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drewdoesdev

12
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1
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A member registered Jun 12, 2020 · View creator page →

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Thanks!  To tell you the truth I took major inspiration from the sprite work on Donkey Kong 94.

Thanks for playing!  I think I could had tweaked the valence a bit, but I did want it to be very challenging at clover 0 to incentivize a gradual decrease instead of pulling everything from the start.  

Thanks!  For the style I can take too much credit, I took a lot of inspiration from Donkey Kong 94 (one of my first ever video games).  😅

Good feedback!  Thanks for playing.  Definitely agree about the font, wouldn’t use it again.  

Thanks for playing!   Glad you enjoyed it :)

Thanks for playing!   I noticed that as well playtesting it.  If i’de had more time I might had randomly made a pie target the player’s current position 

Thanks for playing and for the kind words! Yeah, I definitely feel like there could be a better way to communicate the clover mechanic to the player. I would have loved to add a short animation illustrating the effects and include more sprite animations around the "pull" action, but I was pressed for time and pixel art is my weakest area at the moment.

The idea of having pickups instead of pulls is something worth exploring. If I went that route, I might iterate on the level design and movement a bit more.

Thanks for the feedback!   Leaf pulling animation was on the list of things but sadly I ran out of time (plus pixel art isn't my forte). 

Come to think of it, I haven't played enough blobber games where I get to wield a gun. In any case, I really enjoyed the game! There was a really nice balance where every moment felt tense, but I regularly found ammo pickups and such. Really nice art and music as well. I would love to see this concept expanded upon.

Wow! I really love this game. It's got a polish in the music and art direction that is crazy for a one-week jam, and the core gameplay of creating your slot machine to help survive is really a fantastic interpretation of the theme. I agree with FN that I thought it was a little too easy to outrun the enemies and just let your coin slots earn the money you need. That said, man, I really would love to see this concept as a full game!

I really thought this game had a lot of charm, and I found it satisfying to make progress by finding the next thread spool. The core idea of a "metroidvania" where your character is connected by thread and getting more spools allows you to go further is really clever.

I think if you kept going with this, it would be great to see more uses for the yarn than just being a tether for the player. I can't help but imagine a platformer where you can throw your yarn ball and swing on it, or let the player toss the yarn ball which temporarily expends yarn.

I enjoyed this game!  Thought it too me a bit to grasp the gameplay loop, I thought that it played really well into the main theme of the jam.  The sprite work on the monsters and theme were on point, I especially enjoyed the vampire sprite which really gave me "Lavender Town" vibes.

I think if you were to keep working on this, adding some kind of visual aid to help the player understand the internal "dice" rolls could be helpful and make the actual "rolling" more satisfying.