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Dusty is Forever

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A member registered Jun 14, 2020 · View creator page →

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this is really fantastic work considering it's free and fanmade by a solo dev (unless this is a team?)

Considering this was our first jam game, that's a big compliment. Thank you so much for playing!

Probably the best "reverse Vampire Survivors" execution in the whole jam. Excellent work!

It was interesting to gradually change strategy-- at first I played it like one of those tilting marble maze toys, but as the obstacles got increasingly difficult I pivoted to treating the ball like a lunar lander, using the flips like turning a thruster on and off and steering with slight rotations. It definitely gets really hard in the later levels. Nice job.

This brings back memories of fooling around with a Sharpie and cheap stripped books on the school bus. Expressive, well-presented, and REALLY funny. The art and music are perfect, too!

Super unique and very polished!

This game gets a lot of mileage out of a very simple set of rules. Impressive! There are a lot of
"auto-platformers" in this jam, but yours stands out with a fun and responsive block-drawing mechanic.
However, I think that some of the levels are too big-- in challenges where I'd expect to be racing to save my little guy, I end up having to wait for him to catch up. Also, it's easy to build a tube that avoids all of the obstacles entirely. Another reviewer suggested a block limit and I think that'd quickly make things more strategic.
Great job!

Thanks for playing! That's the intended solution for level 2, actually. I don't think there's another way?

The explosions, the sound, the constant movement, and the just-slow-enough responsiveness of the controls make for a very silly, very very fun game. Great job!

I like your version of the "reverse tower defence" idea because you can actually see the AI's cursor and menu. It makes the AI seem more like the "real" player and like you're on the other side of the screen, if that makes sense.

Thank you for taking the time to check it out!
I agree that we could have iterated a lot on this and I think that I'd like to spend a few days making a more finished version, if the rest of my team is willing. We have a lot of mechanics already in-game and tested that we never explore in the 3 levels. For instance, "haunt" is separated from "possess" because time actually moves at 30% speed in the "haunt" mode, which would have made multitasking puzzles more forgiving-- except that we ran out of time to make any of those puzzles and test them.

The art is gorgeous! I especially appreciate the way that the eyes follow you around. It's one of those things that's hard to notice, but would be missed if it weren't there.

Wow.

I'm surprised at how balanced this feels. How much time did you spend just on tuning and polish?
My only complaint is that it takes a long time to figure out what each enemy type does, which I suppose a certain kind of player might actually enjoy.

That's actually the level start. We didn't have time to make a puzzle that uses it, but hypothetically if an obstacle killed the player character they would respawn wherever you moved the "start box."

nice.

No problem! You can download it now.