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DONDERBOS

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A member registered Oct 27, 2016 · View creator page →

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I saw a cat jiggle physics int the screenshots and decided I have to try this game.

The mouse was a bit sensitive to start out with, but I paused the game and really appreciated that there was an option to adjust it.

I’m not sure if I was being dumb or if there was some other issue (I played this using a Windows VM on Mac), but I couldn’t progress from the starting area. I saw a prompt to press “e” but it didn’t do anything.

It’s a cool concept, I’m sad that I couldn’t play much of it.

These people seem oddly familiar… I can’t quite put my finger on it.

Amazing art and very unique take on the theme. My only nitpick is the weirdness with the aiming around the edge of the screen.

Congrats Kentussy!

Congrats on a very cool entry! The music and art was a massive stand-out for me.

I’m assuming this was done intentionally, but I noticed that there was a base audio track playing, and then another audio track fading in and out based on where you were in the house, but they felt like they worked together. I thought it was a cool touch.

I struggled for quite a while to figure out that I can’t pick up just any drink scattered around the house. After a few failed attempts I finally stumbled upon the drink I was supposed to pick up.

The sense of anxiety and the idea of trying to please random people by doing stuff for them (even thought they were being kinda rude) felt real.

Well done!

The “How to play” made me chuckle and it’s quite exciting seeing the size of your horde go up. A nice quality of life improvement would be click-and-hold to constantly update movement. Great work!

My hand hurts after all the frantic clicking! I knew I was in for it when I saw the animal harm content warning 😂 Great job!

Appreciate the feedback! In Snackin’ Kraken, every snack is swiftly replaced. Kinda like an all-you-can-eat buffet. It just continues endlessly.

Thank you very much. The boats can just be poked at. The idea was that more people would fall overboard to noms, but time ran out.

Thank you so much for the extensive and valuable feedback! I really like your idea about making Grid Integrity damage clearer, especially the forms quivering before they explode. That extra moment of impact would definitely help with clarity.

Thanks so much for taking the time to write this out. It’s awesome to see how deeply you’ve gotten into the meta, Epoch 66 is Wild! I honestly wasn’t sure this game even had a meta yet, so it’s kind of surreal to hear you talking about it like that.

I really appreciate the structured notes, I’ve added these to my Trello. The levitate upgrade synergy and arrow-drawing ideas are especially interesting. Glad you’re enjoying it, and feedback like this really helps me refine the experience.

purpur flowers 💔 taken from us too soon. I promise there will be more flowers. Also, the pause button lives! I swear it’s there 😅😅

Thank you so much! Really glad the core is clicking for you. Those combo moments are some of my favorite parts to see come together.

Thanks so much! Glad the clears are hitting right. And yeah, Promote can feel a bit mischievous when it decides to replace your Core. I like your take on steering it away from that.

Thank you so much! That’s exactly what I was hoping the new tutorial would do. I’m glad it’s feeling easier to get into.

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Haha! I’ll take the “too polished for itch” compliment. Thanks for playing!

Appreciate it! Stoked you enjoyed it, even without the tutorial’s help 😅 Thanks for the thoughtful feedback.

Thanks Liampiepoo

These memes are too good!! Haha!

Congrats on completing the game jam! This game gives me old school Final Fantasy vibes, especially FF8, with the train carriages and the cards and the transition into battle. The mix of 3d and 2d pixel art (which looks great) is done really well.

Some general feedback and ideas:

  • I think all the animations can be sped up quite a bit, like the transition into battle, the movement of the cards etc. It will improve the pace of the game which currently feels a bit slow. 
  • I feel like the game would still work if you were to be able to see the opponents cards. This way it becomes about remembering the value of each card and making strategic decisions about which cards you pick from your hand and whether you gamble with another turn of pulling cards.
  • What could also be interesting is if there where some synergies between the tarrot cards. For example, if you put down a sun and a moon in the same round all cards get +2 value. And you discover those synergies by simply playing the game.

This game idea has a lot of potential, I hope you guys will keep working on it. Well done!

Congrats on completing the game jam AND having a built in tutorial!

It's most likely a skill issue on my side, but I didn't make it very far in the game. It felt like the enemies were very aggressive and I couldn't defeat them before they killed me. I hoped that picking up a power up would give me the firepower I need to fight off the enemies long enough to stay alive, but I still had no luck. This meant I didn't really get the game's take on the theme.

That being said, the controls felt responsive and the game felt stable overall. Well done!

"It was a Sk8ter cat, they said see you later cat!"

I love cats, and this is a cool cat game. Awesome art style and the SFX made me laugh when I realised it was made with someone's voice. Especially then grinding sound. (I played the latest version). I'm assuming it relates to the theme by you using your coins to unlock the shortcuts that can either help you progress or take you back to a previous section of the level, that's great!

Camera was a bit wonky, not sure if my mouse was just too sensitive. I also tried playing with a controller which seemed to work. The camera felt more stable, but I was moving at a snail pace (not sure if it was meant to be played with a controller?).

Anyhow, congrats on the cool cat game!

Congrats on completing your first game jam and throwing yourself in the deep end and learning Unity!

I'm not sure if it was something on my side, but I couldn't see the space ship. It was like the background was covering it. I managed to shoot the bombs and the astroids and it worked well, but the astroids were also covered by the background and I could only see them where the background was not covering the screen.

It is impressive what the two of you managed to achieve in such a short amount of time. Well done! The narration is hilarious and the concept is great!

It wasn't clear from the beginning how to interact with the buttons for the door and I didn't know you can interact with the arcade machines until it was pointed out. But, I am nit picking...

Great work!

A unique take on the theme and the destructible environment and character art is great! Well done!

I know this is a game jam and we're racing against a clock, but consider these few small tweaks to improve the overall experience:

  • A smilar flash to when the enemies are hit, when you hit the destructible walls. I wasn't aware that the walls could be destroyed at first.
  • Perhaps disable the colliders on the pieces of debris after the wall has been destroyed. I found myself getting stuck on them.
  • I might just be bad at shooting stuff, but the reticule seems to be slightly off.

Thanks Mandy! Congrats on taking the Best Narrative prize and congrats to all the winners!

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Thank you! :)

I like that idea a lot!

Thanks for playing and thank you for the extensive feedback.

I definitely want to work on the difficulty curve and helping players understand the "language" a bit better from the beginning. I feel like I should be giving them lines of code to experiment instead of providing cryptic keywords they need to put together in the right order.

Thank you for playing! Definitely try again with your work team, that would be so cool! Also check out the response I left to @Mikfaye. It gives a bit more info on how the code works :)

Aaaah no :( It sucks that you got stuck at that point. I was really hoping it would be something non-programmers could easily understand and play. I think once you get the gravity thing, the “language” as a whole makes more sense.

If you’re keen to give it another bash, the code follows the following structure:

object property = value

object is the thing in the game you want to change, like circle, rectangle, world

property is just that, the property of the object you want to change, like colour, gravity, speed

value is the value you want to assign to it, this could be a number or a word

Later you are introduced to a second structure, but l’ll leave that up to you to discover if you decide to play again :)

Thanks for the feedback and for playing :D

I think the gravity clue is perhaps a bit too cryptic. I’ve seen others struggle with it too. The code editor also need some work, I agree. I was just so stoked to get the syntax highlighting to work :P

A music player was definitely also on my list of things to add, but I ended up running out of time.

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Thanks for playing, and thanks for the feedback! I don't think the theme required the game to be easy,  just easier than in real life, but I'll take half a thumb if I can get it ;)

It's amazing what you managed to get done in such a short amount of time, and by yourself! Not just that, but everything works really well. I also enjoy the turn-based nature of the game, feels like there is more room for strategising. Excellent! :D

Well executed simple little game. I didn't realise until I was enveloped in black muck that you actually have to break through the writers block, which makes a lot of sense - very clever! I got to Also, your circuitry pattern is very satisfying to look at!

Thanks! I’m glad you enjoyed it :D

Awweee man, this game was too cute! The dialogue, the art style... well done! My fingers actually started cramping from typing all those emails :P

Game development recursion! Very cool! Some sound effects would have really rounded off the experience. 

I didn't really have anyone to play this with (uhm, that sounds kinda sad :P) but I booted up your game up anyway... The movement is super slick, well done! Going to try and give it another bash when I've located a friend and another input device.

Aaaaaall the delicious ice-cream flavours :D It was really cool to see the ice-cream cone form as you selected the ingredients. I just couldn't figure out how to give my creations to my customers :\

Awesome vaabs! Struggled to look around, which was not such awesome vaabs. Probably ended up making it a bit harded to clean the house than in real life :P Fix the mouse sensitivity issues and this game would be rad!