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Kaiera

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A member registered Dec 07, 2014 · View creator page →

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Though it’s a good idea and quite engaging, it’s actually a lot trickier to manage it in real time, not to mention it’s also very much makes it so the medium needs to be a touchscreen or a mouse-keyboard combo.

The game’s design is around being usable to controller as well, as that’s actually the medium I am more comfortable with.

I would put some time pressure, but already placing pieces without rotating in itself is actually a bad idea in a hectic situation and makes it even worse for those which Tetris is not a game they commonly get back to. Especially with how the “piece bag” in the background worked.

I wanted it to be a relaxed experience for the game jam, so I designed it around how long you would take to get 100 lines. The lower the better. Sadly, that is not conveyed in this case due to running out of time.

Thank you for your feedback! I always like to see my approach challenged in game jams and see what I can do better. :)

Insert Mode basically places it as if it’s coming from the bottom. Sadly I didn’t have time to either visualize and explain that. It’s on the game page though!

The game is supposed to value shorter time, so hesitating to roll again is actually a penalty, but I made the timer too short so that doesn’t really feel significant.. Giving more progress on the timer based on pieces placed and lines cleared is actually a really good idea. I’ll implement that after! 0:

Thank you for the feedback!

I like how it plays, but it also does get hectic after a while. Love the concept!

The game has readability issues though, not everyone can read such small text..

I like the concept a lot! Didn’t expect to use a dummy tile in the form of a dot though since I was expecting the usual rules of a crossword puzzle.

I admit I have to use the key for this one since I’m a bit tired..

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As someone who has nearly the same concept, I almost fell into the same pitfalls as this one. If there’s a bit of research on tetris AI beforehand, this could be more likely if the one who places gives more chance to clear lines.

Despite making it really hard to clear lines, I’m actually glad you added a preview of where things are placed. Though the timer clearly needs to be extended a bit to give more time to think.

As much as I like the charm, I can’t simply dedicate my time on games like these where the difficulty is just high and hard to pass through when I want to check other games too.

It’s like a going down version of Jump King! I like it.

I love how the game works! It’s charming~

I’m also glad this is being considered for multi-monitor setups.

Really fun idea!

Please read Thomas Bringer’s post, because for someone with a multi-monitor setup, this doesn’t control very well…

I liked the mechanics a lot and the charm that the instructions are not for the player. The writing certainly made it much more enjoyable~

Great job!

Good concept!

I have a large feeling that you didn’t have much time. There’s not much indication if the unit moved, or which unit you’re selecting to spawn or if it’s the player’s turn, or even if the coin counter is useful.

This could have been a better experience when you pay more attention to how the game feels than how it plays.

Over the course of the game, I’ve seen a lot of functionality, which is good. It mixes things up, but sacrificing that over the game feel makes it not as enjoyable as you thought it would be.

It’s hard to navigate around when all of the collision is inconsistent, especially when grabbing items and giving them to the customers.

I like the concept!

…I got soft-locked running out of time, getting victory and then immediately getting a game over, then I just cannot continue.

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I like the game’s concept!

However the design of the stage tends to favor the top immediately, making the rest of the stage moot. It also favors quick play, in which the missiles don’t give much chance to.

With a bit of tweaking, this can work very well! Well done. Oh, and at least a button for restart and/or beginning the game. The game starting immediately actually gives the one playing it panic and confusion, no breathing room, rather.

I love concept, but however, I didn’t expect to react to it in real-time instead of warning ahead of time like how it is in rally and resetting does not allow me to re-orient the car very well, sometimes placing the car sideways on the road.

Nonetheless, I had a good time making rally car jokes!

1323M. Not bad! Took me a bit to get used to the controls but the leeway from the beginning is enough to do get used to it before the rocks and the barrels.

I thought the barrels were hazards too at the beginning though. Real fun!

Looks really good and incredible! I like how the dynamic at the end is to avoid being getting caught in the crossfire of abilities too once you know where to go and what to do!

I like this one! The game feels like a stealth escort puzzle thing that you need to assist out moths to the outside world while not telling the world you are a sexy hot demon that radiates too much hotness that it can kill you.

Jokes aside, this was fun experience! Didn’t beat the final one, but I’ve seen a lot of brave people clear it despite it being given as a joke

I like the concept very much! The enemy interactions made it interesting and you won’t have much to breathe due to the short timer. That helps because you wanted to add to the chaos and be more mindful of the enemies you selected.

I wish there is a progression for the player itself, but on it’s own it’s very fun to play. Great job~!

Great concept! Execution could be better. I am guessing you’re trying to learn AI and navigation? I think the game could be easily cheezed.

Nonetheless, if it’s fleshed out more, I think it would be a fun game of cat and mouse!

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That is such a shame!

I think you and a friend of mine would have the same problem if you got stuck with a white screen. Since this is made in Godot 4.1 with Forward+ rendering, it is possible that either your graphics card or system does either not support Vulkan or it’s something related to Forward+.

I sent a copy to my friend with a weaker rendering pipeline and it works. Unfortunately, I can’t mess with the files during the duration of the rating period…

Thank you for telling me this! I thought this was a “unique to one person” case, but it’s good to know to take note of this ahead of time for my work in the future. Especially in game jams!

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I thought I disabled down to toggle insert mode… That’s definitely a leftover debug thing… Something to fix post-jam! Thank you for telling me that~

Using S to place is from my history playing tetris and developing the game. It feels more consistent to press next to drop along with both hold and insert (D in this case)

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I wish I had the time to explain mechanics, but I’ll place explanations in the game page’s description and even add them to the game once the jam is over.

I am aware that there’s no pressure but that is intentional. The game is designed to value time. So the lower the time when you reach 100, the better score. Basically, it discourages waiting for the queue timer and trying to make more lines, which adds to the chaos.

The wait time, however, yeah I think that could’ve been longer to balance it out. Thank you for the feedback!

Simple game with a simple reversal of a concept, except with a bouncy cat!

I think food spawns too often even to make the cat go very hungry, in fact, I think you can go forever that way. Also, I think the level spins too slowly if you’re getting a feel for control.

Either way, simple game and a bit of fun too! If I continued with the game, I wonder how high I will go with that score…

The dungeon is now clean, boss! Swept everything from top to bottom!

You should’ve added an executable download. The HTML5 version of this makes the mouse leave the window, so you’re limited on how you look around and have to readjust every time…

Nonetheless, I had a good time with the game! With a bit of polish it can actually be a really good entry!

It was fun being the hitbox!

Levels 9 and 10 were kinda rough for me since it’s only a 2-block width hitbox in those. I had to concentrate to keep up! Other than that, I had no time to breathe after each level since FloppoTron moves right away.

Other than those, it’s a really fun game! I wonder how it would feel like if you suddenly need to act as a bounce pad or if FloppoTron suddenly wall-jumps.

Placing around different funny little dancers makes quite an interesting way to make music. Fun puzzle set with a lot of possible answers to it! Thematically, it fits the theme.

Okay, this is a really fun take on a top-down bullet-shooting game! and rouge-like too!

I want to see this concept taken further because you get to play a lot with risk and reward, and a reason to keep close with enemies most of the time.

However, I wish the damaging bullets were a bit slower and hit heavier to the health since they just get easily mixed up with the healing bullets, making them moot. It also incentivizes not to “move in place” and continuously heal again near the priests.

Oh the last one befuddles me! I really like this concept and I wanted to see more, but this time in a more forgiving learning curve. Level 5 and 10 both stumps me hard because I’m still not used to clearing mid-flight.

Either way, really awesome!

The idea of attacking a tower defense makes it quite different because now you can observe and plan how to tackle the attack, like a tactician!

The game can be executed better like placing units and having a “GO” button, and both the units drain being faster. But for anticipation, it could work!

Nonetheless, I enjoyed my time playing the game! Finished it too~ I’m not sure if stacking the units is the dev intended solution though. …and ouch stacking shooting sounds hurts my ears…

Oh, this is definitely an interesting way to view chess. It makes you pay attention to the match, too!

I wish the hand is more than a fist… makes it really hard to read the board..

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Thank you very much for the feedback! Let me preface that this is made for Ludum Dare, a game jam made to make games in 3 days. (or 2 days solo) So we have to make do within the time limit. The theme of it is “delay the inevitable”, hence the entity.

So all of the shortcomings, the lack of direction to lead the player, and improvements to the story are a result of that.

The idea and the game are designed around to get around the challenge of finding the way to the end while “delaying the inevitable”. So navigational, memorization and reflex skills are important in this case.

It is supposed to be somewhat frustrating since it’s at the heart of the story. That’s why the death messages keep saying for you to tread on, and, of course, reveal a bit of the story, and make the ending worth it. We did our best to make it easier to at least bear for a very decent amount of time, at least, (for example the generous invulnerability frames) but not make it cheap. (Like hugging the walls to easily find the end without using the Lighterang is one of those use cases)

I agree that the objective is not clear, intentionally so, but we have to insert it somehow to not make it obvious. Also, from watching your gameplay there will be dialog reworking that needs to be done… and a bug I need to fix. (“From your touch” should imply parrying for example, but the flower hitbox is bugged in the tutorial…)

We’ll be patching the tutorial and that one bug I found through your video though!

In any case, we do thank you for the lengthy review and feedback, and we will definitely consider these for the next time we update post-jam or for when we make a new game! The video was definitely very valuable in this regard.