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danwithfaintpraise

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A member registered Aug 06, 2017 · View creator page →

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Wow that was fast! Looks to be fixed on my end.

Really enjoying this so far, but FYI I think I found a small bug. It seems that when I launch the game, view the tutorial, and then start a game, it won't let me flip a 4 into a 1. Quitting and relaunching, and playing a game without viewing the tutorial solves it.

I think this game gave me carpal tunnel and that's absolutely a compliment

Nice job! I would have loved to see where this goes next, but attempting a VN for a jam and getting as far as you did is certainly admirable. Props for also diving in and learning a new tool during the jam in the process!

Nice demake! Granted, I've never played Death Stranding, but I love the creepy vibe you've got here

This was really great! I loved the graphics and the movement felt very nice. I did reach a point where it seemed like it was impossible to succeed--I must unlocked doors in an order that wasn't anticipated. But the game was enjoyable enough that I didn't mind restarting it.

Thank you for playing! Yeah this was the closest I've ever come to straight up not finishing a jam game in time so i had to make some cuts

Thank you for playing! I do regret not being able to put in audio or more levels but this one was a real photo finish to get this submitted. Glad the gamepad worked for you!

Thank you! I thought it would be fun to try to give my character a goofy little face.

Thanks so much! If I had time I certainly wanted to include some enemies you could pick up and throw at other enemies but to get the game done I had to stick to just the key.

Thank you! It was really just a matter of thinking "if I were making a Game Boy game, what would I want it to be like?" and the answer to me was obviously Donkey Kong '94

Thanks! J and K was a good choice on both of our parts, I think :)

P.S. I appreciate how you also used the J and K keys for B and A lol

This was awesome! The way all the tools each had their own specific mechanic but you could only hold 2 at a time was executed perfectly and led to some great puzzles. And your sliding block puzzles were great. The lever you had to hit with a seed in level 2 was pretty hard to see though. And for some reason the final boss sprite didn't load the first time I entered the level, but once I got back into the boss level (I figured out I could by pressing Ctrl+Enter on the title screen, was that for debugging or was that intentional?) the boss worked fine. Overall though this is one of the games I've enjoyed the most from this jam!

Thank you! There wasn't time to try to include flying masks lol

Fair enough! There are absolutely features in every game jam game I've ever made that I wanted to include but didn't have time.

I really liked this! A couple of nitpicks though:

  • I don't know exactly what the options are in GameMaker Studio 2, but in GameMaker Studio 1 you are able to export a game either as a standalone .exe or as a .zip file (containing the .exe), rather than as an installer. I think for jam games especially it's preferable to have something a player can just download and run as opposed to have to install it.
  • I don't think the issue with the jump is that it was too "floaty," per se, but rather that it's too fast, as vallian88 said. You'd ideally want your jump to slow as you reach your max height, which I'm not sure if yours did. That said, in a short game like this with small rooms, it wasn't a game-breaking issue.
  • Sometimes when I clubbed the final boss he'd make a face, and sometimes he wouldn't, so I wasn't sure if I was doing something wrong or if there was some hitbox inconsistency.

All that said though, I had a lot of fun with this and you should be very proud of it as your first completed game. I liked how you made different branching paths to explore, the shooting enemies were thoughtfully designed with their limited kill-able window of time, and having the 5, 10 and 15 melon gates was a nice way of dividing the game up into distinct sections. Great job!

Really cool! Even though I didn't try it, I love how it's really Gameboy compatible. I wasn't a big fan of the high knockback force when shooting horizontally (though I'm guessing it's that way so you can shoot down to propel yourself upwards) but it was still great fun and a really interesting and unique take on Tetris.

Nice job! I found the king quite a bit more difficult than the rest of the game--it would have been great if he had some attacks or something other than just moving directly towards you. That said, it was really fun and greatly satisfying to use the special attacks to wipe out a wave of enemies

Thank you for playing!

Thank you! Truth be told, I started putting the levels together about 2 hours before the deadline... Glad you enjoyed it!

Yep, it was absolutely inspired by DK94 and I didn't really try to hide it lol. Thanks for playing!

Ah shoot. That's good to know though. Did you plug it in while the game was running? (Not that I really know what difference that makes lol) Thanks for playing!

Short and sweet. I will echo the inconsistent jumping comments that others have made, it seemed like jump height was random which was a little frustrating, so I ended up spamming double jump any time I needed to jump. However I did love how you designed the progression through the game, there was a really nice flow of gaining new abilities (sword and shield) and then immediately having a new path that utilized them. The graphics and color palette were quite nice as well. Great job!

Really cool and ambitious concept! I think I may have tried playing it too late, as when I joined the whole map was blank. Once I had painted the map blue, I was able to join as other teams and paint a bit more. Unfortunately I did not encounter another player, but I'm really impressed with what you were able to make here!

Thanks for the kind words!

Thank you so much!

Thank you for playing!

Thank you for the feedback! Proper "teaching" is something I've always struggled with in jam games, maybe it's something I'll try to devote more time to with the next jam I do. Thanks for playing!

Point well taken--to be honest, I created the puzzles randomly, and only put them in order pretty close to the deadline, so I'm not surprised the order I ended up with could stand to improve. Thanks for playing!

I like your concept where you don't know what the "monster" is, but you know when it's near. Very effective.

Nice job! I really liked the sort of "soft" look you achieved with your graphics.

This was cool! I definitely struggled on keyboard controls, but being able to plug a gamepad in and blast away the bad guys worked really well for me. I did feel like sometimes I would enter a room and not have time to avoid getting ambushed. But I had fun and I thought you did a really great job and managed the 64x64 restriction well.

This was cool! I liked how on some of the spike pits you'd move the camera to show both sides--just a small touch that helped out a ton given the low resolution. On the same note, the functionality you added for pressing shift to move the camera was also a great idea. Awesome job!

Very cute! I liked the bunny's animation and how you incorporated a few different environments. One very minor nitpick is that the jump was very inconsistent for me when trying to get the the carrot in front of the other bunny, something to do with the slope I guess was preventing me from jumping when I pressed jump. But I got it eventually. Overall, great job!

Loved the game and the concept! The twists you threw in were interesting and really did throw me for a loop. The graphics are great as well. Awesome job!

This was great! I thought the environment was impressively readable given the resolution, it was very clear to me when there was water vs. when it was drained, and how the brown squares represented steps to enter or exit the empty pools. The little touches like the subtle lighting and the visual effects of the water really went a long way in creating an interesting atmosphere. Great puzzles, too. Awesome job!

I liked how figuring out which number keys to press was a bit challenging at first, and then just as I was getting used to it you introduced the 90 degree rotating spaces which bumped the challenge back up. The quick time limit really puts the pressure on, which makes it more satisfying once you solve it. Excellent job!

I'm sorry to you (and everyone else!) that it's so hard! I guess I got too used to it as I was making it. Thanks for playing and commenting though!