Looks very cool from the page alone, good job! I'm gonna save it for after I'm done with BG3
GameDev_byHobby
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Ah lol, that's the default setting for monetization. I never pay attention to it. I never expect money for my games, specially so for Jam games, but thank you for caring anyway :D
The game is as bare bones aimless as it gets, I'd like to break off the sandbox feeling that it has right now. The original Jam's theme was exploration so the only aim/goal is to explore tiles by moving. I agree with you and I'm aiming to give this game better moment to moment gameplay. The current aim is as you said, to chill for 5-10 minutes, enough for a Jam, but not good enough going forward.
I'll try to add some combat, puzzles, smaller levels and stuff like this.
Thank you for your feedback!
I really like the movement in this game, really satisfying to run and jump. I also love your choice of the Lego style! Did you make the models or download them? Gonna check out the description again in case it's there. I also like the game overall but after a while it can seem to be a bit like wandering without a clear goal. I spent some time looking through every tunnel and branch and it quickly became disorientating, which isn't exactly bad for this kind of game. The kind where you have to draw the map on a sheet of paper to keep track of every twist and turn. Very good game!
Good to know! Maps will have to be less than 500 tiles. I'll take It into consideration. Also, I may count the total tiles to give bonus rewards but I don't think total exploration should be the or the only goal.
I'm gonna look into those Bugs, thank you!
For the last bit, I think your problem about jumping around should be a known issue with the A* algorithm I'm using. I should fix it soon. And maybe add a tutorial and some crosshair indicators to show valid tiles.
Thank you for playing and the amazing feedback!
I really like the game. The controls are a bit difficult, specially because the camera not always focuses on you and you lose sight of half of your character, but it's difficult in a way that can be more fun because of it. Also, try to capture the mouse so that people don't have to focus on keeping the cursor on the game window, more so due to the uniqueness of the movement system. I didn't play the game before, but good job on the AI! I can tell it's not the typical brain-dead bot that gets stuck on corners or "shoots" at the wall. Well done!
Thank you! With so little time in the first jam I ended up with something totally different to what I thought of first, but I'm liking the direction. It's only a glorified prototype at the moment, but I see some potential there. It'll also help work on jam projects after the event, as I always abandon them due to the rushed and ugly code base. I think the music could improve greatly, though I'm not too bothered by it for the moment. Thank you for your words and feedback!
Very few ratings for a very interesting concept. I love the slime consuming everything mechanic. I got so big by the end that I couldn't eat the last piece of furniture, but I guess that can be said to be part of the puzzle. You could very easily expand this game in a fractal fashion, getting into a larger environment as you eat. Apartment > Building > Block > Neighbourhood > Etc. Great game!
Thank you!
I was going for tabletop RPG like but ended up with tabletop splatoon lol. The movement is like this because I always make free movement and wanted to challenge myself. Although it would be more difficult to determine an explored tile. I'd still have to compute the player's path in a grid. I could do something about the speed though.
Appreciate your feedback!
Always good to see different perspectives and some 3D. This game is specially good in terms of exploration. It really feels like an unknown dungeon with the blacked out tiles. The exploration has a clear risk-reward system due to its nature that makes you want to keep discovering tiles but that might cost you your life. Good game!
Thank you for playing!
It's very much a random number generator but the screen can really limit you some times. I noticed that there's not much of an incentive to move up and down if you can't reach as far as to the sides, so I could think of some fix to that on a upcoming update (maybe).
Thanks for the feedback!
I was initially confused about the web version, but I tried in android and went better. The HTML version crops the top and bottom, something to do with the orientation maybe. Kudos for going for touch support and a mobile compatible entry! One suggestion I have is that when selecting stuff with the swipes, you cancel the ability to move on touch so that it feels more solid
Very good entry, though I would've loved an option to disguise as a normal chest to ambush adventurers. I imagine they would be eaten and a few of their possesions would appear on the inventory. But I always overscope too much when I'm not the one developing the game, so don't mind me :D
E: I didn't get too deep so maybe it's on the game, but just un case
Thank you! When I saw the tileset I instantly thought of a TTRPG like tabletop game. Due to time I didn't have time to flesh out the idea completely but I'm not all that bothered about how it turned out. I'd like to add more and get more TTRPG elements in like dice rolling, group managing, an actual story or adventure... I never had a group of people to play these games, and it always intrigued me. Glad you enjoyed!
Thank you for playing and giving feedback!
I had thought of implementing a bit more strategy into the game but had to cut stuff due to time. I like your ideas! For the direct painting there could be "abilities" with patterns that paint the map in exchange of something like an action or the like. I really really like the snake mechanic, best for some puzzles mixed in between. I'll have to begin seriously thinking about real level design, instead of the improvised mess I created :D
Glad you enjoyed the post-mortem. I struggle to always put my thoughts into devlogs and the like for these jams but I thought I'd kill some time with it. Thank you again for the inspiration!









