Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Dylan_Bee

223
Posts
1
Topics
12
Followers
195
Following
A member registered Jun 11, 2020 · View creator page →

Creator of

Recent community posts

(2 edits)

Well, if I have dreams tonight of footed-fish people chasing after me, I'll definitely know who to blame.

Funny twist on a fishing game! I could see this being expanded with more (cursed) fish types with different behaviors. I do wish there was more visual and audio feedback on shooting and killing the fish to make it a little more satisfying.

On Windows, seems like the HUD elements at the bottom of the window get cut off because of my taskbar. Wasn't sure if that's an issue with my computer or the game's fullscreen.

Nice job on the game!

It's like a fishing roguelite. Neat idea! I liked the variety of sprites for the different fish and I liked the cute images for the upgrades. My favorite was the one for the "Heavy Fish" showing the fish drooling over fast food. Those help add a little personality to the game.

Only improvements I can think to suggest is maybe more visual changes for upgrades. Like maybe you can see the fish silhouettes getting increasingly bigger, or a visual for how far you can fish, and it gets bigger when you upgrade it. This would help the upgrades feel more substantial.

I found myself getting really good at the timing of the fishing mini-game that it became maybe too easy. Perhaps the timing could be less forgiving on the heavier fish?

Seems like there was a bug on the 25 kg offering where I had fished 27.5 kg but it still said I failed? Unless I misread the number before the god showed up.

Overall, a nice idea and fun premise for a fishing game. Nice job!

Oh, wow! I'm surprised the amount of content you got in this game! I haven't played all the levels, but it seems each level I did play was always introducing new mechanics and enemy types. I also appreciated the ability to skip dialogue when I had to redo a level. The animations also felt very polished such as the squash-and=stretch when placing monsters. Very impressive for a jam submission!

It took me a bit to get used to the mechanics. At first, I misinterpreted the dialogue and was having the monsters killing each other before I realized that's the opposite of what I was supposed to do, lol.  In the end, it really comes down to positioning and memorization as you have to try to remember what monster sees/attacks what to properly place other monsters in a safe tile. I am very bad at the game, but once I got the hang of the mechanics, I did feel I was improving bit by bit.

I do wonder if the monster info could show up on-screen when you click on them, rather than you have to make a second click on the info button? Could help improve the flow of each level a bit if I could single-click the monster and see what their sights/enemies are immediately. Especially with the timer forcing you to think quickly before the blizzard arrives. Also, maybe the monsters' sights could show up when you hover your cursor over them? Just some small tweaks to improve the flow by saving the player on clicks, especially since they will most likely be clicking a lot to re-check the monsters' info.

One mechanic I didn't care for was the blizzard timer. The game is about trying to position and remember all the monster details, which encourages you to take your time and think through your decisions, and the blizzard timer seems in opposition to that design. I do wonder if the blizzard mechanic could be better incorporated into the puzzle design better, like maybe the timer only increments after a turn, effectively giving you a limited amount of turns. Something to consider. 

Overall, this is a very impressive entry! There's a lot of visual polish and a good amount of mechanics introduced in each level to keep things fresh. Nice job!

Haha, definitely a dog person! Yeah, I definitely need to make the enemies more of a threat. Thanks for playing my game!

Thanks for playing! I'm glad you enjoyed the dialogue!

Oops! Good catch with the music! I must have missed that! Thanks for trying it out!

Thank you for the detailed feedback! I'm happy to hear how much you enjoyed the game!

Yeah, the difficulty seems to be a common fault people seem to find with the game, which is understandable. I tend to make my jam games too hard so I may have overcorrected for this game.

Your suggestions regarding the aiming will be quite helpful if I decide to revisit this game (which I plan on doing at some point).

I'm sorry that the game crashed on you! I admit my code isn't the most clean or stable. I used a lot of timers for this game which I read can cause issues with despawning objects in Godot. I thought I caught most of the major bugs during playtesting but there must have been some weird edge case I missed. If you remember any other details about anything that happened before the crash, I'd be happy to hear it! I definitely need to clean up my spaghetti code either way.

I see what you mean about the projectiles. The dialogue does mention the difference, but I need to figure out a visual way to show that. Like maybe one of them could be bigger to show it's stronger?

Thanks again for the detailed feedback. It's so encouraging to hear you and many others see so much potential in this mechanic. 

Cool mechanic of switching gravity. I also think the rope mechanic is interesting, though I wish more was done with it, such as having to take it further distances or having it get caught on terrain, making the player have to properly path out where they pull the rope.

I appreciated the forgiving amount of checkpoints.

When switching gravity, a few times I was surprised by spike pits. especially in the last level. I would suggest adding something or designing levels in a way to help warn the player so they don't blindly throw themselves into hazards when they switch gravity.

I did encounter a bug in the first level. After I climbed the ladder, the character stayed in the climbing state and I was able to float anywhere in the level.

Overall, you have some interesting mechanics I could see getting expanded on. Nice job!

Thank you very much for your detailed feedback! I would like to revisit this game at some point and your specific suggestions will be helpful.

I find your tutorial suggestion interesting! I tend to not like tutorials so I often omit them from my own games for the most part. However, I find that many people ask for them when giving feedback, so I've been trying to find a better balance of tutorializing and teaching through play. I like the suggestion to add more juice to the boss and the UI elements so the player learns naturally rather than through reading tutorials, which is how I'd personally prefer to play a game.

I'm glad you enjoyed the game. I definitely need to add some harder enemies and levels. I appreciate you playing it!

Nice twist on Super Mario by having to control two characters at once. It definitely messed with me having to remember which character was being controlled by which input, but that's a good thing.

At first, I thought the point was to swap between the two characters. I didn't realize until I saw a comment about it that both could be controlled at the same time. I think the instruction to use Space to swap gave me the wrong impression.

The player collision was very sticky which made for some frustrating moments. You have to let go of the input to get off of surfaces which can hinder your intended movement. I am also not sure what the intended way to get the checkpoint that is on the high platform in the middle of the level. I ended up reaching it by sticking to and bouncing along the wall, which didn't seem to be intentional.

It was easy to overlook the fireballs that the birds dropped. I would suggest making the art for their projectiles bigger or more noticeable in some way.

I also felt the auto-scrolling camera bit was too slow. I think I would have preferred the follow-style camera for the whole level. A dedicated autoscroll level for later in the game, when the player isn't getting used to the controls still, could be cool.

Overall, I enjoyed what was here and managed to get to the end. It's a fun idea that could use some more polish. Nice job!

I appreciate the kind words!

It's funny you mentioned the difficulty because in my past jam submissions, some of my games were said to be too difficult, so it looks like I overcorrected with this one, lol.

Defeating the boss just has you having the smaller enemies targeted and rushing at each other while overlapping the boss. I should have include dialogue to explain how to defeat him.

Thanks for playing and for the feedback! I'm glad to hear you liked my art!

Interesting twist on Super Mario with having a second character that mirrors your inputs but with a slight delay. Though, I did feel like too many of the levels felt too similar to one another. I do appreciate the ability to skip levels so, after losing interest in the early levels, I skipped ahead to the last level and the difficulty really ramped up with the new enemy types that appear later. That really tested my ability to time my jumping and movements. I do wish there was some background music. I did find it odd that only the first level seemed to have brick blocks and a power up. I did play around 15 or so levels before I started skipping and didn't notice the power-up appear in any of those levels. Nice take on the theme!

(1 edit)

I like the look of the environments and the concept of being able to switch between characters to solve puzzles is cool. Though, I wish there were some more complex puzzles. Overall, nice job!

Thank you! I did the art and writing myself! I got the music from OpenGameArt, though. Thanks for trying it out!

(1 edit)

I like the concept of switching between night and day and how the mood changes with the transition. I also like the environments and the lack of shadows gives it a unique look.

I did encounter a bug where I got stuck and was unable to jump out, forcing me to refresh.


It was also visually unclear that I could jump on this spot. I wandered around a bit wondering what I needed to do before I accidently jumped on this.


I would also suggest indicating that the pickups change the environment. At first, I didn't realize the things I was collecting/interacting with added new objects to the environment. It took me a bit of wandering around the first area before I realized that the vine by the desk had appeared. Not sure if it was lighting the candle or collecting the plush that activated it.

Besides that, nice job on the game! I enjoyed the visuals and the concept has potential if you add more variety in puzzles and interactions between the day/night states.

(1 edit)

I really enjoyed this one. I liked the illustrations and all the visuals were clear enough that I didn't struggle with figuring out who is who. I appreciated that the characters looked distinct from one another without clashing aesthetically. The calm music and ambient sounds were relaxing and helped set the cozy mood while I was figuring out the characters' identities.   The UI felt intuitive and polished with all the little highlights and animations.

Games like this could easily get boring or too obtuse, but I found myself invested to the very end. I feel some of the clues had the right amount of "vague-ness" that made me feel smart to figure them out. The code on the computer screen was funny. If only programming a good game were that easy :)

A small suggestion. Maybe the name/job cards should leave the list on the left after you place them by the characters?

Like the comments on the game page mentioned, I, too, was unsure about the calendar and if it started with Sunday or Monday since some calendars vary. I just assumed Sunday. My final list looked like this. Is there a way to check if I'm correct? I did the Normal difficulty.

Overall, your team did really good on this one. A very polished experience that fits perfectly with the theme. Nice job! Would love to see an expanded version of this game.

Yes, I did do the art! I'm glad you liked the art and the story. I had fun writing it. Seems like most people are struggling with the controls so I'll definitely need to adjust them. I mainly used a controller/joystick when testing so that might have made me overlook how it controlled with keyboard (assuming that is what most people are using). Thanks for playing!

Thanks for trying it out! I guess I got to used to the controls when playtesting. Seems like most people are struggling with them. I'm glad to hear that you and others see potential in the game.

Thanks for the feedback! I'm glad you liked it. I had noticed the bullet going through the enemy a few times when playtesting but wasn't able to figure out the cause before the deadline, unfortunately. My guess it could have something to do with the speed of the bullet or the way I programmed the brief hit stop when enemies collide together. Thanks for trying it out!

Neat idea for a puzzle platformer. I like how you can use the collectible slime for extra jumps. It was also smart to give the slimes a double use for both jumping and defeating enemies. It would be cool to see this expanded on with more uses of the slime and interactions with other mechanics. 

I do feel like the last level got a bit boring. It was mainly jumping from platform to platform without much variety and it was too long. Other than that, I enjoyed the game and like the concept. Nice job!

(1 edit)

Interesting little RTS game. I'm not very familiar with this genre, so I don't know how helpful my feedback will be. I'll try to include questions and observations I had while playing. 

From what I gather, you place runes on the grid on the center right. The game cycles through the grid and when it highlights one of the runes, you can then use said rune. Some runes let you summon a miner while others let you use attacks against the monsters, which can be seen on the radar on the bottom right. Am I understanding that all correctly?

It is random which runes you get from mining? I wanted to get more attack runes but wasn't sure how.

I ended up buying a castle which unlocked a new row of tiles on my grid. I think that ended up being a bad idea because it took longer for me to be able to use the runes I need, especially when monsters were attacking.

I kept dying pretty early on. Is there a way to speed up the loop cycle on the rune grid?

Overall, this seems like an interesting game. I don't have much frame of reference since I haven't really played many RTS games, so I don't know how it compares to similar games. The tutorial helped a little but it took me a few plays before I felt I grasped the mechanics. My first playthrough, I hadn't even noticed the monsters appearing on the radar as red dots. I was just mining along until I suddenly died, lol.  

I think I struggled with defeating enemies as I didn't have enough attack runes and the loop cycle took too long. Not sure if I was missing the intended strategies or if the game needs to be rebalanced in some way.

Nice job on your submission! Hope my feedback is helpful! 

Neat puzzle game concept. I liked the quirky tutorial text.  I also appreciate that the game was constantly introducing new mechanics. I managed to beat all the levels.

Bob's hitbox might be too big. I would place an arrow a tile above where he is walking but he would still touch and activate even though it feels like he shouldn't be able to.

Sometimes the "Bob Got Lost" dialog box would pop up prematurely even though he was still walking a path. However, I was still able to win the level and the message changed. Not sure why the bug only happened sometimes. Seems like it might be related to resetting the level?

The game might be a little too forgiving with the amount of arrow pieces it gives you as I was able to easily avoid certain mechanics such as the beating the one level without having to touch the coffee.

Overall, a neat idea for a puzzle game and the tutorial dialog offers personality. I could see even more mechanics added if you decide to expand on it. Nice job!

The physics and controls of the drone pulling the boxes felt fine-tuned and natural. I managed to get 600 points on my playthrough. Not sure if that's a good score or not, haha.

I feel like it was easy to overlook packages. I'm not sure if that was intentional. Maybe you could have them a different color or some sort of effect applied to highlight them?

For some reason, the music and sound effects were very distorted for me when I played.

Overall, a cool concept for an arcade-style score-chasing game that I could see being expanded on with more routes, levels, and mechanics. Nice job!

Thanks for trying the game! I like your suggestions. It would give the game a block matching puzzle game style.  I might have to experiment with those if I expand on this concept. I'm glad you liked the game!

Ahh, okay. Thanks! I didn't realize that was clickable.

The enemies are quite fast and hard to deal with. I ended up dying the first few seconds after starting. I did find a way to kind of cheese the game by hovering the cursor over the player and repeatedly clicking. It seems this took out most of the enemies without too much issue. This helped me survive longer, but I still wasn't able to beat it. I wasn't really sure what my goal was and found myself getting lost and then losing all my health before figuring out where to go.

(1 edit)

The fact that this is labeled as a "therapist beater" has me morbidly intrigued, but it seems you may have forgot to upload the game files...

Who knew something like Simon Says could be taken in such an eerie direction? Very cool. I especially appreciate the inclusion of the voice acting which really helped sell the creepiness of the doctor. The pixel art and the design of the doctor is well-done. The doctor has that creepy, judging stare down pat, for sure.

Like others had mentioned, it seems the hand-switching isn't always responsive. I thought it was my laptop buttons being messed up until I saw the other comments.

I also noticed a small bug where dialogue would start but the doctor still does a gesture and the meter still drains. Fortunately, it didn't cause any gameplay issues.

Having the doctor testing you to see if you were faking it was a neat twist on the mechanic. I agree with Cosmeeto that having to do it based on sound cues would be a cool idea for another round.

Very interesting and clever take on the theme. The premise managed to intrigue me despite how short the game was. Great job!

When I first played the mirror game, I, for some reason, thought the game wanted me to paint a picture so I just drew a silly smiley face. I was half-expecting a gag where the drawing would appear on the finished mirror, lol.  I forgot to mention that in my original comment. As for making the painting game more engaging, maybe you could make it where you can accidently color outside the edges, but you get more coins if you don't do that. That would add some tension as you try to fill the edges in time but you don't want to lose coins by going over the edges. Maybe it could be justified story-wise as wasting the reflective material and having to spend gold to replace what you wasted. 

If I were to offer a suggestion for the Runes minigame, perhaps you could add sounds when the last few ticks of the timer are happening? During the last five seconds, each second makes a "tick" sound to signal that time is almost out. Maybe the number could turn red and grow bigger as the timer runs out to really emphasize it.  If you implement a cooldown in-between, maybe you could include some sort of animation, such as one rune sliding off screen as another slides on-screen, for example, and this could act as the cooldown period in a way that would feel natural. Maybe that could work?

Good luck on your project!

I managed to win the game! I wasn't exactly sure how the solar gun was supposed to work. I tried aiming it at the vampires and it didn't seem to do anything. It also seems like the beam isn't aiming where its supposed to be. It aims to the right rather than towards the center of the player's view. I then aimed it at the mirrors and defeated enemies that way. I guess reflecting the light killed them? Though I wasn't sure exactly how I got it to work. I managed to beat it regardless. Though they weren't animated, I thought the models for the vampires were well made. Did you make them yourself? 

Overall, nice job on the game!

Cool idea for a game! Having a clone "mirror" your movements is a clever way to reflect the theme. I also liked the detailed pixel art.

I would suggest making the pressure plates more noticeable.  I think the mirrors help but I didn't realize that mirrors show where the pressure plates are at first. Some background elements, like the light blue ball things, I thought looked like elements I could interact with but couldn't.

I do feel like the clone mirroring your inputs doesn't seem to actually benefit the player. It seems like I always just used them like this: Oh, a pressure plate? I'm gonna spawn the clone in my position and then pause him in place so I can get through the door. The clone could have easily been a statue that you summoned and the game would have been pretty much the same. I think the mechanic would be more interesting if you reworked or limited the pause mechanic. That could add a timing layer to the puzzle solving.

Parrying enemy attacks was cool at first, but felt repetitive after a while. I think it would be cool if the clone helped you deal with enemies, tying the two mechanics together. There was a section where you dropped down to a pressure plate and there were two enemies on both sides facing you. My first thought was, cool, I need to take out both enemies by having both the player and the clone parry the arrows at the same time. The clone mechanic gave me the impression that could be a possibility. I thought that was a neat puzzle concept until I realized that wasn't actually a solution. The clone doesn't actually interact with enemies or their attacks. In the end, the solution was the same as the other scenarios, summon the clone and pause them.

Overall, I enjoyed the game and think the mechanics have potential if you decide to expand on this idea. Nice job!

I got the same error Double System Game did when I tried the browser version. I tried the desktop version and I can't seem to progress past this screen.


I can move the little windows around but WASD keys and clicking the buttons on the window on the right doesn't seem to be doing anything. I'm on a Windows 11 laptop and my GPU is an Nvidia GeForce RTX 3050 Laptop GPU. I installed the Visual C++ Redistributable 2022 like the Install instructions said.

Finding health is a good suggestion. One of my plans was to add different power-ups and upgrades like faster bullets, element resistance, health upgrades, dashing effects, etc. Unfortunately I had run out of time to implement that kind of system. I originally planned for there to be ~30 rooms for the player to go through, but the lack of items had me reduce it to ~10 so it wouldn't be too difficult to survive. 

The way the aiming works is that the mirror shoots relative to the direction it is in away from Clover. For example, if the mirror is directly above her, it'll shoot straight up. If directly below her, it'll shoot straight down. I could probably add a reticle or a line to show how the mirror shoots to make it more clear.

I'm glad you like the grass burning! That was one of my favorite mechanics as well. I get what you mean about not being familiar with the genre. I typically play and make platformers, so this submission overall was a challenge for me to design.

Thanks for your additional feedback! I tried your team's game as well and left feedback and it seems very promising so far!

What immediately drew me in was the art style. It has a monochrome, almost children's book-like style with an eerie edge to it. It has those little "imperfections" that give it a handmade feel that I also really liked. I also enjoyed the music, especially the tune playing during the mini-games. It almost sounds like a song being played in reverse and that, alongside the occasional evil laughter, really adds to that eerie atmosphere. The presentation overall is coming along great so far with a cozy, yet eerie aesthetic. Very unique!

I saw that this project is being expanded on. One question I had is does how you perform in each mini-game affect how much gold you are given? If so, maybe some kind of indicator at the end of each mini-game to let me know how I performed would be a good addition. That way the player can figure out which places they need to improve to maximize how much gold they are given. And, of course, something to spend with the gold would be ideal as well.

I also wasn't sure what the goal of the painting game was. Am I supposed to just draw whatever I want or is there something specific I'm supposed to paint? Am I supposed to just fill in all the white space?

I think the runes and cutting mini-games were the best ones. Sometimes I had extra time left over on the runes one. Maybe there could be a "Right Click to Erase" mechanic so the player can reattempt part of the retracing if they have time? There was also a small issue where I was retracing one of the swirly symbols and the time ended before I realized and I accidently drew on the next rune where I didn't want to.

Overall, this project seems very promising and I really like the character designs and overall aesthetic. Nice job to everyone involved!

(1 edit)

I downloaded your game, but unfortunately there seems to be a visual bug that distorts everything. I'm not sure what could be causing it. I did extract the folder. I'm using Windows 11.



EDIT: I managed to figure it out. If anyone else has this issue, what I did was go to Windows Settings > System > Display > Graphics. I added the game's exe file to the list of programs and then changed the GPU Preference to High Performance.

As for the game itself, I managed to win my second playthrough! I read the description. I wasn't sure if the eyes were the ones I were supposed to avoid or look at, until I died by looking at them. Once I figured that out, I realized the Bloody Mary appears later with the sound cue and the candles appearing. Once I figured out how both the enemies worked, it became pretty easy. My strategy was if I saw the eyes, flip between the other three mirrors until I see the eyes again, and then avoid that mirror. If I heard the music, I would quickly turn to and stare mirror with the candles until Mary appeared. I was able to survive the 6 hours pretty easily after that.

I like the concept of using mirrors for a horror game. I think the issue is once I realized how the mechanics worked, it became too easy and the tension was lost.  Since the game is based on reacting to visual and sound cues, maybe you could play with that. Like visuals flickering in the mirror, or you hear the Bloody Mary sound cue, but Mary doesn't actually appear. Basically trying to psych out the player to keep them on edge and guessing.  Maybe other sound cues that are unrelated to either enemy but make you question if something is about to happen.

Since you mentioned Five Nights at Freddy's in another comment, you could also introduce some tradeoff mechanic like that game had.  In that game, doors and lights drain power. Maybe this game could have something similar with lighting/unlighting candles and limited matches? Just some ideas. 

I hope my suggestions were helpful! Nice job!


Thanks for the feedback! Yeah, I feel pretty proud of the burning grass. I found myself doing it just for fun when testing.

I see what you mean about the bullets. My intention was to have each bullet have a strength and a drawback. The ice bullets can make enemies slow and are the strongest damage-wise so I made them slow as a drawback. Though I may have made them too slow, so I should look into rebalancing some of the stats.

Thanks for trying it out!

Thanks for trying the game! Im glad to hear you like the visuals. Could you elaborate on what you mean about the scale? Is the mirror too small?

(1 edit)

Thanks for trying the game! I'm glad you enjoyed it and that you are fond of the main character. I did all the art myself, so that feels great to hear. I'm not the best artist, but I feel like I'm getting better with each game. The music I got from OpenGameArt

You mentioned you didn't get too far. Was there anything you felt was too unfair? Anything in particular that gave you the most trouble?

If you decide to try it again and have any additional thoughts, I would love to hear them! 

(1 edit)

Cool idea for a puzzle game. I really like the movement of the ghost. I wish there was more room for him to move because it feels good to fly around with him. Very smooth with a pleasing amount of acceleration and speed to his movement. Did you make the music? I enjoyed the background track.

Sometimes, I would die from something I didn't see coming and have to restart the whole level which was a bit frustrating. I think it was the 5th or 6th level (the one where you are introduced to the spinning platforms) and, near the end, the button I pressed killed me and I don't know what caused it. Apparently, I'm supposed to ignore it? Because I saw I could just go in the mirror with the ghost without having to press the switch. There was also one on the (I think) 7th level where your press a switch to make the wall come out so you can reach another switch. But the wall came out so fast and unexpectantly that I had to restart the whole level over because it killed me. It was one of the longer levels, too.

Overall, I liked the game. Telegraphing the hazards would be helpful. The puzzles weren't too difficult, but were decently designed and were mostly intuitive besides the few surprise hazards I mentioned. Nice job!

Really cool game! I like the concept of the controls being reverse in the lower region. It definitely makes for some mind-bending platforming as you have to work against your muscle memory. I mean that in a good way.

I ended up getting stuck in the level with the four columns of spikes. It did seem like the hitboxes for the spikes might have been bigger than they should have been? When I died and the game paused, the player wasn't overlapping with the spikes, so I'm not sure if it's a hitbox issue or the screen pausing slightly late.

Overall, nice job! The neon visuals alongside the ethereal music choice made for a very calming atmosphere, even when I kept dying on that one level, lol.

Thanks for trying the game out! I can see the mirror being too small being an issue


That red screen effect is not at all intentional. I have no idea what could be causing that as I have never seen that before even during testing. Are you playing the browser or desktop version? I tested the game in the Chrome browser so if you are using a different browser, that could be doing something?