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James Nye

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A member registered Jun 29, 2024 · View creator page →

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Sorry not a web based game, didn't get a chance to play it.

The core loop is there, but I never got to see my results.  I didn't know how much money I was making or wasting and there seemed to be no fail state.

I was able to swing the club once, and then never again.  Rest of the time I was just pushing the ball around with it.

Drove around forever before I realized you could drive to the top of the screen to spawn the next wave of flags.

Now I'm questioning my decisions as a Mod for several communities....

Sorry not a web based game, didn't get a chance to play it.

Not going to lie, it looks really impressive, but I just couldn't grok what was happening.  I tried reading all the how to play's and it was just overwhelming.  I'm more of a RTS guy then a die hard strategy one.

There were a few levels where I was confused on my exact goal as it ended before I could get everyone out.  But it was a very interesting puzzle game take.  I was disappointed when it ended. :-)

Very nice, I like the take on the theme and how the lava picks up the flag and brings it back down with it.

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Went through about 35 flags before I saw my first real RED one.  To0 much clicking.....  Would have helped to have an end goal.

I ran out of gutter?  Ran past all the last flags at 145 and it was just empty space....

Having the player boat color the same color as the water kept making it hard for me to locate my boat when I respawned.  Maybe it was because I'm playing on older hardware, but the boat was hard for me to control and not get destroyed on the islands every time I tried to turn.  Does it support controllers?

That opening text was hard to read with the shifted shadow and white.  I guess I don't understand what is considered safe, and I tried twice and kept failing pretty fast.

We did have a similar layout! :-)  The later levels felt like the keyboard wasn't precise enough to really dodge 4 objects at once so close together.  Did enjoy the bonus points for just nicking the objects though.

Yeah, I really wish I had the time to build actual AI into the wizards.  I wanted to make them hunt you if you got too close, give them logic so they wouldn't attempt to steal the flag and such, but I had set myself to not exceed the 3 hour limit and I spent most the time making the wizards animate. :-)

Yeah, when I got to only 15min left I had to make the choice to make it play better or wrap it up in time. I wanted to give the bad guys better AI, an invulnerability timer so you didn’t get instantly grabbed again, and more importantly get the y-sort fixed.  But because of how I animated the wizards, I’d have to  redo them all and said “Good enough” for the Jam.  :-)

Thank you very much!

I felt like an idiot the first play through, I didn't realize the ZAP button destroyed the light bulbs.  Once I figured that out on the 2nd playthrough, I mastered it by the 3rd try.  :-)

Took awhile to figure out how to control it properly, but got figured it out after several restarts.

Ah cool, very early CRPG style, like Eye of the Beholder and Ultima games mixed with some System Shock.  :-)  Looking forward to seeing it.

I love the look you made for the sprites, still holding the feel of the 8-Bit while giving more color like a 16-bit style.  Big Kudos to you on your work!  I'm sad to hear they aren't available but I totally understand.  If I called myself a horrible pixel artist, that'd be over selling my abilities.  I'm working on making my version of this game as well and hoping to have the first vertical slice out later this month.  I also plan to make it free, as I don't want to mess with any legal stuff, but thankfully Konami seems to have been pretty generous to fan remakes over the years.

And I hear you on the stairs!  I finally got them working in my game, but what a nightmare they were. I still don't like my solution behind the scenes but it works.  Now I just need to get the knockback working better.  :-)

This game looks great and I really love the updates you did to Simon's Quest.  

Did you create the sprites yourself?  

I'm making my own take on the game in Godot and the sprites I have are a lot closer to the originals.  But I love the look of these ones and was hoping in the rare chance they might be available.

I obviously need to read past the control section.  :-)

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I'm playing on a laptop without a mouse wheel, so can't really do that.  But yes I enjoyed the game. :-)  Although I kept hitting an invisible wall on the left hand side of the play area.

No, you can't run out of Joy, but how much you have does factor into some of the endings. :-)

Yeah, just hitting delay will get a win, but its only 1 of 9 endings. I may have spent too much time thinking about branching outcomes. 

Efficiency reduces the number of hours it takes to complete a task. I got to the point where i started to try and balance it and was just too tired to think straight, so things are certainly not dialed in to where they should be. 

It could very well have been a PEBKAC issue.  I’ll try again in a little while.

I couldn't figure out how to flash the lights.  Also seems to lack the connection to the theme.  But kudos for making this in Scratch.  My son has just started making games in it as well.

I struggled to play this, it was too large for my screen, but what I did get to play seemed like a nice game.

Hard to play with no game available.

There were several screens when I swear there wasn't a matching gift for one of the elves.

The real-time changing of arrows was frustrating as a player.  If you slightly changed it to add in a sorter, then it more about building an assembly line and becomes a puzzle game more then a fast reaction game when 1 wrong gift ends it.

Sometimes less is more, and this game is a good example of that.  The physics got me a few times where a package fell back into the bag instead of the trash.

I didn't understand the scoring and countdown timer.  Seemed like sometimes it added time to it, but I was too busy sorting presents to really notice.

I'm confused on the purpose of the platform above his head.  I assumed I could catch and carry, but packages just bounce and don't respond to interactions with it.  Did you add friction to the platform?

When I got to the north and south assembly line stage I ran into all kinds of control issues.  Lids and Boxes wouldn't stay together, at once point I couldn't click on anything anymore, and my score was just randomly increasing for no rhyme or reason when I wasn't interacting with anything.

Because you also have keyboard controls listed as alternatives to using the mouse, I didn't realize on my first playthrough that this arms we based on the mouse position.  

Giving Santa a shadow so the player would know what physical space in the stage he takes up would have been very handy.  I couldn't tell when I was vulnerable and when I wasn't.

Needs a full screen option as the itch button overlay made it impossible to use the top right menu without excessive scrolling of the page.

Thanks for making these.  Used them for my seasonal Game Jam entry: https://folkor.itch.io/elf-hours