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Dominic

40
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6
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A member registered Sep 04, 2021 · View creator page →

Creator of

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Thanks!

Thanks a lot!

Thank you for playing, we're glad you enjoyed it!

Thank you!

That is in fact a bug, one that I noticed the day after submission, unfortunately. Thanks for playing!

Thanks for play, and thanks for the feedback!

Very simple high score game, I like it! Little criticism here, I could be wrong, but I believe the music and sound effects are overlapping, which if that is the case, is not something the Nokia was capable of

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I really like the pixel art! It is a very visually pleasing game

Thanks so much!

This one was very creative, I really like it!

This one was very creative, I really like it!

I really like this one! The puzzles were very well designed

Good interpretation of the theme! One thing to note, just some nitpicking, it isn't quite pixel perfect. I can see the enemies moving in a way that the Nokia would not be capable of rendering.

Very simple game,  yet I enjoyed it! I like quick time stuff like this

Very simple, yet enjoyable concept! Good work!

Well built, but I think there are definitely some ways you could've incorporated the optional theme to make it a little more interesting. Maybe a winter themed slot machine or something like that

I really love the pixel art! The menu also has a really cool design. I feel like I could see this being on an actual Nokia. One thing of note, I noticed that the sound effects and music overlapped, something that the Nokia couldn't do and the jam mentioned on its page.

I cannot access the page, it needs a password

Would it be frowned upon to have a manual built in to the game in a way that it would simulate having a manual in real life? So the game would be played and displayed in its 84x48 resolution with all of the jams limitations, but to the side there is a manual you can flip through.

Solid game, I enjoyed it! I love all of the pixel art

Thank you so much!

This game was difficult and I loved it. So fun! The only thing I wish is that there was something that displayed what level you were on.

Cool game! The pixel art was rough though, I think you need to re-import the textures so that they are lossless and don't blur like they are in the game.

Hmmm. I've had no issues with it on the HTML version. The destroy button is left click, are you right clicking instead? Are you trying to go outside the players range? You can see some harvesting throughout our gameplay trailer/demonstration, this was all recorded in the HTML version.

Any yes! Any feedback is good feedback, love to see it.

Hey, thanks for the feedback! The way the destruction was set up was in favor of clicking and holding. I created a sort of "breaklayer" system that had crops on a separate level from the rest of the tiles (traps, soil, walls, etc). So if you were to hold down on a crop, just moving your mouse over other crops would destroy those, but nothing else. If you were spam clicking, that definitely wouldn't have had an intended effect. And with the planting stages, I definitely think we could've used some explanations for a lot of things in the game. Sorry for the confusion, I'll definitely be taking all of your feedback into account with any updates!

This is a very cool concept! It's definitely a big choice to make, put a lot of pressure on me at least. I think my one big complaint is not having a skip text feature. Having to wait for all the text to fill really slowed the game down. Other than that, great work!

Thank you so much, I'm glad you enjoyed the game! And thank you for the feedback, we definitely had some big idea that we we're not able to include due to time constraints and more enemies was definitely one of them.

Cool idea! I found the controls to be a little difficult. I think it would be better if it was easier to get around and, as far as I can tell, there is no easy way to get out of dialog than just spamming interact until you are able to move away.

I really enjoyed this game! I went through it twice to make sure I got all the ghosts to the end. It was definitely a little difficult to control, but the second time around I got a hang of it. I loved the graphics and music, great work!

This was a very compelling game, I felt like there definitely had to be something hiding out there in the darkness. I liked the graphic style and concepts a lot. I have two big critiques: I think some explanation of the controls would be good, as they were a little confusing. I think the text would be better to have a button to move to the next thing. The text didn't move to fast, but if I'm not paying attention, which often times I was not, I would miss it.

No game?

The art in this game was jaw-dropping, I love it. However, I never really understood what was actually going on. I also didn't know what benefit I would take from selecting on or the other when the choice parts happened

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I think this game has some potential, but there are definitely some areas that can use some work. I do think it is really cool that you guys handed this game off to each other halfway through. When using the cards, sometimes it felt like my inputs we're registering properly. Also it would be good to have some visual indicators of what is happening. I'm never really sure if an enemy has been damaged or if I've been damaged unless I'm actually keeping track of all the health bars

I enjoyed this game! I think the controls could use some work, especially with having E as attack.

Hey, thanks for the feedback! What part of the selling is getting you? Maybe I can try to help out. And with the techniques, anything in particular, maybe I can give you a few tips!

The level design definitely could use some work, thanks for the feedback! And yes! I really wanted a cool music track in the background to make it more exciting

Thanks for the feedback! Yeah I was hoping to have a functioning mini-map, but all I had enough time for was the arrows. Which were definitely not as helpful as a mini-map could've been. And nice catch, I knew that was gonna be an issue. At least you got a nice low score!

Thanks a lot for the feedback! And I agree, I think the level design definitely did not get all the time it needed in order to be able to truly shine. I was really hoping to create a functioning mini-map to help out at least a little bit, but it didn't work out. Also yeah the controls can use some work, too.

Music is definitely sometime I wanted but just wasn't able to make it. Same with a mini-map. The track is definitely confusing and I was hoping to get a mini-map in to help with that, but it just didn't work out. Thanks for the feedback!

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Yeah unfortunately I do not have any good tips for that. I wasn't able to get any playtesting in (other than myself). There's definitely some room for improvement there. I guess I can say that if you are boosting it's good to hold space as well so you can turn faster. And thank you for the feedback!