Skip to main content

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

festmester

92
Posts
4
Followers
18
Following
A member registered Jan 19, 2018 · View creator page →

Creator of

Recent community posts

I like the multiple layers of gambling for every choice you make. Had good fun with this one!

Good old Godot and Blackjack 😂 really interesting to mix with russian roulette, never thought that drawing the wrong card would cost me my life 😱

It seems we can press the draw pile before the game starts and that results in null cards

Definitely the jamblest game I've played this month! I had fun with it despite being quite simple. Numbers go up, slot machine, flying frog I can pet to death, whats not to like :D

I agree with the OP

Unique and creative game, great art, slightly confusing game when it comes to the actual racing mechanics but it is what it is 😂 good job!

Fun little brawler experience, love the physics of flipping cars and stuff haha. I agree with most of what Node said in his comment, good job overall!

A roulette gamble for my teeth? I was playing the entire game with this concerned smile on my face the whole time 😂 very moody with the background ambience, reminds me of the creepiest dungeons, and the tooth crunch, ew! Good job 😆

Haha, thanks alot! I'm trying to learn to do more with less, or I get overwhelmed by the entire process. I'm happy you enjoyed it, thanks for playing!

Thanks, I'm happy to hear you enjoyed it! And that it was fun despite the lack of communication on my part haha

Kind words, thanks for playing! :D

Thank you, I have a tendency to make esoteric games that confuse people, I have to improve on my communication but thats not the fun part of making games 😂

Very kind words! Thanks for playing!

Yeah it could absolutely use more features haha.

Thanks for playing!

Thank you! Making this game harder was actually way more difficult than I first thought, and it being a gambling game I find it hard to strike the balance of the brutal gambling chance vs keeping it fun as a game. When I finally got it all plugged together at first, I realized that it wasn't actually hard at all and a conservative approach would always win, which meant that I had failed in making gambling a central theme for the game. So compromises were made to have a playable game that you could actually lose by the end of the jam 😂

Thanks for playing!

Nice job, clearly a lot of work went into this project! It's a little confusing because so much is going on and I think theres a lot of 'hidden' rules besides just attack and HP stats and so on. The way defense plays into it, and also types? When one of mine hits an enemy and it gains health, feels like I missed something essential 😂

The lick caught me off-guard as well😂

Unexpected "the lick" ring tone!😂

Ahh what can I say, just a fun game about good old consumerism, profit at any cost. Even just tasing innocent people while you drive by at a million miles per hour. It feels good, but does that make me evil?

Great audio and gameplay overall! 

Very nice driving around town, totally unexpected to see it done so well, nice scenery, nice (dirty and hopeless) interior in the players home haha. Everything was made like there is an entire world to explore. Overall well done, though as others wrote it needs a bit more sound FX but sometimes there's just no time 😂 The implementation of the theme is hazy, is it the player's 3am hunger or is it the fate of the player to be consumed?

Good job, I think its a funny concept, but a little confusing, took me reading the page description a few times to understand that I could change the color by 1-4 buttons and there was an actual order menu on 5 😂 Growing your own slimes to sell is a fun idea. With some polish and some work on the core mechanics it could be even more fun and confusing all at once. How about recipes to create rare slimes (red+blue = purple slime!).  

Yeah getting the pinky/magenta bar filled advances the level 😂 Thanks for playing, and it sounds like you did great! As I wrote on the page, it's definitely not balanced and I wasn't even sure if the game is finishable in its current state, haha. Not that it has an ending, it goes to level 10 and nothing further happens even if you reach higher levels than 10, which you can lol.

I imagined it as a kind of combo system where you try build up the blue bar (dubbed mass) to advance the pink bar (dubbed stability).  At first the puzzle is easy; its easy to build mass and stability. Then it becomes more complex because later some consumes has to be used correctly to advance. The last levels are more chaotic with crazy conversion rates, mass(blue) is starved and the player has to find a loop where he can chain certain combinations to raise mass far enough to afford to eat the big converter (like -5 blue + 5 pink) or something like that. What definitely isn't communicated but was necessary for balance was the feature that trying to convert mass you dont have, the mass you have too little of is taken from stability instead, to prevent a free conversion/free points. so if you have 2 of each, then get -3 mass +3 object, stability will put you at 0 mass, 4 stability. If you try it again with 0 and 4, then you still have 0 and 4 (because you lose 3 and gain 3). What started as a simple system quickly became complex with specific rules and emergent puzzles from the mechanics I had lined up. It was a real mess 😂

I did too 😂 thanks for playing and the kind words!

(1 edit)

Nice commentary on the state of things 😂 the pee mechanic was a fun surprise, when I ended up peeing everywhere on my short break before fetching more parcels to move them A->B. Creative interpretation of the theme 😆

Didn't make it as far as I'd like but definitely felt the life draining reality of working hard, then spending all my money on coca colas and investing it into doing more work faster and better. I somehow imagine a multiplayer game where players have to work together to get a warehouse like this running, like Overcooked but with parcels haha. Great job my dudes!

Pacman with guns, cant believe it haha! I think the enemy had a bit too much life and ended up a little repetitive as a result, but I love the idea and the powerups,  very fitting sounds etc.  I'm imagining an array of guns, automatic and explosive and so on, multiple levels with smaller bosses, building up to the big bad. A wave based shooter and you would have to pick up the automatic weapon to deal with hordes of small ones, then pick a bigger weapon for the boss. CHOMP CHOMP!

(1 edit)

Hey, thanks for playing, and for the kind words! Due to rapidly changing direction of the game, it was hard to actually figure out what was going to be the thing players had to overcome. It ended up being that the player was not being able to progress if the player didn't solve the puzzle of sequence of what to eat to progress, but I agree its a mess ultimately. Could use some depth and some hazards of some kind, but it was fun to make for what it was haha

Not much content, but congratulations on making something and uploading it, hope to see you make something bigger soon! \o/

Good job, bouncy sounds and very colorful. Looks like a good formula for some addictive gameplay, the only thing I really missed was a tighter coupling between the shown trajectory and how the character actually moves. It would give more satisfaction for the trick shots I had in mind, but was disappointed when I hit the corner and bounced somewhere else. More levels and it could be a whole thing!

Cute art and story, fits the theme well, wrapped in a Spore-esque "eat or be eaten" style of game. Good job!

Thanks a lot, thanks for playing!

Thanks a lot for the kind feedback! After a certain point I wanted to try going for a text- and number-less aesthetic, but didn't get the polish in to actually communicate anything as well as I intended it to. I first tried a dynamic level scaling where you could actually de-level if you kept doing things wrong, but settled on a level-by-level format instead. Was a lot of fun and learned a lot, at least 😂

I suppose it means exactly what it says.

1) Use the mechanics of old wildcard(s) in your game   (implement their mechanics)
Or
2) Show old wildcard(s) in your game (show off the card(s) visually)

It would make for a good red herring to keep them, but let them lead to other clues. Good job on the game! I definitely had to play long enough to make it to the end, though had to use your guide because I kept getting it wrong :P

What a funny take on firing someone. Good job! :D

"Iron man" mode ;)

I also definitely had to play to a perfect 1-1-3 score however many resets I had to do in the end, haha. Addictive gameplay to get the best scores. Would probably translate well to a mobile game as well, and could keep people playing just to perfect scores and be rated after a 3 star system, 3 stars only for the optimal plays. Good Job!

It seems like playing in full screen was important to not miss any planes flying at the top. As a musician this game really speaks to me, very well done :D  Beautiful music too, the melody played by the player is really impactful despite being simple, due to your great composition!

The plot twist was 10/10, didn't expect that from fidgeting with the fidget spinner so much

Zelda esque graphics (and the pots!) 

I wonder what the hearts are for, I wasn't sure if it was a one hit death or if it just happened too quickly. Looking forward to seeing what it turns into :D

Fun game that fits the theme very well. I have a soft spot for Typing of the Dead 🤣

Loved the clacking sounds when typing!   The popups didnt always close when clicking the X, if I was just a few pixels off. I think the click to close concept would be better if it was easier to hit with the mouse (bigger area to hit) etc. Great job!