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Dan Miller

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

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Thanks for your detailed feedback! :)
There is an ending for the game, it requires making a "leap of faith" . If you return to where you first spawned, there is a very long bridge you can only find by using Jump. If you Dash off the end of that bridge, you will make it to the final level.

I had a lot of fun with this. I played until I started seeing dwarfs. Also, I saw dwarfs in the game

This is the best combat I've seen yet, I love the tactics-style approach.

I am excited about the idea and art style! The movement input is smooth. I was at around the 3rd area when I realized that the "it crumbles when you awake" message indicated I had been healed. I'm not sure I was doing combat correctly, it seemed like if I clicked on an enemy repeatedly they would die without dealing damage to me.

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The rift monsters are cool! I enjoyed the snappy movement, but wished that the random encounters were equally snappy. I wonder if the the combat would benefit from the ability to animation cancel, or progress without waiting for the enemy's animation to complete every turn?


I also loved how all of the controls were on WASD. All the control choices felt quite natural.

please, we need 1 more rating, thank you!

https://itch.io/jam/brackeys-11/rate/2535540

The environment effects are very interesting to me, I'd love to understand in more detail what's going on, or why they are changing!

It took me a hot minute to figure out how to advance through the menus, a simple "Click here to play" or "Press enter to continue" would go a long way! It could be interesting to keep a log of all the hints I've received so far, but on the other hand, remembering these hints is part of the challenge. Congrats on finishing the jam!

The vibes an environment are great for a horror game! I think this could be improved by making the mechanics clearer, and adding a tutorial. You already noticed that the clipboard is hard to see, it took me a while to see the matches too. I wonder if we need to pick up the matches at all, what does picking up a matchbox add to the gameplay?


Cool take on the theme, and great work on the environment!

Thanks!! I'm glad you enjoyed digging into the strategy of the game!

I had fun with this! I like that I could use the doors as shields if I pushed them around with my shots just right!

it had to be done! simple idea that was well executed.

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A fun take on the theme, congrats on completing the jam!

this was fun to play! I love games like vampire survivors, so I enjoyed this a lot. when picking upgrades, it seemed like the doors didn't serve any strategic purpose. would it matter which doors I open, if they're all random to me anyways?

Very satisfying to play! I found it got repetitive after about 5-10 levels.With more variety in weapons, enemies, and map types I would play more!

I couldn't quite figure it out, my first attempt was to try flipping these boxes. O being orange, "-" is not-glowing

--
--
O-
-O
O-


I was thinking the yellow things in the light indicated people I had to let through doors somewhere else, maybe?

Cool take on the theme, love it!

Spoilers below:
I hit a black screen when closing the door into the mudroom after the front door disappeared, seemed like a crash?

I'm not sure how I'm allowed to comment! I cannot contribute to ratings.


Ok, well I guess I did the cavern right then! I was playing on the web build, if that makes a difference. I tried walking back through the gate to the west but it didn't let me through 😭

I really enjoyed playing through this, lots of cool ideas. I felt like each character was well balanced, it seemed like most powerful abilities came with corresponding handicaps. I walked back and forth across the map probably 30-40 times through the whole game!

I think I completed it, I got the favor of all the stars. But there wasn't any end-of-game sequence that I could find


I noticed a few bugs (maybe?) (spoilers follow)

- when in reverse-gravity witch mode, if you switch to another character, the gravity remains reversed

- in the star cavern to the west, my characters started dying after they made the very first jump. unclear why. I completed that route with the angel alone.

- When I got into the buried star cavern before reaching the first above-ground star, my character got stuck and couldn't move

incredible, I had a lot of fun

Beautiful, engaging, clever. chef kiss.

I did not expect it to turn into a bullet hell! fun!

genius, very simple but requires quick thinking which is typically untrue for minesweeper! It took just a few seconds to understand the controls, but after that it was super clear.

🤔🤔🤔🤔🤔🤔

I loooove the theme, the art. the play was very fun. Although it seemed like the "double damage on next turn" didn't work at least once. and when I tried to stack multiple "play another card" cards, it seemed like the effects would not stack after the first card played in the turn. I could have a lot of fun with this

I loooove the theme, the art. the play was very fun. Although it seemed like the "double damage on next turn" didn't work at least once. and when I tried to stack multiple "play another card" cards, it seemed like the effects would not stack after the first card played in the turn. I could have a lot of fun with this

I like the idea and would love to play a more polished version! My largest frustrations are around the ui interaction, it was tough to tell what exactly each ability was going to do. I used a few abilities accidentally a few times, not realizing I had activated them, when trying to collect a pixie.

I like the idea and would love to play a more polished version! My largest frustrations are around the ui interaction, it was tough to tell what exactly each ability was going to do. I used a few abilities accidentally a few times, not realizing I had activated them, when trying to collect a pixie.

clean mechanics, so much fun to play! I actually laughed out loud when I saw the bow and boomerang animations both

What a player! I'm happy to see a game like this, it's a fun concept :) . I realized I could get pretty far by picking the right button every time haha

What a player! I'm happy to see a game like this, it's a fun concept :) . I realized I could get pretty far by picking the right button every time haha

This was wonderful, well done! 

I might see if I can make a test to find that behavior, sounds a little tricky!

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The pieces will only shift if they are "settled", meaning they have fallen through the board as far as they can. We didn't want the game to work like tetris where you can have theoretically complete control over where the pieces land, so this is what we ended up with.

There are some interesting effects in the game as a consequence of this! Try moving a stack of pieces all the way to the edge of the board, squishing the stack against a falling token

Thanks for playing!

During brainstorming while we were paper prototyping, I thought it might be impossible! I was finally able to solve it at some point after we submitted. its pretty tough to check if shifting 6+ tokens would cause a win

The lo-fi style is so pleasing to play around with, and the restricted camera keeps things interesting! I was spending a good amount of time trying to figure out how the mind of the snake works 🧠

Only point of frustration was movement stopping as soon as I collided with an edge. I lost a few times due to getting stuck on an edge, my first thought was that I would have like to slide along the edge instead

I was initially skeptical, but got hooked on the smooth scaling and balance! fun!

I had a lot of fun with this one. Deciding which type of advantages I want subtractively rather than additively made each choice feel much more impactful! I really felt it when I took my damage stat down

I tried playing again to see if I the game would continue if I let the player beat me up a bit more :D

I love this concept, unfortunately I got pretty bad lag spikes whenever I typed S M A S H :( . the gore is incredible