Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

DrDre3k

396
Posts
23
Followers
150
Following
A member registered Apr 02, 2020 · View creator page →

Creator of

Recent community posts

Thank you, and glad you liked the colors! Palettes can be really hard to set up and use sometimes.

This was really cute! I didn’t get it at first so I appreciated the instructions on the game page. Honestly my favorite part was just walking around with the whole crew. They seemed like good friends!

Thank you! Glad you found cactus prep funny, I wasn’t sure how it would land with others. 🌵📦

Oh my, always troublesome when that happens! Thanks for playing through it regardless!

I wouldn’t worry about it, just a me thing. I can’t play any games like that in general. Sorry, and good luck!

Thank you!

That was sooo adorable and looked amazing! I loved how you spun all the themes in a unique narrative, while keeping it approachable! It wasn’t as obvious what to click on in some of the situations to progress, but other than that it was great.

I really liked the aesthetics on this one. It’s a nice spin on tactics games where the focus is more on the tiles than the battles that take place on them. I feel like there’s room to grow here. Good job y’all!

This was fantastic and engrossing. At first I didn’t know who I was talking to, but over time I got to know the bugs. Got to know how they know each other. Got to know their dreams, their fears. Getting to see those fears play out, and the hopes shift. This was a good time. Separately from all that, I also loved the aesthetics! It was a real vibe and the ants themselves were cute! I would’ve loved to see them animate, but that’s just because I was left wanting some more. Great job y’all.

Oh man that started to hurt, but I was committed! I like how doing it in a rhythm is more important than just speed. The little text and animation changes really added to the experience. Good job!

Ooh the visuals were so cute, I’m a fan! The minigames were nice too. I kind of expected them to be more Wario Ware like, but the cooking one was very in-depth being multi step! I kept failing it because I thought it was more limited in scope like Wario Ware or Poffins in Pokemon! Once I realized it was multiple steps it was way more reasonable, just wasn’t clear up front to me. I especially like the theme you put around it all with the angelic office job.

Went left. Not sure what I expected, but cool we can do that. The game mechanics could be refined, as I like the attack in the air. It feels like that could be expanded on. Outside of checkpoints after a few screens, the big thing I would say is adding a transparent background to at least the player since that was very easy to see. Otherwise congratulations on making everything in such a short time!

Thank you, I thought it would be a cute idea so glad you thought so too!

Thank you for trying! I appreciate the kind words.

Unfortunately I can’t play as I get very motion sick in first person, but I did really like the intro. The God of Steel and Silicon looking just like a self checkout is great! Then the world opens up and it’s a store. Not what I thought the world would look like if restarted, but I’m all for this approach and the narrative and environmental opportunities therein.

Thank you, glad it reminded you of that!

Oh this was fun for a few runs. Although I could never remember the right keys to press, so I appreciate the reminders each time they’re relevant. I especially like how you mixed two of the themes nicely. The player also reminded me of a Digimon so that’s cool too.

Glad you enjoyed those last levels, thanks!

I like the idea going on here, even if the preamble is a little long. Would be really nice with some art. Good job getting this much done in time for the jam! Would be neat to see if you ever get the butter boots, er, golden shoes yourself!

Thank you! q(≧▽≦q)

Oh that was too hard for me! The spike hurtbox really didn’t make sense to me to hurt you on the way up. It seemed too punishing. I loved how you used the different styles of boots though! I laughed when the red boots let me jump high and then the tiny socks. Good stuff.

Thank you, glad you liked the concept!

Cowboys and ghosts? Oh my! I thought the different styles of ghosts were really cute! Although I expected to see some upgrades, the game felt nicely paced even without that. Nice job!

Thank you for the comment!

I liked how the rooms were very different each run. Sometimes I felt really unlucky with the first room, but other times I felt like they were very fair. I had the most trouble with the wall jumps. And while it might be a small thing, I thought the main menu was really nicely done. Good job!

Thank you, and glad it seemed good even if it was simple!

I really like the cute skeleton. The battle was really tough, but I started learning to get to phase two quick. The movement really felt lacking in that second phase though. I think that although I was learning the attack patterns in the second phase after playing a few rounds, it still would’ve felt better to have some telegraphing to the attacks as others have said. Good job and good luck with the other bosses!

I appreciate the comment, would you say that the levels before the “classic cactus” level were especially hard? Thanks also for pointing out the possibilities, it may help for me to make the levels more bounded especially early on.

No idea where I was, but it really felt like the character knew it all. Especially the sorrow. It was very much captured a certain mood. I especially appreciated how each segment made use of different windows on the same screen. Good job!

I really thought this was going to be like the Quick Draw subgame in Kirby Super Start Ultra, but it felt more like a Wario Ware Micro Game. Easy to pick up and fun to play through. I feel like this would be nice on mobile too. Visuals were top notch too, so great job!

That was a really nice aesthetic. I’ve considered spikey platforming before, and this was some nice implementation. I did find the input for jumping from spikes confusing because of the axis and being able to control the player before the level fully resets made me fall off too soon too often. But overall it was a nice trip through the desert. Nice job!

Yeah it would’ve! I’ll have to add some sound in an update. Thanks for playing through it, and commenting on the progression!

Ooh I love how you mixed the visuals of cacti and ghosts (with a little bit of flying crows). I think it was a good puzzle game with a good progression. I did have trouble where sometimes I would place cacti when I clicked on other buttons like the start button, but it was easy enough to remove them. Good job!

I’m glad you thought it was a nice implementation, even though it for sure would’ve helped to have audio. Thanks!

I don’t usually play clicker games, but that was neat. It was nice to pick different upgrades and see how they play together. I didn’t understand the battles at first. I expected a modal or something when clicking the instructions so I was surprised to find the tooltip but it was helpful.

Thank you, and congrats on beating them all!

That was cute! I would’ve never thought to use accidentally overwatering a cactus as a core mechanic. I also liked how the goal of 300 felt reachable even it seemed far away. As for feedback I see someone else already mentioned the fullscreen scaling. I accidentally forgot that in one of my games before!

Yeah I could totally see the seeds of the story so that sounds like it’ll be nice once it’s all there!

Ooh I see. That historical context makes a lot of sense. We’ve had that happen before where updates for a followup jam impacted intentions from the first jam.

I think the UI and art were good. Not quite clear but I tend to feel that way about most any RPG (except for the old Paper Mario games which really limit the options).

Overall it sounds like there’s a strong base to work off of, so good job and good luck!

One of the inspirations was Pokemon Ranger so glad you thought of it! I like those ideas too. The extra juice on catching a fish gives some feedback on what you’re doing. I also never thought about the fish coming in from the sides, but that totally makes sense. Sorta like in a river fish follow the flow. Thanks for the ideas!

Ah I went for Z for undo and R for reset. These are the PuzzleScript keybinds (and have no redo). Actual native undo/redo keymaps make a lot of sense though! I just didn’t reach for them, so I appreciated the tooltip that called it out.