be limited to one row? I fely like I was missing some scroll function to see the rest of my cards - the only way I found to see them was to place building cards then remove them (at which point they were lost) and I could see my other building cards after them.

It was also unclear to me how buying multiples of the same fighting card contributed to their overall value in a fight.

You had a cool story I enjoyed though there were a few frustations around inventory and tooltips going off the left side of the screen. I think the cards had some interesting interplay with the different monster types. I'm not sure the card portion added anything to the experience - usually games with cards involve a deck or some kind of shuffling/drawing/hand of cards, so maybe that part could be improved.

I have to give you bonus points for localization - having worked in the area of software localization, I know it can be a pain and its really cool that you implemented that in your game.

The city generation is really awesome, incredible work there. I love watching the smaller green road lines populate, its very satisfying.

I spotted a strange bug I think with one area having two dots inside it, both named the same? Not sure if this is intentional, but it did let me build a path between them.

Im not sure im understanding the gameplay correctly though. Are you supposed to just try to maximize score? I couldn't quite figure out what I was supposed to do, other than plan the routes and use that to determine which were the cheapest ways to connect the most cities with largest population?

Regardless, its a game jam and I assume you didn't have time for some mechanics. The art style and procedural generation here is really a feat you should be proud of.

Maybe you could do something like "press Z and release, then the next arrow input causes a dash" where when you press Z the bun kinda glows? just a thought!

This game is actually hilarious! I didn't expect it to be turn-based, but once I got the cheese-bun dash and used it to kill my bottom bun I was dying laughing. "bunstructions" also got me good.

I got stuck on lvl 3 because I couldnt form the burger, but then I went and read the "bunstructions" and saw I can make it sideways too.

The music is banging and I enjoyed the different versions of the song for in game vs level select - did you make the music yourself?

I didn't enjoy the controls for burger-dash requiring me to hold Z and press an arrow - something about that just didnt feel right. Regardless, I absolutely love this concept and would like to see more burger topping/condiment powerups.

cute little puzzle game, a very strong interpretation of the "union" theme. Its a bit brute-forceable with the red text highlighting when a position is wrong and I appreciate that you can randomize to make a new level.

Perhaps increasing the grid size over time might be a good addition - a 5x5 would be an interesting step up in difficulty.

I enjoyed the classical music and the game ended up being quite a brain twister. 

I appreciated the good level design on magenta level where it showed how blocks can be pushed before you needed to do that, but I was quite stuck on things going through holes for a while - some additional level design could have helped there. There is some really devious levels here, and I like it!

I think this game could be improved with a "take that turn back" button, like Baba is You - restarting a whole level can be rough!

I got the the last (navy blue) level but couldnt finish it after probably 10 attempts. I enjoyed playing your game though and it reminded me a lot of an old DOS game called "chips challenge". I also think you embraced the jam's theme well.

I really enjoyed the overall cute atmosphere of the game with the wubwubwub sound effect for talking and the foreman guys face.

I thought the first level started out really intense - perhaps the falling beams could be spaced out more and slowly grow faster and faster? It took me something like 3 tries to beat the first level, so it could probably be shorter as well.

Once the second man came out, I really stood no chance! I barely made it any of the way into level 2 after 5 or so tries. Difficulty is pretty on point for an arcade cabinet, especially if it takes your friends quarters! :D

It would also be cool if there were bombs or lives you could grab from the falling blocks, or perhaps some money value gives you another life / bomb.

Overall a fun game, though a bit tough for my tastes. I saw you mentioned the Friday stage and I never even got to Wednesday. Thanks for the game!

I enjoyed the frantic tile-dragging action - it took about half the board for me to understand what was going on, but it ended up being pretty enjoyable.

The colors of the tiles changing once combined into a big enough group took a few plays to get used to - due to the frantic nature of the gameplay, I found myself using those colors for pattern recognition, and when they changed color it somewhat threw me off my flow.

The achievement system was a pleasant surprise and made me play a few times in a row to get more of them.

The only issue I noticed is that you have a small typo in the intro "unit" instead of "unite", but thats quite minor overall. The gameplay is solid and I couldn't find a way to break anything. The clicky/snappy sound effects made everything feel really nice and have tactile feedback to what I was doing. I also think you did a really good job implementing the jam's theme. Thanks!

I really like the character movement with double jumps/wall slides/wall jumps! I also appreciated how when you're attacking mid-air it causes your character to fall slower. I believe that spamming slide ends up faster than running, which is kinda cool.

I found a bug when jumping upwards diagonally into a floating platform can cause your character to just hang there in the air, and during one play the entire screen went fully white when I was at about 18% progress. The "You died" screen also doesnt seem to work on keyboard as I wasnt able to select any option.

I found it pretty hard to determine what was actually dealing damage to my character, but I really liked the intense graphical effects. I was not able to beat the level, though I did get to something like 78% - I'm not sure if there are enough enemies to get to 100% or not.

Great submission, thanks for the time you put into this. The character platforming mechanics certainly have some potential, and I would have liked to see some verticality to the levels to put the cool wall-jump to better use. Excellent graphical effects - I'm going to need to take a look at your source to see how you accomplished some of that.