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Diptoman

72
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29
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A member registered Feb 15, 2014 · View creator page →

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Funny seeing how we did the same idea in different ways, whereas this leans more towards the systems aspects of it. Enjoyed it!

Good take on the theme, constant role reversing! I enjoyed the creativity, albeit a bit frustrating with all the precision execution required. But good stuff, nevertheless!

Fun concept - it's not balanced great but that's expected in a jam game. Once a bunch of players appear it's all but waiting for that final AOE attack to finish cooldown. I like the touch of humour here with the names and callouts, good stuff!

Use of theme is great, and use of different types of moles was a great addition - so there's some strategizing there. I had fun!

Dang, should've told em about the racist dinosaurs instead. ;)

Great aesthetics, very polished - and good, chaotic fun! Loved it!

That's probably lucky, it's all randomized. You're supposed to match words with adventurer class!

This only made me wonder if there's a reverse racing game already, and if not - why! Great interpretation of the theme, challenging and implemented with polish. Great stuff!

This is amazing - the concept has been done before, but the amount of polish this is executed with and puzzle design is top notch! Spent a lot of time on this!

Avoiding the crosshairs is pretty easy considering it's random and only occupies a small screen-space so there's nothing to predict really. Midway through the game I changed my goal to trying to actually get hit, and that took me a while to actually do hahah. Absolutely loved the idea and how it's presented otherwise!

Very well polished! Mechanic is simple, easy to understand yet effective and fits with the theme, good work!

The connection to the theme is minimal, but the art is great and the music is catchy and it's an overall fun experience! One gripe with the platforming is (with a lot of jam platformers), the jumping is floaty and that doesn't help when levels need more precision platforming. But again, this is a jam game and overall pretty great!

There is so much content here - absolutely fantastic! Spent a lotta time screwing around with things, those R/G/B sliders had me hahah. Great stuff!

Hi y'all! This is good stuff - funny seeing how different people approached the Quest Giver games and they all play differently. Art was great too - and it was an enjoyable experience.

I know it's supposed to be an idle game, but felt like it would benefit from a little speedup, and some visual feedback for action costs since it's not obvious otherwise. But otherwise, great concept, great game feel and presentation - good stuff!

Game's oozing "juice" with the narration and presentation, although arguably it would've been better if that dev-time went towards explaining how to play (which took up most of my time, hahah) since it's not really a "pick up and play" mechanic, needs some explaining. Amazing presentation, great humor otherwise!

Dang those picky adventurers!

Thank you!

Thank you!

Glad you had fun!

Authentic experience. :')

Fun concept, needed some more visual feedback on the damage, but the idea is easy to get a grasp of (and I love that intro which just changes up the text, hahah). Good work!

Fun concept - needs a bit more content to "pop" but that's for a fleshed out version! The progression was pretty good too - enjoyed my time with it!

Fantastic submission! Plays smoothly, easy to understand, ramps up well and the presentation is top notch.

I thought the horror was gonna be watching the DVD sign hit the corner, but nope the game was even better hahah. Very creative, plenty of feedback, and after a lot of accidentally scaring people to death, finished it! Amazing!

It's simple, easy to understand, and a challenge - ideal length for a jam game. Those sequence jumping sections were kinda funny too (you can effectively jump in air since someone else is on the ground, heh). Loved it!

Needs a little bit more failure feedback, it kept going to Game Over in the 2nd level without understanding why since I did manage to keep the sword away. Took a while to figure out. Fun game otherwise!

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Thanks for playing! The initial idea was to associate words with 3 parameters:
1. Class of the player (taking a guess from their appearance)
2. Player level (which would've been shown)
3. Player expression
However, more dependencies create more complications with content, which is tough to unwrap when basically getting a day to make it - so we ended up with just the player class association. Different classes react to words differently (eg. supports react positively to positive words but negatively to aggression, rogues for greedier/sneakier words, warriors react positively to violence-heavy words but negatively to supportive words, mages react better with magical words etc.) You could say in the end we decided to focus on the "silly" aspect of just making dumb quests rather than the "game-y" aspects of it.

There's a delay with the jump, which is hindering the experience here a lot. You should detect and separate a tap from a hold so that delay doesn't stick, since it feels unresponsive. Other than that - neat idea!

Rad idea - simple to pick up, and executed with polish! Audio and visual feedback was on point, I enjoyed the game a bunch!

Thank you - yeah it's wild!

Thank you - glad you had fun!

The real treasure are the silly quests you made along the way! :^)

Some of the SFX was really funny and on point lol. Hard to get a grasp of at first, understood after a couple of deaths - good stuff overall!

Great first attempt! The camera movement is a bit jarring since it ended up lagging too far behind most of the time, and that would really uplift the experience I feel. But otherwise, it works thematically - good job on your first jam!

Baba Is You-esque combined with one of those programming games - fun concept, lots to expand upon! I had fun.

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Lotsa NPC simulators this time round hahah. We have similar ideas but different executions, it's great to see! There's a lot of potential here! Would benefit from less days where nothing happens, I feel like that's where most of my rent went.

Thanks! Expressions depend on guessing their class from their 3D model. Eg. A support player has favourable reactions towards friendlier words (heal, hug etc.). while a brawler has better reactions towards more action-oriented, violent words.

Fun game, takes a little while to understand how it's working since my first few playthroughs were picking random enemies. But then it hit me, that was actually a pretty nice moment! The art fits consistently, and I had a good time! One comment is that some player feedback will be nice here (to add to that game feel, as well as helping understand the game). But good stuff overall!

Hands down, all over the board the best game in the jam I've played so far. Minimalistic, pure fast-paced fun that's oozing juice and game feel! Honestly my only comment is I kept mixing up the LMB/RMB in the tutorial because of their colours and it took 2 tries before figuring it out, hahah. Fantastic work!