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Dracaemelos

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A member registered Aug 05, 2019 · View creator page →

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This is a very peaceful experience, I do love how it hangs together and the music is just the right balance of adventure and just hanging out.  If it zoomed out further and further as you went or something, like Mini Metro, you could just continue on forever.
All I can think of to say are out-of-scope-jam things, like wishing the connections you could make were a little more flexible - or actually I think what I mean most by that is the ability to leave something connected only once where it COULD be connected more than once, or something like that.  Like, "finish picture" even if you could connect a point to more points if you wanted to.  ^_^
The name generation is funny though some of them can occasionally end up slightly questionable XD  It might be even more engaging if you were presented with 2-3 possible names for your new constellation and could pick between them (now that I've thought that, I really want it hahaha!!)
Thank you all for making this lovely game!!! ^_^

Very beautiful take on the theme and very brave of you to create such a thing for the jam XD  I did think it was very interesting but I was having a lot of trouble with the climbing, and thus did not make it to the peak.  (I fell through the icicle rocks one too many times for myself XD )
I would love to see the expanded puzzle version of this if it ever exists ^_^  Thank you so much for making this lovely thing!  Cheers.

Ahaha, this was a fun little thing once I knew what I was doing.  Apparently I couldn't figure out for a bit that "on the line" meant put the cookie on the line in the middle and cut it along THAT line - I thought it meant the seam in the cookie.  So I was very confused and like wow I must be experiencing a bug... nope.
However, I did have the problem mentioned below where sometimes my cookie pieces would bug out and I couldn't pick them up or attach them properly.  It was not consistent and did not happen in every level, but in the ghostie level this really messed with me since there were so many pieces T_T
It'd also be really nice to have what the "par" was after every level instead of only if you beat it.  I always enjoy that feature in such games.
But anyway, this was still fun and funny ^_^  Nice job!  Thanks for making it.

This was brilliant!!!!  You could continue with this and do a lot of crazy stuff ^_^  It was an extremely fun mechanic.  I'd love to see it go further.
I don't really know what to say about it.  If I wanted to be picky, a couple of the death messages veered a bit too far to the mean side of the snark-o-meter (for instance I would think this would be a great puzzler for any age but if a little kid got some of those messages it would be sad)
But I vastly enjoyed both game and concept, it is amazing!!!!  Thank you for making this ^_^

I definitely hear you on scope ^_^  I wasn't sure whether Twine afforded any options for allowing keyboard input or whatnot.  In that respect, I had it easy using Ren'Py because of its defaults XD  But anyway thanks again for the experience! ^_^

Thanks!  And yeah - I started out wanting to have more choices ideally, but I was not sure where to put them in the scope of the jam such that I could fully handle them properly and do all the writing for that.  So it ended up as-is.  XD  I'm actually not sure that I can go back and change it without fundamentally changing the experience it shaped up to be at this point, however.  I'm leaning towards leaving the writing as-is unless/until I figure out how I could add more choices without muddying the points made.  (At least one person has let me know EXACTLY where they wanted a choice but didn't have it haha, so it's something for me to consider carefully.)

Well, there isn't anything wrong with it such that I've noticed in any other games - but ah well.  ^_^;  It seemed to just happen sometimes, somewhat at random.  Who knows, maybe I held down the mouse button for longer on some clicks and it thought I meant to keep shooting?  (Not sure if it works that way.)  If I get time in a bit I'll try again and see if that was it (i.e. if I can replicate it intentionally)

Yeah, maybe some particles would help - in the case of the player ship the message is very clear with that changing color back and forth, whereas right now the enemy ship just has a very tiny flicker that is hard to see if you're not focusing on that ship at that moment and there are so many enemies :D
I did notice I could use WASD for both ships, but since the two ships are facing asymmetrical situations, it doesn't really help me to do that while they are separate, because they'll just both get hit and they're far enough apart for a bullet hell that it was too difficult for me to keep my focus on either one for long enough to deal with its side, at the rate the enemies were coming and shooting.  Typically if there are two entities I'm controlling together in a bullet hell, they start out closer together.  I did also try putting them closer together and then moving them at the same time, but there were so many enemies and bullets that that did not make it easier for me, since I could take fewer hits than the enemies were taking (though clearly many people got further than I did, so it could just be that I'm incompatible with bullet hells that have a starting difficulty at this level where many people can already enjoy it ^_^; )
As for wanting the arrow keys to control the joined ship, I think it was just that my brain wanted my right hand on steering duty and left hand on shooting duty for whatever reason.  But I swapped them, so it wasn't a big deal, just a personal preference.
Anyway thanks again, this is still quite impressive and interesting.  ^_^

I really love the idea behind this game and the music and art are very cute.
I had a lot of trouble clicking on the words in characters' speech bubbles - it was as though when the cursor was changed, it was underneath them instead of on them.  It seemed only to work sometimes.  It didn't seem to be possible for me to actually control swapping words in - that seemed to happen automatically if I stole a word that I didn't have yet that *could* be swapped.  As someone else mentioned, it didn't seem to be distinguishable whether a word could be swapped or could only be stolen.
So, I'm afraid those combined to make it difficult for me to form a full impression by playing further, but even so.  This idea is fantastic ^_^  Thank you for making this.  Cheers!

This is definitely fun and interesting when I can understand the level.  Like some others I didn't realize I could aim the attack for a while, and it did seem that sometimes I couldn't aim it directly using the arrow keys, but had to instead use them to kind of walk it around in a certain direction in order to actually move it.  I'm afraid I didn't understand the dash at all.  It might help if there were a clear indicator of when the planned attack was plain invalid (wouldn't do anything) to sort of help sort through it.
That being said this was definitely innovative!  Thank you for the experience ^_^  Cheers.

This is all great!  I love how the icons are clear indicators along with the colors, I love the combinations and their different functions, and the traversal variety you put in and how it fits together with the mechanic - I think the only part of this that was unintuitive for me was something to do with jumping - I wasn't clear on whether a high jump was for holding it down longer or for using both space and up (something I tend to naturally just do a lot for whatever reason), and there were also times that a single jump that ended up near a corner did another jump automatically without meaning to, so maybe there's something going on there.  To be clear, that did NOT detract from my experience of the game significantly.
This is amazing, great job!  Thanks for making it ^_^

This is really nice.  I think the one aesthetic suggestion I have right now (after playing several levels ^_^ ) is it might be nice to have an outline around the numbers.  The white numbers on light blue and bright green started to hurt my eyes.
As for the mechanics it's just very fun already, I don't really have any suggestions there.  Thank you for making this ^_^  Cheers!

This was just wonderful.  And I think about it joining in as many of the reeds as possible before you would break the ball is just fine with the theme.
It might be really interesting to be able to trade in a reed or something, maybe not in a completely controlled way but for when you don't feel like you have a satisfying combo at the time, maybe using the points accumulated or something like that.  I think that's one idea to solve the only thing that I did find frustrating rather than lovable.  I love this very much.  I think the only other thing I can think of is being able to ffwd getting a new ball to come down when you've broken or dropped them all and you have a new setup.  The pacing of the balls falling is otherwise great, so I don't think I'd want them sped up in general, but maybe ability to quickly get to when the next one is going to fall if you don't have any on screen.
Those are small points though, this is quite a wonderful game as is ^_^  Thank you for making it!

I couldn't get past the level with 3 others in it... I think I needed to move really fast or something so I could get past the unjumpable set of spikes while someone else was still there to take the damage for them, but I couldn't seem to accomplish that.  (And that hitbox for the spikes to the side kept making me sad as I misjudged it over and over XD )  With that said, it was a very interesting joined together implementation.  I don't think I've seen anything else like that specifically.  Great job and nice animation ^_^  Cheers!

Honestly that's a very nice feature that has been in a bunch of jam games... but then not in some others XD  I feel like for a jam game it's a really good catchall since you'll have all sorts of players with all sorts of time and ability constraints of their own, so thank you for including that feature in the first place ^_^  Cheers!

Ah there we go.  Everything else was so chill compared to that XD haha.  Thanks again, was able to complete the other levels.

Ahh, I forgot about that even though it was up there in the corner the whole time.  I should try that :D  I'm so used to being blocked from later levels until I've done the preceding once. ^_^  Thanks!

This was definitely cute and well-put-together.  I couldn't get past the execution challenge in level 2, however.  This is partly because I'm bad at platforming, for sure.  What I think gave me trouble about it particularly was the need to swap quickly between things a few times in a row and execute them with correct, non-panicked timing.  I got reset too many times and concluded I wouldn't be able to do it XD  Sorry about that.  The mechanics were certainly looking interesting.  And the characters were adorable, 'specially the little details like the tentacles grabbing around the other critter when picking him up.
Thanks for the experience!  ^_^

Nice concept, but super difficult XD  I did not get very far at all.  I could not control both ships at once since I simply... can't.  Not in a bullet hell.  I'm lucky if I can control the joined ship XD  I wish that, if joined, you could use either control scheme to move the ship.
There's nice, clear visual feedback when your ship gets hit, but I'm barely able to see the flicker when I hit an enemy, so that made it hard to know / count how to deal with the enemies.  I am not sure what was happening exactly but it seemed that my shots were really lagging behind my input as the joined ship, so that combined with not being sure when the shots were hitting made it especially difficult for me.
At any rate, still on theme and great job making it ^_^  Thanks for the experience!

Very interesting.  The tradeoff mechanic was definitely noticeable, though I wasn't quite sure about the hearts mechanic's interaction with the number of people you had, or whether there was one at all.  I do wish that enemies couldn't fire from "beyond" if they were already completely off-screen, if they weren't going to come back themselves.  If you're doing a polished version it might be good to stop the progression once you die (I was sitting on the dead screen and then got a warning about having to fight a big enemy and there was the boss, even though I was dead already).
All in all great thematic addition to the jam.  ^_^  Cheers.

Fun take on the theme ^_^  I kept having multiple webs shoot out when clicking once, so I had to keep eating low combos because I was out of web entirely.  I'm not sure whether I did something wrong.  As others observed I did see that sometimes the flies on the web would suddenly get eaten without right-clicking.
Overall good job ^_^  Thanks for the experience!

I got my head stuck in a cabinet the first time I opened a drawer, so I started over.  I was going along okay then, but I'm a super chicken so as soon as the lights started fading, I got frightened and had to quit out XD  I was like there's no way I can complete this, I will hyperventilate T_T  (I typically avoid anything that even alludes to horror in games unless I know exactly what I'm getting into)
That, however, is completely not your fault and it seems like a really fun twist to the theme.  ^_^  Sorry I couldn't finish it!  Cheers.

This is absolutely a lovely and unique game.  Due to my own fault I didn't notice from reading the page that I was supposed to be building a tower, so, whoops ^_^;  Probably did not get as much out of it as I could have.  I do wish that the objects could be picked up and moved again after placing them, though I guess since people ARE building towers that could have some really weird side effects.  The only other thing I could say is that I wished I could turn up the music and turn down the sound effects, as having the music enjoyable would have some of the sounds painful.  (Of course, I've been known to miss where those controls are, so perhaps there was something that I missed.)
No other complaints about it, certainly slow builders are not my kind of game usually but there's no doubt it's a beautiful one.  Thanks for the experience ^_^

Very intuitive and simple.  The movement was a little too snappy for me - I completed a level in its entirety and then my move moved me into the lava before I actually jumped (I'm not great at platforming; the platforming elements that required timing felt a little out of place with the movement being the way it was).  But I did enjoy and play through all the puzzles.  Thanks for a fun game!  ^_^  Cheers.

Short and sweet.  I, too, was a bit confused by your movement NOT rotating you but instead having a dedicated rotate, but the puzzles wouldn't've really been that possible to plan without that.  Definitely interesting mechanics.  Made me a little sad to lose my buddies T_T  But it's for science.
Thanks for making a fun game ^_^  Cheers.

Thank you for playing ^_^  I'm glad if it makes folks think, that's definitely a goal of it ^_^
I'll be happy to look at yours in a short bit.

Oh goodness, no problems there!  You HAVE an end screen that makes it clear the game is actually over!  (Among some jam games, it's nice by virtue of just that!) :D  Thanks again for the game ^_^

This was a fun puzzler.  I got a little frustrated during the second-to-last level because of the sort of inconsistent response where I felt like I was trying to do the "wave-in-the-rope" trick but sort of couldn't most of the time because physics, except when it finally worked :D  But the overall idea was very fun, I'd love to see where you'd go with it especially since you can take the anchors "out of the box" ^_^  (Thought that was fantastic)
Thank you for making this!  Cheers.

Ooof ^_^;  I am pretty bad at platformers so I just couldn't live up to the execution required, but this is definitely a nice puzzle setup and I like the figuring-out required.  Others have already said how the difficulty kind of messed with them as well so no need to go further into that feedback I think ^_^  (Personally I couldn't even execute the second challenge in level 1 T_T  lol )
Thanks for making it! ^_^  Even though I couldn't do much I did have fun puzzling it and trying for a bit.  Cheers!

Thank you so much for playing ^_^ I am really happy to hear that you liked it.  It'll probably be a bit delayed compared to the end of the rating period, I think I had said in a previous reply I estimated about a month, but if you do ever come back to the updated version I hope you also enjoy that. ^_^

Thanks!  I'm so glad you liked it and explored the paths ^_^  I do intend to add the missing background music and art; I definitely also opine that background sound is pretty essential for this sort of thing, I really had to resign myself to it so that I didn't end up shorting the writing work in the deadline XD

This was interesting, but since there didn't seem to be a goal (seems from below comments like maybe the screen was supposed to scroll?) I did just kind of fizzle out and stop playing.  I thought maybe the "water line" that went up the screen was an indicator of how much time I had left or something before doom, but it didn't seem that way.
At any rate this is definitely interesting even if the mechanics kind of went over my head for now!  Thank you for the experience.  Cheers ^_^

"Only" 604 moves for level 2... :D  Thank goodness for bridges.  I really like this.  It's forgiving enough to reward experimentation and just kind of bumbling discovery, or you can carefully calculate all your moves if you want to play dice chess.  The music is nice and soothing too, good for thinking or doing.
I think this is amazing and really appreciate it.  Thank you so much for making it!  Cheers ^_^

Aw, a lovely experience.  Reminded me of playing with stamps endlessly in Flying Colors a long time ago.  This is very inspiring actually because it's so minimalistic, you just experiment and naturally "arrange".  And it gets interesting being 2d instead of 3d.  Yeah, I really like this ^_^  Thanks for making it.  Cheers!

This is soooo cute.  ^_^  I think I might have bugged my starfish out one time though... it landed on a rock while the crab was in a hole, but they were both fine and I was able to move again to just put them together.  I couldn't get the starfish on any other rocks through the game as far as I got.  That was the level in which the starfish was introduced I believe.
But yeah this could provide a great deal of long term entertainment ^_^  It's fun to watch and listen to and lovely to get them all reunited :D  Thank you so much for making it!

Haha, this was definitely fun to play.  Though I must admit the physics bloopers contributed some hilarity.  I had an instance where two bees were spinning around one another so symmetrically I wasn't sure they'd ever stop XD  Then there was a bee that got stuck below the paddle just as it died and its sprite was bouncing so fast that it basically just appeared all over the screen briefly before slowing down gradually.  It does seem whenever you get one bee stuck to honey the entire chain of bees suddenly yanks out to max length and it's sort of hilarious.
But anyway nothing serious happened with it just fun, so thank you for making this, I enjoyed it ^_^

Fun mechanic!  For some reason the tutorial shift and q did NOT make any impression on me until I actually got an object and finally figured them out.  I was trying to press the keys in the spots where they were and nothing was happening, so XD  But it was very intuitive once I got going.
Other than that small thing just it was fun, thanks for making it! ^_^

Definitely interesting for the nearby towers to modify existing towers.  Like one of the other commenters I did pretty much give up when the very last enemy from level 3 was the only one to make it to the exit XD  But then I went directly to level 10 to sightsee.
I think I would have liked to see a benefit to the towers that needed the other towers nearby - perhaps instead of needing them just to fire at about the same rate / with about the same projectile, they'd be enhanced or something in some way - just to incentivize that.  But definitely kudos to you for making a tower defense for the jam ^_^  Thanks for the experience!

This was quite amazing for a jam game!  So many characters.  I must say that the collision boxes / duplication of the character when crossing over between the two edges of the screen really got me sploded a lot of times.  Sometimes I could see the same character on both edges of the screen, and it was just rather confusing XD  Just something to be aware of.
The difficulty curve in my first run of the first level was actually VERY high because I was introduced to only a couple of periodic attackers, rather than any of the OP shooters :D  But once I started over it really balanced out most of the time and kept things interesting with depending on which ships you had.  Really if the screen-edge duplication hadn't been happening I think I would have just kept on playing. Great job!! ^_^

Ah nice!  This was fun and different.  I do have to agree with you and other commenters that the difficulty curve spiked a bit :D  I also admit defeat ^_^  But the concept, puzzles and music were fun ^_^  Thanks for making this ^_^