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A member registered Oct 29, 2020 · View creator page →

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That took me a bit to figure out what to do, it was hilarious once I did. The ragdoll physics definitely adds to the silliness.

A tutorial would have helped, took me a while to figure out the controls and what the icons mapped to. Love the aesthetic chosen, kind of reminded me of old gameboy RTA games like advance wars.

Thanks for playing, there's a comment below on how points are generated. The level name + RNG are meant to nudge the player, but it could have used a couple iterations.

Love the idea of a reverse pet game. I'd love to see it expanded, it can make an interesting stealth puzzle game. Having to manage both the timer and needs of the player were fun while exploring the stage. I think there's room to improve the mechanics on how the player can escape, especially if the exit is hidden away.

Oh gotcha! First time using Unity's tilemaps (or 2D unity game) I noticed that too but couldn't figure out how to fix it in time.

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Love the metroidvania twist. It's fun being the boss and stomping the hero character! The addition of rogue-lite elements also works really well to keep the encounter going. Final product is also well polished- good work! So much room for expansion too.. different attacks, enemy attacks, boss arenas... :o

Thanks for playing!  What do you mean by sorting issue? Mountains are fairly rare up until the last level, the RNG in each level is fixed to match a theme.

If I had more time adding some civilizations was next on the plan!

Love the idea and execution. Thoroughly enjoyed pushing the ship around the ocean as it tried it's best to get to the nearby fish. Took me a bit to notice I can control both the wind and tide.

Great aesthetic and music direction, it blends well with the story being told. Good job!

Reminds me Overcooked! Good job!

Loved the art style and the music choice is a jam. Would love to see expansion of the concept, right now I couldn't see how the choices I made mattered.

Cool idea, I enjoyed that the ship and fun were control seperately. Made the movement kind of fun.

Creative concept, enjoyed kiting the hero around the dungeon to tire him out. Wasn't sure how to prioritize different items during the planning phase.

Great execution of the jam theme! Loved how deeper into the game I became more attached with my adventurer, was legit sad when one of them died.

Fun game and extremely polished! I had to skip a couple levels because I couldn't hit the target I needed to swap with. Really enjoyed the swap mechanic, lots of room to expand.

Loved the art! The game play was hard to make sense of, could have used some more feedback to hint if I was doing the right thing.

Fun game, it started off really slow but once yo started collecting coins the levels became much more engaging. Good work!

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Good job on the game, it's very polished and I enjoyed the interpretation of the theme. Got stuck on level 3 as well, I managed the slime jump but couldn't get back on the button, the controlled slime could not jump.

It was fun to control! Good take on the theme, I also though it was funny that I could still get points after the hero died.

I like the take on the reverse theme. I feel like there's something really fun in here, it felt good to be a giant squashing ants. I would definitely iterate more on this idea!

I enjoyed the concept and it played like some sort of bullet hell game. Good job!

I like the mixture of card game with obstacle course (not sure if this is the right term). The player ends up building the level they play, which has so much room for expansion. Good job!

Thanks for playing! I had lots of fun thinking about all the ways points could be scored, there's so many options. Another lever I used was the weighted RNG tied to each level. In Lakes, land tiles are significantly more likely than water to force the player to make lakes if they want to meet the score requirement. Archipelago is the opposite and forces the creation of islands.

Fun twist and usage of the theme! I'm also a big fan of the assets used, it gives it a sort of early play station vibe.

I like the game in principle but it took a long time to figure out how to play (although it was kind of fun to discover). Good job on the art!

That was tricky! For a while I thought I was playing the blue character and the controls were broken. Eventually figured it out, took some getting used to but was fun once I got the hang of it.

Good work! Fun puzzle design and a good amount polish. I spent a while trying to determine if the robots where decoration or I had to somehow escort them for extra points XD

Good game and excellent execution! I found I could cheese some levels by wasting a lot of moves early on, I wonder if adding a time limit would have prevented this.

I was expecting some sort of combat but instead it was a trivia game, fun take on the theme. Good work!

I liked the presentation, kind of reminded me of the first elder scroll game. It could have used some audio feedback to make the enemies and attacks feel more alive.

That was funny! Enjoy the references to papers, please! I wasn't sure what the goal was when rating the athletes.

Good work and well executed! I especially loved the pixel effect on everything and the feedback all the juice when unforging items.

Took  me a bit to make sense of the mechanics, once I did I was sprinting nonstop around the island.

Well designed game- good work! There was quite the complexity jump between Level 2 and Level 3, took be a couple tries to make sense of the space. I enjoy that you can only go in a space once, making it hard to cheat the level.

Good work on the design and art. When I played I always sent units to the lane with the least towers, it wasn't clear what units I should send I just randomly spent all my resources.

Fun! Poor birds though :(

I'm not sure what I just experienced, only that I enjoyed it. If this was a full trippy walking sim I would so buy it.

Yes! I had some ideas for desert and tundra tiles too. Maybe surround one water with desert to make an oases or something.

Thanks for playing! the original design included conditions that would cause cities to spawn, but I didn't get to it.

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Thanks for playing! If I had more time I would definitely add some visual feedback before placing the tiles instead of after.

SPOILERS--

The scoring is fairly straightforward under the hood and I was hoping the levels would teach it but there isn't enough feedback for it to be intuitive. Each level uses different RNG weights to push the player to draw a certain type of map.

  • Grass Tiles:
    • 0 points
    • 1 point if adjacent to water
  • Water Tiles
    • 3 Points if chain of water is surrounded by non-water tiles (You made a Lake - Level 2)
    • 5 point if water surrounds a chain of non-water tiles (You made an island -Level 3)
  • Forest Tile
    • 0 points
    • 5 points if next to water (Level 4)
  • Mountain Tile
    • 0 points
    • 5 points if next to water
    • 1 point for every mountain it's connected to (You continued a mountain range - Level 5)