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DrDre3k

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A member registered Apr 02, 2020 · View creator page →

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It’s mighty impressive you managed! I struggle all the time to get my unoptimized 2D Godot games to run in the browser, especially when loading a new scene or level with a lot of objects in them. That’s why I find it so notable, cause it’s a tough and often thankless job.

I’m sorry you ran into that. Do you mean this level?

image.png

If so, you actually don’t need any of the blocks that are next to the wall! They’re mostly set dressing and meant to push you to think about the boxes that you can move. The key is to get one of the blocks in the top right out of that area with the two bunnies you have up there

Please let me know if it was a different level, or if you can replicate a bug, as I can look into that as well if it turns out to be broken in a different way.

Thank you!! 🐇🪨

Haha, appreciate the praise! 🏵️🐝

Aye, nice to hear! There are plenty of flash games that were gems, but somehow haven’t been repeated today. Congrats on re-finding one, and thanks for playing!

Ridiculous premise, I love it. The item usage was nice, even if it was tough to figure out at first. Getting the job done felt great, even if it meant having to make a sneaky exit that I wasn’t ready for. Overall good job, and seems like you were doing a lot of work to get it to run in a browser at all!

Oh Java was an era for sure! Thanks!

I couldn’t play very much of this at all because of the first person perspective which makes me motion sick. But the short bit I did seemed nice! I thought one of the characters I saw seemed like Perry the Platypus, and the overall aesthetics and ambiance were nice and crunchy. It reminded me of old PSX styled visuals, which are nice to see outside of the horror genre.

Many thanks! Good to hear the difficulty curve came across well enough. I hadn’t considered making desktop versions, but maybe I will now!

Nice glancing blows and all that, and cool that you used p5! I found the visuals really pleasing. Perhaps its the abstract simple aesthetic. I actually think this form factor would look real nice on a Playdate. Might be worth a look if you’re interested in neat platforms.

Thank you! That’s understandable, but bright side is you were basically at the end of the game!

Always nice to see animals, and I don’t see too many horses in these jams. Had to look up barrel racing, but was neat to learn about. Good job getting this working, paths can be annoying to work with.

Thank you, Nokia games really were something else.

AIDEY NOOO!!

Ahem. Anyways. I thought the game was pretty cool, and the “stuck in the game” plot line was a nice touch. I really liked the 2.5d navigation and cord/outlet visuals, real nice!

Hiya! You’ve got good memory!! Thank you so much, nice to see we’re both still kicking and making things!

I’m sure there was more depth to pull from, but started running out of steam with other ideas admittedly. I tried to focus on the pixel art and overall aesthetic, so I’m glad to hear you found it satisfying!

Haha, I try to add a little cute extra to several of my games. A fun little touch is right c:

This was really good. I wasn’t sure about the red-herrings at first, since I try to avoid them in my puzzles. I think it worked great here, since it wasn’t like a single red-herring, but rather a bigger decision making problem. And the overall charm and polish was super good. The palette changing, the animation on reaching the picnic, the fact that your bridges show up during the animation, that you could swap characters, even just that the level buttons showed the level layout (oh and butterflies 🦋). Some of these I’ve considered doing before but haven’t worked up to actually do them, and here they are, all working splendidly. I would’ve missed an undo, but that’s about it for what I can say. Great job, and good to see you again after a few years~

Thank you, I’m glad you found it cute! 🐝

Aww, this was really cute. I considered the angle of multiple people too, but I couldn’t stop thinking too big and busy. This felt so nice though, so I’m glad you worked at it and pulled it off! I could see it being a few levels or a couple of apartments. Nice job!

Many thanks! Glad to hear the sound effects really helped. I imagine a neat background tune might’ve added to it. 🎶🎷🐝

Appreciate it! In hindsight, level size and presentation was definitely a design decision I could’ve made better. Would you have any other advice on what would’ve made for good polish?

Simple puzzle with some good “give” to the mechanics. Being able to go across walls and do diagonal hits was real nice. I especially like the visuals, really brought the whole thing together. I do feel like it was just starting to go somewhere and then suddenly was done, so I imagine there were more ideas. Good job overall!

Thanks, glad you enjoyed the beekeeping adventure!

Ooh I had a similar concept in mind but didn’t think I could pull it off without some level of writing. Good job for getting it to work. I think it takes a bit of getting used to, and I wonder if you had any sort of weighting to the randomization in the early game to smoothen the onboarding experience. Overall I think it’s a good execution of the concept, good job!

A bee-utiful comment, appreciate it!

Ooh this was so good! I’ve recently wondered exactly how it must’ve felt to be a switchboard operator, given it feels like such a foreign concept in today’s age. Especially being there for such a tight cast of characters, it made it feel super good to unlock the star interactions! I definitely missed out on a few that I could tell down the line, and that is definitely something you’d get to know in a small town. Great writing, and amazing job getting so many done and recorded for a short jam.

Thank you, thank you. Maybe one day I’ll rise to the challenge of Jimmy.

Is this the first Jimmy-like game? Way better than the first Strand-like game.

That aside, I’m actually so glad to see this was a real series and not just a joke calling it 5. The levels mechanics themselves weren’t all thaaat fun, but boy was the story great. And the overworld changing after the cops arrived. Cinema. I’ll have to take notes about how to make a puzzle game of reasonable length. Great job!

Nature’s works in wonderful ways. That’s a good call out, as I thought it would be fine, but given it doesn’t easily turn around, it ends up limiting one view or the other. Good for me to consider in the future. Appreciate it!

Thanks for playing and trying out all the mechanics c:

Forager but underground! As a fan of Creeper World, I appreciate the connection mechanic here. My one note is that it was hard to tell how to use the nodes at first, I ended up clicking a bunch at spawn because I assumed it wasn’t selecting!

The aesthetics and cute style are great. I like the connection of rooms to the theme, really reminds me of Legend of Zelda dungeon layouts. I wasn’t sure what I was doing, but it seemed like I made it to the end. Good job.

The eel really reminded me of Orthworm from Pokemon! The jibber jabber between all the characters was a nice touch. The mechanics were a bit overwhelming when put together. I wonder if making the sides of the screen scrollable like in Mario Bros would’ve helped, since that would’ve made playing around some of the characters quirks easier, and the levels seemed telegraphed for it already.

Interesting mix up on top down shooters to control multiple characters at once. Seems tough to manage, but might get easier as one gets used to it.

I’ve made a new release that has some of those suggestions! The game now gets faster over time. To avoid holes there’s now two ways: move into the direction of a one tile gap and you’ll autojump over it, and grab a “brown/orange block” to recover a missing tile. There’s also a classic frog tongue attack to grab fireflies in front of you. Hopefully these changes make it more fun to move around than the prior dodging based gameplay.

Thanks for the feedback. I’ve released the latest version that has a ramp up curve so there’s some progression to how many fireflies are on screen at any moment. This should make it harder to survive as the game goes on. There’s also an ability to jump over gaps as you suggested: walk into a one tile gap and you’ll automatically jump over. Instead of shooting I added a tongue attack that you can use to grab fireflies from far away just like a frog might do. I am also interested in your suggestions for more blocks, currently I added one to recover single tiles and one that clears the screen that function similarly to the existing fireflies but are slower so should be easier to grab. Since I’m still working with abstract/blocky visuals they’re different colors for now.

I released an updated build where everything was scaled down, and it certainly makes it feel bigger! I also added an “autojump” when you reach the edge of a platform if there’s only a one tile gap in between. I think it makes movement more strategic. There’s also an actual attack now, so it’s no longer just about dodging. I decided to keep the timer counting up for now to take that into account. Thanks for all the feedback 🗳️

Okay this looked really cool and is a really creative concept. It was good when I could play, but at times I couldn’t click on anything anymore unfortunately.

Simple but effective visuals, and real good Pizza Tower vibes once you really get going, good job!

Oh totally on the music front, and good to hear the difficulty curve felt right!

The vibes were pretty good here. I think the click area for the mites could be bigger, but other than that it was a pretty interesting ride going from nothing to something just by interacting with the UI. Writing was pretty good too! Good job.