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dsmiller95

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A member registered May 24, 2021 · View creator page →

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This brings back memories of late nights playing games on the SICK 🥲

This is SO fun. I loved it and cackled at the interview in the medium article. I challenge anyone who reads this to beat my score 293K on SLIME NET >:) and I am in awe of Acute Scrumbosis, whoever that might be

Thanks for playing snurlsss! I haven't seen "Teamfight Manager" before, but now I see the similarity 👀 . I would have loved to fit in a bit more proactive action for EX spending gold to get one of the teams drunk before the match

Thanks Scrumbo! "Bet on dudes that look the coolest" is honestly a big part of how I hoped people would make these choices :D

I have elaborated, check it out in devlogs on or the discord!

This is sweet. Getting a combo off feels slick. I thought the keyboard controls might be awkward at first glance, but I got the hang of them pretty quick. 

I love the concept, had a lot of fun on the first levels! The squish SFX is ChefKiss. I found the timing on the jump to be a bit unintuitive - it seems like there is a trampolining mechanic that lets you jump a bit higher, but after some practice I couldn't seem to get the timing on it consitent.

P.S. I like your itch page's color palette... feels familiar...

The camera work in the opening cutscene really brings the characters to life! Once I figured out I could enchant the chandeliers that first platformer puzzle was quite fun.  Something tells me I can solve these puzzles with the brain key...

I will, I'll put up a devlog here on itch and on the indie city discord as well. Thanks!

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This is incredible, I had a blast playing it. The puzzles are challenging but not so arcane that I can't develop an intuition for them. I sometimes stumbled into solutions, other times it took epiphanies to get me there. The art and sound are next level for a game jam.

I love merge games. I understood the goal almost immediately, and had fun stacking my slimes up. like Scrumbo, I wish there were more slimes, bigger slimes, itty bitty slimes, etc etc etc. nice work!

The parallel to upgrading decisions is something I hadn't thought about, good point. In SAP each upgrade asks you to evaluate a relatively small delta in both board composition and strength - Gamblin Gladiators asks you to evaluate a small delta in board strength but a large delta in composition. Is 2x Swords and a Cleric going to win VS 2x Mages and a Thief? They could potentially end up in a tie depending on the details. Thanks for playing!!

the VIBES are so strong. Brings back nostalgia of my Nintendo DS Lite

I was able to extend my Spiritual lifetime by a full 30-ish seconds all by myself! The loop of pilot -> tongue -> refinement is pretty neat. I've gotta try out the full 3-player experience.

Beautiful, I love the art. The slime animations are particularly juicy! I found some of the platforming to be finicky, although it got much easier when I realized that I was far too afraid of the slimes. Once I became OK with taking on a few slimes here and there, the game got much easier. It was very satisfying to get past the pipe platforming section. The boss fight went pretty quick once I got there on my 5th playthrough :)

We discovered the problem behind this, unfortunately our game has a memory leak! The game can render approximately 200k frames before reaching this point. It will be fixed as soon as we can publish updates to the game, but in the meantime, if you have a worse computer you can run the game on it will take longer to crash :D

hahaha, this was so fun. It took me a but to realize that I didn't have to make sure that any car could get to any exit - once I realized that, the later levels became much more fun. I laughed when the first car was pushed off the road. nice work!!

Interesting idea, a production game where waves of enemies are literal waves. Not very interesting in its current form, but has some potential. I think it would be more interesting if there were ways to interact with the waves in unique ways. Like being able to deflect waves, or blocking multiple lanes of waves, or placing different units farther out vs closer in to the shore

this is a really cool idea. I loved navigating around the perlin storms. at one point I was able to trade out one plane for another on the landing pad. For the most part I just piloted one plane at a time, since I had to make some tight corners with them.


I think it would be more fun if there was a more crisp line between storm and not-storm, so that it would sometimes be safe to leave a plane out in the open. Or larger spaces between storms, so that it would be (sometimes) feasible to send a plan off in a long line

cool art, fun little game! there were a few points where I walked over a shadow I saw in the water, then dug when the swash went out, and didn't dig anything up.

This was so fun. lovely art, after I lost the first time I realized how the game was supposed to work: bank up enough resources and food to be able to survive. put the most valuable buildings higher up. I made it through 17 levels! I was initially unsure how I felt about the ruins left behind, but they made building choices that much more interesting. really cool, well done

moving around was fun and responsive, it was a good time! I only made it to a score of 24. congrats on finishing the jam!

what a beautiful game!! I love Alba. Just the right length, I felt pain when I had to go back a long distance to the last cheeckpoint, which put the pressure on even harder. I think it would be nice if the timer paused while dialog was up, although maybe this was a design choice? Either make it there in time and skip a bunch of dialog, or listen to your friend :')

The graphics on this are cute, I had fun! I wasn't able to figure out how to get past the one area with 4 small yellow platforms closely spaced to each other. Up until that point, it is quite charming and at times challenging

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I'm not a big player of platformers, for me this is it very difficult. I wasn't able to get past the climbing wall with the coffee. I enjoyed the art and concept, am sad that I didn't get to see the rest of the game?

Edit: came back after seeing a comment of yours which indicated that I could dash upwards. it would be helpful to call this out in the game description! I was able to make it through the whole game. I messed up a few times because the wind made me face to the left when I wasn't actively holding down the right arrow key

the gameplay was quite confusing. at one point both mines and farms were mentioned? I wasn't sure how, or if, I was meant to build or capture those somehow. I tried capturing the blue tiles with yellow houses(?) on them, but ended up destroying the houses :(

I think the game concept is interesting! I'd like to see what a 2-player version felt like. Or a version which doesn't allow me to completely remove any path back to my castle!

this is a cool concept, love it! I found it interesting that most of the negative prompts ended in a question mark. that was a useful heuristic

fun game :) . I felt the timing of the storms were perfect, I got into a groove of filling up my pollen coffers just in time for the storm to come and head back to the hive. the wolves made things hard!

The size of the map and amount of content is impressive for a jam, however the polish is quite lacking. it was kind of fun when I realized I could cast the fire spell at infinite fire rate, but it also rendered all combat moot from that point. I think this could've been more fun if more time was spent focusing on polishing a much smaller area, such as the starter dungeon. Rather than creating such a large map with different characters, assets, and abilities.

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It took me a bit to realize that the best strategy was to let the barricades get destroyed and focus on getting a good gun. The leaderboard at the end tempts me to try to do better, though. Edit: came back to it, realized that uzi is OP once it gets upgraded to be a 1-shot-KO. I figure I could have gone on forever, had enough health to tank everything

The game doesn't seem to play. Was this game created by generative AI?

at that hint, I went back and explored the map deeply to find the extinguisher, must've taken me 5 minutes! I can't figure out if I'm supposed to be able to do anything with it, though

I laughed, this was hilarious. Each minigame was unique enough to keep me interested and having fun, well done!

Thanks for the feedback! Good catch on the volume levels, would've been nice to get that fixed, but hopefully not too obtrusive. Glad you enjoyed it :)

This is a fun delivery mission game. The beginning was pretty confusing, I ended up exploring the whole level first to figure out where I was supposed to go. From there I had a good time figuring out that I could skip a lot of the level by jumping over a fence! Once I has mapped out the level, it was fun to navigate around.  I didn't see a score listed at the end, but I was able to get all 4 cubes through.

I would have liked to have a "put down" option, several times I walked up under an umbrella and tried to drop the cube, only to have it fly out from under me and take some rain damage. Also, when I stood under an umbrella holding a cube, it still got wet. perhaps this was intentional?

To survive the wolf, you need to throw your friends into its mouth. It will eat them, and once you throw enough, he will go away

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this is the segment I used: