Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

frostyfreeze

54
Posts
3
Topics
114
Followers
4
Following
A member registered Apr 25, 2017 · View creator page →

Creator of

Recent community posts

Has a lot of nice variety for a small game. I like the physics detail of having the bat moving a bit independently of the pig. =)

Hi, sorry for the late reply...

Danger Points

Danger Points are a per-level stat.  So they all reset when you gain a level.

Also, when you reach 3 Danger Points, you become Incapacitated, etc.  and when you recover, your Danger Points are set back to zero.  Otherwise you would be in constant danger for the rest of the level.

The balance is set to the idea that some characters might reach zero HP almost every game session without having permanent consequences.  (You could make things feel more lethal by recovering only 1 Danger Point per level.)

Spell Point Recovery:

This is explained in Arcane Recovery under the class feature sheet:

Arcane Recovery 

(Short Rest) When you take a short rest, regain Spell Points equal to your Character Level.

After a long rest, regain all of your Spell Points.


   
 

Glad you appreciate it!  No need for credit, but you can link to this project page if you want. Thanks!

Here's a "trophy"!


Here's a "trophy"!

(2 edits)

Here's a "trophy"!

Here's a "trophy"!


Congrats on finishing your first full project!

The game play is short and sweet. For a numbers game, the gameplay feels more intuitive than calculating which is a good thing. And the sound effects really add a lot with a little.

Nice work!

Thanks for submitting this!  

As a casual Cocteau Twins fan, I haven't followed the artists themselves that closely, but going through this makes me want to go back and listen to a lot more of their music!

Thanks for submitting this. =)

I don't have a PC to download it, but I watched the video and it looks like a really fun and unique concept with a lot of variety.

Good luck on Steam!

Congrats on making your first full game!

I really like the setting and the overall atmosphere of desperation. At the end, I had to stop and think about whether I'd talk to Red before leaving or not (I left him... and I feel bad about it, but I didn't want to risk getting stuck there.)

I played part-way through another run to see what else might happen, and it seems there's some nice breadth to the things that can happen.

The reviews were a really nice touch, too.

Nice work!

Thanks for submitting these and sharing them with the world.  

And glad you feel less stressed about your Itch page. =)

Congrats for finishing something from 8 years ago!

I don't have a PC to download it (which is probably ok since I'm terrible at racing games), but I watched the video and it looks really cool!  

I especially like the bright futuristic landscape in the background.

Congrats, this is cool!

And even more so for making an emulated game, which seems like it would be extra challenging.

I especially like the Haunted Carnival map... maybe I'm biased because one of my games is also about a haunted carnival. =)

On being seen and feeling like a "real" game dev, I know what that feels like... there are so many people making good games that it feels tough to find an audience that will appreciate our work.  I just try to focus on the fun of the creative process and try not to assume anything about how many people will play it. 

Either way, I'm sure your turtle is proud (and relieved). =)



Congrats!  Five years is a long time to work on something. 

I'm a big fan of lightweight rulesets, so it's interesting and inspiring to see what you came up with.  The layout is really compact but very readable, and it's clear all the thought you put into it.  

I will be going through the submissions in the next 2-3 days.

If anyone still wants to submit a game during that time, just send me a link to your game and I can give you a Late Submission link.  (I have another game of my own that I want to get in.)

Thanks!

Yep, sure

Sure, go for it!

Thought we could all use a bit more time.  And it's still Spring. :)

Thank you for posting this.  And I'm glad that completing it made you feel a little better.  

 I know what it's like to feel like you've lost touch with things that used to make you happy, so I hope you'll get back to enjoying making OCs soon enough.  I really like your drawing style. 

I really appreciate this entry and the time you put into your postmortem.  I also know what it's like to have a long stretch where you don't feel like your brain works, so it's good to know that you're doing better and that working on this project helped!

For the game itself, I was impressed with how much writing you did for this.  I spent way more time than I thought I would just channel surfing and enjoying the descriptions.  :)  You also really captured that feeling of being stuck and struggling to get those small wins. And the overall style works really well together.  

Congrats on finishing it!

Nice work! It's a cool style and the orange really makes a difference, especially for the desert theme.

I'm going to try to get 3 or 4 old Ludum Dare games done, especially these:

  • American Football USA (2014) -- 10 years old!
  • Captain Hyperspace (2016)
  • Battle of the Alamo (2022)

Thanks for taking the time to comment. Glad you like them.  =)

Also, last year I started working on a standalone RPG inspired by Story Mode.  I will post something here if/when I ever get that out the door. :)

Thanks, I'm glad you like it!

Stat Blocks:  I honestly just start with what I want a monster to be fiction-wise, then pick a stat block from another monster that works for the party's level.  I think CRs should be about the same.  I sometimes adjust stats before/during combat based on how the players are doing.  I've never really liked the idea of "official" monster stats, since it kind of ruins the mystery if players are too familiar with what they are fighting.

Skill DCs:  Same as the official rules. 

I think it's a given that we'll be up-scaling our graphics, as long as the source pixel resolution is 256x240.  

Hey, glad you guys like it.  :)  I was thinking of making a mobile version at some point, but feel free to make your own thing inspired by it.   It's actually inspired by a card game called Incan Gold, which you can also check out.

I like the little world you created here, and really accessible gameplay.  Though at first I was confused -- I thought I was supposed to do a puzzle game in the left side to attack the monsters. 

For some ideas on RNG, check out how Tetris has done it over the years:  https://simon.lc/the-history-of-tetris-randomizers

I usually use some variation of the "7-bag" to balance things out for all my randomness.

I spent like 2 hours ideating and planning, I think?  I wish I spent a bit of time planning the layout itself.  

Otherwise, it's a tricky balance, because you don't always know how things will go until you start building it. 

I will have a better set of basecode next time around, so that should help me get under 3 hours.

A nice clear and simple implementation of a clever idea.  The music and sound effects made me want to chill out but the timer made me anxious =)  It would be cool with a more energetic pirate song, and maybe have a bonus countdown to go with the timer so that you get more points for going fast.

Neat take on the theme!

I think a couple of sound effects would have helped a lot.  I really like the comic backstory!

I like the fact that this smiley guy is walking around to chill music, even with the threat of imminent death and no real incentive to do this dangerous task. =)   It was actually kind of relaxing to play.

My score was 1388.  The gameplay was more addictive than I expected. =)   After a couple levels I found myself just trying to get it in without using any fuel.   It'd be nice to have a meter that helps you re-create your angle/velocity so you can re-adjust if you get close.

This is a cool concept!  Plus really solid music & graphics.  I honestly think with just a smoother progression of difficulty (e.g. I'd introduce screen wrapping much later) and a little more variety, (e.g. maybe a once-per-level power to scan surrounding blocks) you'd have a solid mini game here.

This is a cool concept!  Plus really solid music & graphics.  I honestly think with just a smoother progression of difficulty (e.g. I'd introduce screen wrapping much later) and a little more variety, (e.g. maybe a once-per-level power to scan surrounding blocks) you'd have a solid mini game here.

Wow, that's way higher than I got on any of my playtests =)

Yes, the gems are supposed to be +3 across runs.  There should only be 2 in the deck per round, so maybe there was a bug.  

Thanks for the feedback, I'm glad you enjoyed it. =)

Hi Kendar, 

Sure, go for it. Glad it can be an inspiration!