Skip to main content

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

FancyHat

264
Posts
75
Followers
10
Following
A member registered Jan 05, 2016 · View creator page →

Creator of

Recent community posts

(1 edit)

Pretty cool inventory system, took a bit long to get to it and to understand it tho, maybe with a tutorial this would be great. My bullets sometimes would dissapear after firing them.

Really good game for a jam, easy to understand, great scope, pleasant gameplay. most importantly not too complicated and quite polished.

Really good game for a jam, easy to understand, great scope, pleasant gameplay. most importantly not too complicated and quite polished.

pretty cool game, seems simple, but has some good depth. First stages I was just randomly moving wires and it worked, later it got more difficult and I did have to go back and read the rules a bit more. with some in game tutorial would be really great puzzle.

cool concept, my game is actually in a similar direction. As as I understand there isn't really any goal right now and only starting nodes, but it's a good start, I see potential there

pretty interesting and chill game. I think changing goals might be a bit of a turnoff for some people, would be cool to experiment with some common logic or a way to make the rules super short or visual.

Loved it, the game seems a bit chaotic and complex at times, but it felt pretty fun to explore and build up the strength of my tower. My game has some similarities to yours, so I was able to grasp it well, but I definitely see this being a bit overwhelming pace for someone not familiar with the game. Needless to say, the depth in the game is super good and it's not necessary complex, but maybe there could be some thinking phase or something. My only issue is that some nodes drop on to each other perfectly and since the nodes keep coming faster than you can manage them, they tend to hide behind each other. Game feel and sounds are great also, tho I found it a bit hard to focus on nodes and the tower part at the same time, which is common in such style of gameplay.

(1 edit)

Actually very unique game besides being a bit a kin to tetris - I have never seen anything like this. I watched the video first and understood the mechanic more or less from that, so can't comment how hard would it be to understand from just playing. It was very challenging and quite addicting. I feel like I got scammed by rng as I was mostly getting + and at some point my board was 64/80 full and I ever only got those single line with circle blocks twice, maybe needs some pseudo random. Graphics look very fitting for this kind of game, a bit of a "tetris effect" direction. Mechanics fit perfectly into the theme.

It looks pretty simple at first, but once start connecting you think "oh, that's a cool concept" and then as levels go on you think "oh, author found quite a lot of cool ways to use this mechanics." Idk if at the end you should do something with robot girl, I was just dragging her from wall to wall and tried to jump on that heart, but it was pretty cool ending as well. graphics are a bit minimalist, but that didn't bother me.

(1 edit)

Love this. maybe that's because that's just what I needed after not having too much sleep making my jam game last few days, but at first I was so satisfied by game feel sounds and pops that I forgot I have to beat the opponent and was just dropping circles randomly. Honestly I don't have any criticism about this game. AI is fairly smart, gave me some good challenge. Game play itself is pretty interesting, tho I understand it's just copies classic game, but it was good choice for the theme and later levels built some rpg/roguelike elements on top with bead abilities and enemies with skills. Overall solid game, quite enjoyed it. Shameless plug, but reminded me of a game that I made few years ago, where it also takes classic connect and clear mechanics and adds some  roguelike elements on top.

Looks like a technical marvel for a jam, a whole lot of stuff was made. Tho maybe there's a downside to that as it took me a while to understand it and it took me even more time to get to a single spell casting. Using phone as a controller was a bit clunky, I felt like mouse worked better, but it's pretty cool that this was implemented, didn't expect it from a jam. Overall I feel with a bit more straight forward and more gradual features it's almost like a full game soon to be released. (almost suspiciously too full, tho maybe you guys work fast :p ). Spent a bunch of time on it because it the aesthetics and feature depth, ususally don't do that for jam gamesm, so there's that.

Cool game, reminded me a bit about lost vikings at first and I tried to do a bunch of parkour with stacks, but I realized they were more for lifes and checkpoints. tutorial terry was interesting idea, tho they threw a lot of info at me at the start, I wasn't able to memorize all of it.

Cute little game, not too many mechanics, but it's a great scope level and seems you have made all the assets which is awesome.

Fun game, felt a bit like incremental. I didn't fully understand if there is any decision making behind connections as I had a bunch of upgrades and connected all towers to each one. At first also didn't understand that towers need connecting and buttons looked a bit too excited considering I did not have enough money to press them :D , Other than that this pretty satisfying, I love this style of game. Upgrades seemed quite meaningful and it was interesting to strategize which ones to pick. Nice dubstep in the background.

I was quite skeptical at first, seeing a bit wacky controls and some glitches in the background (I think you might need to play with anti aliasing), but once I grabbed some orbs I realized it's actually a pretty cool game and neat idea fitting the jam really well. Graphics are simple, tho somehow they look clean and pleasant the eye. I would still say that controls seem whacky even with ball mechanic, but if that is fixed, this could have really nice potential. I would probably experiment with making this mouse only controls or something like that, there's a gem somewhere in there. 

Thanks! post jam I have ideas how to improve the inventory to make it less messy. Unfortunately I can't play your game as I am on linux, maybe you can upload a Linux build if your engine allows it so that I can give it a go sometime. or maybe later i will try to set up some vm.

Dang, the art is really nice, wouldn't tell it's a jam game if I didn't know, the aesthetic reminds me of older point and click adventure flash games. I wish there was a fullscreen button, right now had to fight a bit with the scroll to fit the screen and go F11 mode.

I think you found a lot of great mechanics for a maze game, like light and zoom. Atmosphere is great for that sort of game too and together they kept me playing.  I'd say that zoom restoration and spike mechanics didn't feel like they necessary fit for me personally, but that's just how I felt. Spikes sometimes dropped me out of the flow I was having with the nice sounds and general mood, felt a bit like they belong in a different type of game. Zoom seemed like it was waiting game, so idk, maybe could be limited use times. Otherwise zoom is a great thing that sort of makes it a also about memorization (and of course luck of using zoom in proper places where you can see the exit).

Vizuali skaists intro un labi piemerota mūzika, nedaudz nesapratu kas notika sākuma ar zemeslodi, varbūt tur bija animācija domāta, bet paslinkoju un spelēju web parlūkā un man bija prezentācija tur. Man isti neiet depresivie stāsti, tapēc grūti spriest cik tas stāsts ir labs, bet mūzika bija diezgan piemerota. Diezegan kvalitatīvs bullet hell tadā ziņā ka tiešam ir lodes no kuram japadomā kā izvairīties pat ja hitbox ir paliels, vienīgi tas piesitiens ar 2 krasām ir kas tāds pie ka varētu piedomāt klāt, jo krāsas jaucas kopā. Es sapratu ka tur ir uztaisīts, ka jādomā līdzi kurā režimā izdevigāk lidot šajā bridī skatoties uz ienaidniekeiem. Ta ir interesanta idea, vienkarši tehniski varētu uztaisīt lai lodes vai nu paliek daļēji caurspidīgas atkarībā no režīma vai arī nedaudz citādi vizuāli izskatās. Vai varbūt vienkarši man neiet ar krāsu atšķiršanu druzmā tik labi, grūti spriest.

thanks!
yeah, added some more enemies. balance is a work in progress, but tweaked it a bit as well. added card rarites to balance out rng

Thanks for the feedback! Yeah, buffs can go to the hand for flexibility. I've added some new buffs and unit abilites, so this becomes more relevant as some units add cards to the hand that you can buff with temporary buffs.

good point on strategic placement elements, I have added positional abilities to make add depth to it. Order and sometimes position matters more now.

Added few more levels so that it is harder, might add ascensions later.

Thanks!
Added rarities to the cards and balanced it a bit so that it is more consistent

Interesting and kind of funny vibe making fun of hard life under dictatorship. (or maybe it was meant to be about depressing life under strict dictator, can never tell without music :p ). I like that there are different buildings and crew members which gives the game depth to and strategy to consider. I think I haven't seen too much synergy between crew members or building/crew pairs, mostly some synergy between dice rolls (Maybe there is some, but I haven't found that much) . Love that there was a tutorial that gets the job done quite well. Sometimes I did not understand the button that you press to finish the building, it seemed to work once and not the next times. Overall there is depth in the game and also it was easy to grasp, pace was a bit slow, would be great with some more depth. 

looks like there's some error, if I hover my mouse close to humans, my screen gets black. js console gives this:

Unhandled Exception - TypeError: can't access property "_TK1", _wL1 is undefined in file https://html-classic.itch.zone/html/17376439/html5game/Kitchen%20Inc.js?cachebus... at line 1613 Kitchen Inc.js:591:495

###game_end###-1 Kitchen Inc.js:591:495

I am on Kubuntu, Firefox

Hey, just discovered we have somewhat similar games and even released them here around the same time. Love your way of execution, and how you solved targeting for example. Would love to chat and share how solved various problems if you want.

Really nice art and story, it works so well for the theme and gives the game personality. Gameplay started a bit slow and I felt like I can't do anything to save my stand, but that is usually the case for games with meta upgrade system. Progression was satisfying and kept me going for a while. Loved it overall, especially aesthetics and lore. Only thing I'd add is probably some simple ability at the start, to juice up beginning of the game until players get to upgrades.

Thanks, I'm glad you liked the bench :D

Love it! Main mechanic was quite enjoyable, graphics look nice, although lighting seemed a bit weird at first. Powerups added depth to the game and were satisfying in general, the only thing is that I wasn't sure when I was getting each powerup. (I assume they dropped from enemies and I collected them without noticing). The boss was awesome addition, pretty rare quality for a jam game. Only thing I'd suggest is to experiment with abilities being activatable so that you can plan ahead, but I did enjoy having explosive powerup save me in a clutch situation, added some drama to the game.

Congrats on making your first jam game! Pretty cool, I liked the music and sound effects. There were few bugs here and there, but overall it was quite smooth. If you want to improve upon future jam experiences, my advice would be to reduce default play time a bit, since in the jam people usually try to play as many games as possible. Build size is something that's important, but for Unreal it's understandable that it will be a bit bigger. Good luck in the jams to come!

Drag and drop should work. Are you dragging the recipes or elements themselves? Example is to drag 2 planks on the rock or 2 rocks on the plank. Also, any objects of same type and level can be dragged on one another 

Nice use of assets. Start was a bit confusing, but the gameplay was chill. Still would love some tooltips on buttons. Also, I'm pretty sure some of the screen was cut due to my monitor not being big enough. Love the strategy games in the jam, this was nicely executed.

Difficulty is a bit high as sometimes you have to defend 2 spots at once not to lose. That's understandable for a jam though. Speaking of which: graphics look real neat, especially for a jam game. Love the inclusion of abilities, tho I was hardly able to get enough items for them. Maybe one on a house could do the trick. Overall pretty cool experience.

Pretty cool. a bit brutal story, but it was interesting and fit the theme. I'd add 2 seconds delay before showing the end screen to show explosion. Love the graphics. Controls were simple and smooth.

Good old tetris. Liked the vfx and sfx, made it more epic. My only criticism is that difficulty is not going up, so it's easy to go on forever, especially with the F key.

Neat little experience. Love the 3d environment. Disparity between intro was a bit weird, but it surely stood out.

Like others mentioned, it was pretty cool, but hotseat might be an issue. I could find someone to play with, but only got one controller unfortunately. Never the less testing it out was fun and juicy, so I bet some AI would make this a banger. Could be able to play if ti could allow keyboard + controller 2 player setup.

Like this a lot. Graphics seem simple at first, but they're well animated and get the point across nicely. Gameplay works pretty well with the theme and there is even some variety in enemies. Overall nice job, really don't have any flaws I'd mention.

Neat little game, love the scope and execution. Sometimes it feels like it's impossible to jump between platform that I have and the one that is spawning next when it is above me. Setting is quite nice.

Love the atmosphere and graphics overall. Controls were simple and intuitive, the only thing that felt whacky is the direction of the bat. Slowmo was a really nice touch.

Game was a bit easy at fist, but got quite challenging when there were 3 cubes. Love the game juice sound and vfx, they kept me in the game for a while. Getting the Tetris effect when rolling the cursor when writing this text as well, so I'd say the game got me hooked.

Simple, yet interesting. I love the jump that the "enemies" make, it adds extra flavor to the game. Inclusion of backstory was a great touch.