Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

ditiem.games

161
Posts
12
Followers
13
Following
A member registered Jul 20, 2023 · View creator page →

Creator of

Recent community posts

I did program some progression till level 8. It is very hard to make progression because you need to have stats about the gamer to able to put just the exact amount of enemies to keep it in the edge.

I was inspired a bit in Glyphica, but more in kingdom rush and mini metro. I only had like 2 days (not complete) to do everything from scratch. I would love to have a more polished version for a fair testing.

Thanks for the feedback

Thanks for the feedback. Yes, there is the bug of the line on top of the enemy. I did not catch it while testing. Agree with the big boss and harder enemies and different kind of enemies. Just ni time to implement everything. I did also think different game play modes. I feel there is material enough to make it a commercial version. 

Thanks for your comment, it really helps!

W is the one that make it move forward?

QDZ does not work for me or it does and I see no effect. I did not fully understand what makes a good or bad landing.

Overall, it is an interesting concept for a mobile game.  Well done!

:D I had another one in mind to share with, but he is in a trip now. If he has time he will definitively beat your record.

The more games you do, the sharper your mind goes. Do not stop, specially at the begining. Some become (comercially speaking) successful on the 3rd or 5th game. Rare are the cases it is on the 1st one.

Mega thank you for streaming it. There is a lot of valuable information there!

Balancing a game is hard. If that game is in a "skill game" it is even harder. If you also make it a Tower Defense, it is really really hard. I only found a sweet point 2h before submitting. 

I have not seen a TD + typing either, from my point of view it is an "original idea". But I am sure someone tried before. 

I have in mind whether I should give it a fair try and make a comercial version. Many things to try and test though.

Thanks for playing!

Yeah! there are no many instructions! Thanks for giving it a try!

Thank you! For some reason I always complicate my life!

I past it to my friend that he is good at this. No less than 2.31! (he played till 3.31)

What I like from this game is its simplicity and it is perfect for mobile casual market. If you add a little challenge it can be very interesting.

0.74 is all I could do!

I love the idea of the planet roating, it goes perfectly with the limitation of the jam. I am terrible at this kind of games, that is what I think a double jump or maybe some coyote time would help. Many times when ending the jump I touch the object in the "tangent" of the falling down curve.

oh! I wonder why!? Maybe the window did not have the focus... so strange. Can  you try to click on the game once? it ignores the clicks but maybe the window gets the focus. 

Can I also ask which browser and OS you use?

As a curiosity, could you try to click on the "maximize button" and see whether it works better? 

It is hard to make things works in a browser with so many monitor definitions.

Thank you! I am glad you liked. I hope there will be more people like you and I can turn it into a real comercial game.

Thank you again!

oh! I did not know there was a memory leak! This game consumes almost no memory. Thanks for the information.

Nice! Another typing game :D.

I was expecting the keys appear as obects in the screen rather than appear and dissapear.

I failed to understand the game :(. Could you explain please?

Anyway, as a personal milestone, very well done!

Interesting concept, I like it. My only issue with the game is that I found sometimes slow or fast you cannot make it.

it may be my mouse but it moves super fast till the point I get dizzy

1222 score, hands can overlap hi hi hi

Lovely art! Nice game, but I cannot deduce how not to make the ladybug go down again.

There was one time the screen become very yellowish, maybe a bug? a feature?

I cannot go faster than 931?

It is a good concept for a mobile game!

I am very bad at jumping and shooting :) :) :).

Congrast for the game!

the outlines helps lots. But you need to divide the mouse delta when you are in zoom by 10. It is too sensitive and it close to impossible to aim.

There is another issue, when you zoom with the second button the zoom goes to some strange place, not to where the current "red spot" is.

It is starting to look interesting!

It looks like a bad copy of is this seat taken. Not a bad idea though. It is good that you gave a try, so you can learn how hard is to make a game. Here some constructive points:

1- Side view does not improve the gameplay.

2- There is no time enough to arrange all passengers acording to the constraints. In these kind of puzzle game, pace is important. Just letting the user click on the close door button rather than be time base will improve the UX.

3- When hovering on a character, several are highligthed, I never know which one I will pick up.

4- it is hard to get the visual feedback of noise vs no noise person. Being all together does not allow you to recognize who is who.

5- No idea why there is no feedback about how many stations a passenger will ride. You may want to compute how many points you can get / loose if you put him/her in the right place.

It is frustrating that when you zoom you cannot move to the sides (so I never use it). I played for a while and I am always below 3, many times only 1 left but I got the feeling that some of the zombies are off the limits and cannot be shot. 

Wondering if with the possibility of controling the helicopter the game will improve.

Was the game for a game jam?

Thank you a lot for the review! I agree with all the points except with the one that you say "If you put Fire next to Water". That is a total different game, closer to ITST or Dino Sort. I have some ideas for that kind of mechanics, but I will leave them for another game. The first "bug" is a real bug in Godot and so far I dont know how to fix it.

This is a small teaser where I would like to get more broadview than the people that is close to me. As an spoiler, yes, there are more elements (and curiously it does not increase complexity). There are more constraints, and the node types are more heavily used in harder levels. My current concern is whether I should go for hard puzzles or easy ones. I lean more towards hard puzzles, but surprisingly the levels 6 and 7 have been reported to be easy. 

Thanks again for the detailed feedback! I really appreciate it, it really helps a lot.

You are right! I designed the rules to be 4 cards: Fact, Evidence, actor, alibi, but as the thing iterated I found "motive" an interesting new card. So I forgot to update the description. I have iterated on my notes getting all the wonderful feedback and there are more types of cards. Of course I will improve the UX and provide a hint system (it was planned, but really no time). The are some rules missing: detective + evidence is the one that got you stuck. In particular: Detective + piano photo. I usually see detectives looking at the photos when thinking about how to solve the case. That generates "questions" that you can ask actors and keep getting leads.

I also found myself thinking how to make the detective card special. I simply thought of making it all white / blue. 

I got impressed you found the bank confirmation, you are one of the first that I see reached that deep to the check Camila Alibi. Have not seen many ppl thought, but congratulations!

It is in my plan to make a commercial version of this game, so I will update a version with many more improvements.

Thanks a lot for all your feedback, I did write it all.

There are some games that stacking cards to things, like Staclands et al. I mixed point and click adventures and tried to solve with cards. I failed on couple of points, but I am working on them already.

On next iteration I will improve it, promise :)

Thanks for testing it out!

What a pity!

I like it! very interesting! I would love to have some "break mechanism", not only boost. I got stuck in level 2 after you past the 2 "black holes"? I was expecting some gravitational force to move and so on. 

The camera could remain more static and only move when the rocket goes out of certain area (lets say a quarter from the center. It feels rare to keep rotating with the rocket.

I am not sure I beat the ai! :D Not my kind of game but definitively I know people who would love it. Simple and to the point!

Fully agree with you!

About the time, well, I iterated few times in the 2 days I had to develop the concept. Initially I wanted more realistic, based on days, but later I realized that it would be better to make it more linear. The forensic takes about day and half to make the autopsy and so on. In the meanwhile you keep thinking and analyzing things. I wanted to get like the feelings in the movies, sometimes you feel stuck and you suddendly get something to advance. As time past, I started to make it more linear and remove those things, they are not good for a game mechanic.

The formulas representation will completely change (basically what you suggest, using the colors). 

Thanks a lot for the feedback!

You drag and drop, as usual, if another "touch" is detected, you rotate. The problem in the mobile is that the finger will "cover" the piece. So you have to drag and draw the piece with some "offset from the finger".

My feeling: Use dragging, as in drag and drop. You can make it more complex, the pieces may come out from different "holes" in the wall, not just down, so you have to build things in a way that you have passages to reach from each hole.

You will see it, or at least, I will make it, that people later will download it or not... it is another story :)

Indeed! I got the same idea this morning, express formulas with colored rectangles. Thanks a lot!