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dorodo

50
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A member registered Jul 18, 2018 · View creator page →

Creator of

Recent community posts

Nice work! I would've loved seeing the die be used as a part of the gameplay mechanic (perhaps every time you change dices there's a roll for a randomized gameplay modifier?). It would also be cool giving more control over how you aim maybe by being able to speed up/slow down the aiming while holding a button. It's a simple and fun game, very arcade-y.

Abraço!

What a lovely weird game (in a very creative way). I kept trying to find different ways to die to see what sort of dialogues would pop up, kinda reminds me of the stanley parable where you're constantly checking for new interactions. I also got kinda stuck after the house on fire part, but I really enjoyed walking around. The art and mood is also superb. Great job!

Hey! Lovely work, the vibe is really great, and it's a really unique take on not only the theme, but also how you're using music to build up your game and create a sense of progression and player identity. Too bad there wasn't enough time to look into the other systems as I feel they'd have expanded the gameplay loop a lot and given more incentives, but I think this is already a solid take on the idea.

Great job on this year's GMTK. Abraço!

Such a relaxing and fun game, great take on the theme. I'd have loved if there was a button to display the rules again at any time, it's a lot to take in at first without playing the game, but after a while you get the hang of it from playing. Great job!

Really cool take on the theme! Loved the minigame at the end, too. Everything feels corporate in a funny way. Would've loved if there was an ambience music to relax the tension because I was really nervous about getting the answers wrong and being kicked back to the main menu. Great job!

Hey, great work on your first game! The concept is really cool and I think it's a very creative solution, but as astroindie has mentioned, it's currently really hard to gauge your jumps. Having a marker or any sort of more analogue feedback would definitely help a lot alongside the charging effect on the character. Adding feedbacks helps a lot when trying to teach the player about the mechanics and also as a small visual/audio reward for simply interacting with your systems.

It really gets easier over time, but it's always a good opportunity to challenge yourself as well. Keep on going, looking forward to your next project!

Hi! You can also use E to interact. By default, we don't support the mouse, though. Are you binding buttons to it?

What a way to end this trilogy. 5/5

A really well polished presentation, and by far the best visual direction I've seen in a jam, just oozes personality and feels great to play. I keep on wanting to play more to keep listening to the music. Great job!

Love the gameplay loop. It's even more incredible when you consider the scope of the game being developed in just 4 days. it's fun, addictive and reminds me a lot of Inscryption in the best of ways. Definitely one of the most unique takes on the jam!

PS: Russian roulette minigame when

This is the pi equivalent of super hexagon. Love the game feel and presentation in here!

Simple but lovely idea. Congratulations on your first jam!

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I love how feels like the epic version of flappy bird. some layouts feel very hard to deal with because of the RNG placement, but it doesn't feel frustrating and it's super easy and fast to get into another round. Very addicting, managed to almost get 6 loops!

Hey, cool game! I love those sorts of speedrun mechanics, would've loved seeing more mechanics that let you utilize your zipline in different ways. Great job!

Hey, really cool idea and execution, and a very challenging puzzle game with the way you interact with your action cards. I do feel like it's a bit hard to plan ahead a lot of the time because of how the mechanics require a lot of blind trial and error as you're navigating around the level, but the optional view kinda helps alleviate this issue.

As a small bug report, in one of the levels (I think 7 or 8?) my jump actions stopped working for some reason after dying, and I had to restart the game.

I love the art and mood, and ithe presentation makes it stand out from the other games. Great job!

This is my favorite game of this jam by far. It's so fresh, unique, with a great mood and so satisfying to play and plan. I have no notes other than I hope the frog manages to get some good lawyers.

Hey, really lovely idea and great way to fit into the theme in a unique way! I'd have loved to see a gameplay progression, either mechanically with different beats, or with new enemies that also react to the music in different ways (similar to necrodancer). I also really like how you added feedback to indicate the tempo into the enemy animations, it gives it a very cool touch.

Would've loved an audio slider to control the volume too!

I like the idea - definitely needed more time to get some more things working and making the game feel a bit more dynamic (I think having audio in a turn based game helps a lot pass the time), but I especially like how you managed to incorporate the idea of a racing game in a deck building mechanic. I think having a tutorial or a more linear progression to introduce mechanics could help as well. This also very technically impressive and there's a lot of cool design ideas for the cards. Great job!

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Hi, I recently got interested into NES development and stumbled into NAW as a pretty solid option for making tilesets and so on. I saw there was a post on twitter about some upcoming features back in September, so I'm just checking if there's an ETA for the next update. 

I was a bit concerned about purchasing it at first since it's been a while since the last update but regardless, I feel you did an amazing job with the tool and there's clearly a lot of passion behind, so I went ahead and just want to give kudos for the great work.

PS: Congrats on Former Dawn!

89980

jupiter's savior

I love the mood and the feeling, and especially the art. Awesome job :)

46 points! I really like the idea and execution. Changing genres really gives it a fresh take as well :)

holy hell this is the best game of this whole site

Really love the aesthetics! So interesting :)))

Really like the vibe and visuals :)

Really like the idea! There's so much flavor and visual presentation, I really love the whole experience. I find it a bit hard to solve the puzzles, though. It's a bit complex to the point that it's hard to actually plan an execution in your head.

so relaxing. love the music, idea and feedbacks :)

really cool! too bad you couldn't get the web build running, it's really fun and works well with the idea of a racing game.

only thing I'd suggest in the future is to watch out for audio levels in the build, it was really loud :(

Really pretty and cool idea :)

I completely agree. We'll adjust the aiming system as it's still not working as intended, and this issue with the boss just makes it worse indeed. We have a similar system as you have mentioned (except in jam spaghetti code), so when we refactor it properly we'll tackle this issue too. Thank you for taking the time to break down a good direction to solve it!

That's weird. We'll make sure to fine-tune the aiming system until this issue is gone. Thank you for the feedback!

Yeah, both the downloadabled and web versions should have the fix to the bug you mentioned!

Not only you'll get to keep the hat, but there'll also be a second tier upgrade in the next patch. Get your party moves ready.

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Party hat meta!

The achievement is a funny story. Matheus thought it would be nice to have it in the game, so he stopped everything he was doing at the time (which was objectively more important since it was the last day of the jam) in secret.

Lo and behold, he took a screenshot of the steam achievement UI and pasted our character on top of it.

I was not amused. So I also made him add chickens in the game.

Glad you enjoyed it! This was a blast for us to develop as well. So many ideas and mechanics :)

We'll make to balance the party hat in the future, though. It's too OP right now.

The end was my favourite part as well. I so much want a rapid fire turret in the future.

Thanks! We're looking into ironing out the current state of the game so we can explore more ideas in the future.

Moving faster while holding the turret truly was a game changer. We'll work on an animation that makes you look faster as well in order to create a visual consistency with the buff in the future.

Thank you! We'll definitely add arrows as another way to control the character.

On a personal note, thank you for the compliments on the  art!  :)

Thank you! We were worried the boss fight wouldn't be as exciting since we had a lot of stuff to finish for the deadline, but Matheus did a great job with the boss at the end.