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EffieArtoria

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A member registered Dec 24, 2019 · View creator page →

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I think the ATB is just kind of miserable in 2k3, it can give enemies lots of turns while you're fumbling around trying to figure out what to do.

This was pretty cute and funny. I appreciated the inclusion of a dev save to skip the cave, because the fights actually seemed insanely cruel XD I did beat all of them in the end, but first time around I was reading through my abilities while eric just kicked my cocyx to bits. I had a big laugh out loud when I said "no" to the cow.

This was a very cool original spin on the jam. I loved the concept very much although, won't lie, I did end up banging my head against a wall several times before I reached the end. The coloured text was also a really cool touch that I felt a little envious of after the fact.

This was great! I was really pleasantly surprised by how big this was, and how much fighting there was. The time travel hook was such a good way to extend the maps - I liked the cave map recycling by blocking off certain corridors.

There were a couple of times when I started to wonder if it was too long. I tried to sneak through the tower without tracking down the Cyclops and just got myself a second run of the dungeon T_T I liked especially the final-final dungeon which reminded me a lot of the World of Darkness and the Interdimensional Rift. Extremely cool use of the maps there.

I think the throughline of the humour was really vital to the whole thing too. Little bits like seeing 'Burly Boy' as Minos's job kept me chuckling the whole way through.

I never found the significance of the wistful girl's comment "I should never have gotten out of the way of that snail", did I miss that or is it an outside reference?

I enjoyed this one a good deal! I was surprised by the amount of combat, I think a lot of people have shied away from it in the jam, but I thought this was pretty good. I found some challenge to it, but not enough that I got lost or frustrated. I did wind up saving a *lot* in the first cave after a wipeout, and it was a little funny to me that the final boss was overall much easier than the dreaded fight with four crawlers.

As for the story, I enjoyed this too. I saw one twist coming, but then there were a few more twists and turns that I didn't! Towards the very end I wondered if it'd have a ghost story ending where all the NPCs turned out to be skeletons and ghosts, I'd have found that quite fun, but as it was the ending was very sweet.

As someone living in the UK, this feels accurate.


I think the house with the 'ill' villager was my favourite bit.

I'm really bewildered by the mechanics of this game. "Hi, are you Dave?" "Let me just shuffle my deck of yes/no cards and deal them out so I can answer that."
I like the framework of a card battle, but I just don't understand its implementation here. It just felt bizarre to have to look for 5 yes cards to just... Say... Yes. And the cards also jammed up and got stuck in slots.

Sorry to be negative, there was a lot to love here too, I just felt I needed to get that off my chest first. The overall vibe and aesthetic was good, and I enjoyed hunting down the defects in the plant to report back to the past. The pig stuff really put me in mind of Invader Zim.

I quite liked this, and I enjoy seeing more god game/sim type games in the jam. I did find that it took a long time for 5 days to pass, and for the most part it seemed really really simple. Zap lightning to scare people from the hill, feed when they're hungry, make bushes when you have spare power. I did that for however long it took to get through the days and was astonished and frustrated to realise one of the people had died at the last minute, and I didn't even spot how. A bit more variety or player agency in the play would be nice, it just felt awfully reactive waiting for the same stuff to happen.

The visuals in this are really impressive. I thought the concept was really strong, and I enjoyed playing with the 2 wishes available, but couldn't progress after completing another level. I tried playing the re-upload with more wishes, and I found a lot of the extra wishes to be too frustrating. The slow motion one really took the cake. There also seemed to be some issue where sometimes the player character would look and shoot in the opposite direction of my cursor, which seemed wrong. What I loved best was getting super strength to 'push your enemies back' and finding that I rocketed around backwards, that felt like there was a great arc of "oh knockback would be good" -> "oh no! I can't control this it's impossible!" -> "actually this is GREAT, I can use this to get around". If all the wishes had that kind of counter-intuitive benefit to them I think this game would be absolutely great.

I loved all the little minigames, it was fun every time to open a new dodgy system and figure out what was required. I did find it quite frustrating to try and figure out what all the systems were, some of them are so anonymous, like life support, I just had to run around the whole ship until it was highlighted (and with the O2 generator even that strategy didn't work!) I would have loved clearer visual hints, like the number of the part being displayed in the room, or there being more of a visual indicator that something was wrong. But it is a jam after all, and I was really thoroughly impressed by all the different little minigames working!

This is really good! I was having fun with the platforming challenges and was quite keen to go through them. My only real complaint is that I couldn't get my controller to work and had to use my keyboard, and after a couple of levels the kind of precision platforming really strained my fingers. But this is a solid little platformer. I really appreciated the length and detail of the tutorial section easing you into the mechanics. There are a lot of jam entries that struggle with that sort of thing and just throw the book at you to figure it out. It did take me a while to get my head around the fact you can't *stop* rolling, but after rolling through that spider into spikes about four times it did sink in.

To be honest, I didn't solve it!! I felt a little embarrassed, but after many attempts I gave up. I spent a while trying to bounce off the circular enemy in order to get back across the pit holding the box, but to no avail.

I do hope you get a look at our submission.

This is so funny. Just perfect.

I think this is the most bamboozled I've been in the whole jam. My friend said he managed to complete it first time, but I was just laughing myself in bemusement after reading the instructions twice and not knowing what it meant for "the first key to give me ghostly vision". 
Looked good though, and I can see effort on display, and there is a lot of text here to explain, somehow it still was very hard for me to understand.

This is so ambitious- maybe TOO ambitious? I had such difficulty getting it to load and run in my browser that I began to wonder if it was broken. When it finally started I saw why it had taken so long, with all the 3D assets rendering. It's clear to see a lot of effort from a lot of people went into this one! I quite liked the idea, but I spent most of my time wrestling with the controls and watching the car hurtle off the road at small provocations. I would really have loved a button or a function to automatically right the car, as more than once I ended up upside down and struggled to get the car back in motion.
Zooming around delivering the pizzas and hearing the voice lines is good, and I enjoyed the gigantic hamburger slap bang in the middle of town.

This is so ambitious- maybe TOO ambitious? I had such difficulty getting it to load and run in my browser that I began to wonder if it was broken. When it finally started I saw why it had taken so long, with all the 3D assets rendering. It's clear to see a lot of effort from a lot of people went into this one! I quite liked the idea, but I spent most of my time wrestling with the controls and watching the car hurtle off the road at small provocations. I would really have loved a button or a function to automatically right the car, as more than once I ended up upside down and struggled to get the car back in motion.
Zooming around delivering the pizzas and hearing the voice lines is good, and I enjoyed the gigantic hamburger slap bang in the middle of town.

This had a good bite to it. I made it up to the stone castle bit but with no end in sight I gave up after taking a tumble. Felt like it hit a good balance of being able to make progress while having pit falls. The little death would flip out sometimes and it looked quite funny when he did, reminded me of old MS Paint Adventures.

This is very cute! It was fun to see someone tackling this with RPG Maker. I like the concept of trying to cause mischief and nothing going wrong, but I do wish there was more of a visual or ludic element to it. I think it's a fine approach to use text for this, but a bit more variety would be good. I think the 'oil' on the fire was my favourite.

I really loved the Gameboy aesthetic, even on the little title card on itch. The whole deep green style was great, and the lil' robots were extremely cute. Did you make the music? The ticking and the general style felt so reminiscent of Chrono Trigger that I almost looked it up to see if it was a track I forgot about.

I had a real rough time with the second or third level, just could not figure it out. I didn't spot the button I was supposed to be pressing for quite a while, and once I did I just could not for the life of me figure out how to put the box on it. I think sometimes it really is best to go slow and baby players through stuff by feeding them one mechanic at a time. In this case I was bamboozled by running into picking up blocks, dodging two kinds of enemies, pushing buttons and navigating a pit all at once.

I love this lil' potato! He's so cute. I quite liked the idea, but I felt frustrated by how quickly the shield turned off, and it wasn't super clear to me just how many carrots the King could tolerate before dying. It was fun in quiet periods to just shove him down the road faster too.

Really great looking game, when the forklift shot through the boxes on the title screen I was blown away! Then I saw the scoreboard and thought "those are pretty low, I could definitely get on there..."
... in the end I got zero points. It gave me a good laugh, but I just couldn't get anything going, even when I finally got a toilet to the container, I think the order had expired and I got nothing T_T

It was super cool having the two cameras and being able to switch between them, I think that was my favourite feature.

I'm really astonished you put this together in the jam, it feels like a whole game. Really impressive. I did find the difficulty very high, and I kept fumbling around. Sooo many times I hit R to 'reload' or pick up a gun and just restarted the level instead T_T. Personally I'd like if the enemies were a little less bullet spongey, since you're juggling so many different things at once in this. But that's a nitpick really, this is a great action game.

The presentation for this is fantastic. I loved the heavy music and the whole sort of concept of trimming timelines so that NOTHING CAN GO WRONG was great. I did find that once I was actually playing the game though, I wasn't exactly sure what I could do. The anomalies came out so fast I couldn't really dodge, and I could only move right and left. In the end I just sat down in the middle of the screen and waited. Definitely think this is full marks for theme and visuals though!

We had a very similar theme for our submission! A fun concept, although I did find that when I expanded the window the action was all scrunched up in one side.

I really loved the style, all the little hand drawn visuals were gorgeous and gave the whole thing a cohesive aesthetic. Really one of the most vivid styles I've seen in a jam!
I starved to death after making a lovely camp fire at a lake :(

Oh No! I enjoyed hearing it every time! Good stuff, but I did feel like it was a bit stingy in what it considered picking up the diamonds. I had to have quite a few goes at the one with the shooting spear trap, and I felt like I was right on top of it every time.

This was really cute, I loved the little sprite for the angel subtly changing across the course of the game. It put me in mind of 'I want to be the guy' and other difficult games like that. A bit frustrating for me, but I got there in the end. The idea of jumping higher the earlier you double jump was really interesting but really hard to get my head around. I'm a bit curious what it would be like if I had more time to get used to it.

Had a decent time flying around. Even going full throttle and holding down the laser button, watching my temperature soar over 200, I didn't seem to face any negative repercussions, so I guess nothing really can go wrong!
Was there no audio, or was that a bug on my end?

I found this a really fun and new concept. I don't think I've played a game much like this before, and I really like all the ideas involved, building a city somewhere super inhospitable and having to personally push away threats.
I do wish it had a bit more polish. With no sound, no warning of meteors, and quite a high difficulty, I got a couple of cities to the 30 second mark and then gave up. I think with a bit more escalation and feedback this could be a pretty fun game to play for a few minutes at a time.

Good effort! It would have been nice if the diamond disappeared when you pick it up. I found it quite funny how the guards rotate around and patrol upside down.

This was a wee blast! I always find it absolutely mind blowing to see people make things with Pico 8. There are a few things that I found limiting or frustrating, but I'm not sure if they can easily be avoided in Pico 8 with the limitations. Number 1 - would have liked for the controls to be shown in-game, rather than having to read them in the description, and Number 2 - would have loved to have been able to use A and D instead of the cursor keys.
Despite that, had a great wee time, figuring out the controls and trying to dodge as best I could. In the end I almost exclusively used both engines at once to go up, or no engines to slide back down.

Great stuff.

I enjoyed the chill mood of the music! I made it to the middle of the forest and I think that was the end? The screen just sort of hung on black.

More than once, the meepie clipped through the board when tilted at a certain angle and fell through. This happened to me repeatedly on the level with the purple meepie, where I would make it off the yellow platform, then tilt hard to arrest the meepie's momentum, and instead it would just phase straight through the platform and die. Very frustrating, especially after a really tricky section.
Otherwise, cute and fun!

Not sure if it was intentional or not but I had a really good laugh when I hit R to respawn and reappeared underneath the track and fell into a pit XD
Nice music.

Love the music. Got far enough to hear the second track, but then tragically caught by a goblin. I enjoy the fact that there's a lot of map set up for this, there are a lot of jam entries where it took so long to make the game engine/system that there's just not a lot of content to play, which is not the case here, there's plenty of level to explore.

I think you said the godot web export is a bit iffy, and you weren't kidding, this came out real clunky in my browser! It calmed down after a minute of play.

I love the ambition of doing a full 3D game for the jam. I'm impressed just by having all the physics and camera and controls working in such a short space of time. I wasn't quite sure how the theme entered into things, or what was different from crazy taxi. You've got the dynamite, but I wasn't sure how best to use it.  Really technically impressive!

This was good fun! I liked the inclusion of a leaderboard, and I enjoyed drifting my little ship around shooting. I did want to get through the talking bits a bit faster, but I'm never sure about skipping the dialogue. Good game!

I really wanted it to go wrong. I was a bit disappointed when I left the reactor switched on and watched the temperature climb, that I couldn't cause a meltdown. I guess that's the theme for you!

This was nice! I liked the 2D lighting effect, it looked good and felt like quite a clever implementation. I was able to clear through in one sitting.