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givenflesh

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A member registered Nov 23, 2016 · View creator page →

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Working with probabilities is fun. There's something fascinating about needing to manipulate your dice when you don't know what you're gonna have to deal with later (though you do eventually learn as you play). That 7 is especially nasty and definitely posed a problem. But still, managed to get to the end.

I definitely also found a way to lock in a dice roll mid roll if you rolled, immediately moved to the go button, and hit it as it was displaying inbetween results.

Overall, had a good bit of fun!!

This was super cute. Extremely charming. The last puzzle I did was a bit annoying but I'm really glad you put the hint system on the flower. Excellent work overall!

Title alone got me, this was hilarious. I didn't end up winning, grinded up to almost 3k gold and died at 99%. But this was clever and a good deal of fun! Great use of the wildcards too!

Oh this was a treat. I think that a bit of time pressure would have done this well, but admittedly, I like my games really nail biting, haha. But I rather enjoyed figuring out the systems and maximizing my minion's gear. This was a great project and your team should be proud!

I love that your ship parts kind of act as your primary health. I enjoyed discovering how best to apply ship parts. Honestly, I think you're onto something here if you keep fleshing out this idea, more ways to fire, some special manuevers... but even as it is, this is a pretty good output for a week! Also I was a fan of the music that played during zones.

The sharks would sometimes block the ability to see where the hole was, and it was sometimes hard to spot it with the ship bobbing up and down. Still, the fact that there were multiple breaking points on the ship is pretty great. The concept alone is worth exploring, made me smile, genuinely

I think the ease with which you can knock over your first few balls is a bit rough. Also due to placement, it makes the most sense to explicitly push the middle ball, then go back for the first one you come across. So I'd probably consider adding some rails or a way to restart at the initial spot of the level. Still, was interesting! It had a good vibe to it, and that's always a good thing to have!

I always love mining games, they hit something special in my brain. Was nice to veg out to this for a bit. The enemies were a bit rough to deal with, but pretty fun for only a week's worth of game dev!!

It's unfortunate that it starts lagging out after a while because it was really fun finding out how to break fix all the bugs. The dispersion is a really fascinating levelup especially because early on when it's firing the wrong way, it's only useful if you get lifetime. Though size also seems to help a lot. I feel like the first thing I'd probably do is lock a few of the upgrades to a max, rotation speed isn't useful past a certain point, and projectile speed can put you in a bad position as the projectiles move past the enemies.

198968 bugs destroyed. I'd have gone further but my computer just couldn't handle the projectiles so enemies started jumping forward quite a bit. Fun though!

This is a pretty solid one. Level 6 was *devious*. I rather enjoyed it, overall! Fairly simple premise but extremely solid foundation. I'm happy to have played it!

Incredibly ambitious, balancing a deckbuilder of any sort is always a huge challenge. I'm impressed with how much you got done here. I love your take on expedition, too. It's very cozy, but also takes a lot of thought to make it. I ended up being surprised at how fast my supplies dwindled

While "expedite" is a bit cheeky for expedition, I do still think this is extremely clever. Also it's funny. It's so funny, I think I scared my housemates with the laughing I did. Also? *Releasing* H to fart is utter brilliance for controls. This is absolutely Art.

The art direction and writing was especially on point here. I loved the descriptions of everything. Also the random surprise fight, hahaha

Thank you!!

We actually had some writing that didn't make it into the game, too. So much had to get cut down to even have something to upload.

I'm glad that you were able to see the vision!! Thank you for playing!

Just... absolutely fabulous. This is so clever! I'm instantly transported back to the early days of flash games, in the best way. The premise is fun and enticing. Figuring out the order of the turtles made me feel so smart. You walked a perfect line between letting the player figure stuff out on their own and giving them information.

The A Capella soundtrack did make my housemates look at me funny, but frankly, it was charming. I especially loved the map theme. The whole experience just made my day

Solid entry! For a little bit I thought it was too easy, and then my hubris was punished as I upped the base difficulty level with a pump and dump. I love the item names and reasonings for their buffs. Also the way you worked in 'are we the baddies' is hilarious.

I like the upside+downside combo. It's really fascinating having my favorite go to buff (damage) come with a severe enough downside to actually need to not go crazy with it. With some time spent balancing the options, this could make a really engaging game loop!

Also I love that the 'increase all projectile's size' kinda looks a little like it's only upside until you think about it for an extra second. When I took it and the bullets were near undodgable, I did actually laugh.

Excellent work!

Incredible game that is too powerful for me. I don't forsee me beating this, but I'm still glad I experienced it. Kinda... turn based getting over it. Fascinating and frustrating in equal measure, and I wouldn't have it any other way

Pretty fun! I got sucked in all the way to the end. It was a smart decision to make everything have cooldowns because it kept the basic shot relevant the whole way through. Though I'd have loved some sort of like, way to change how it worked a little over time. Like choose between bigger shot or pierces a couple enemies shot, or homing or something like that. It's always nice building up your basics. But even without that I enjoyed it quite a lot

This is just cute. I love the little kobold so much

One of the more creative entries I've played. This was really great! I'd have loved the ability to move stuff after placing it, but I managed okay without. Turns out there's a lot of depth when you have to deal with your own placement, too. I think that the turrets themselves are a little underpowered early game for how much nursing they need... but it was just a lot of FUN using the other two, too. Great job.

Got to round 22, was really fun. My first few rounds I messed up and started before placing stuff, took me a moment to get the hang of it. But I loved it quite a lot!

Other than a couple hitches here and there that are clearly from the time crunch, this was a surprisingly engaging piece. I'd have loved some damage numbers, the ability to see what the effects do, the ability to see what the effects do on the same screen as applying them to a weapon, those sorts of things. But even without those, I played til I had 15 blades. Just a REALLY engaging premise.

Absolutely stellar entry. Excellent choices for roguelike powerups, and engaging, simple to understand but depth-ful combat. I don't think I have anything to say for stuff you could work on, it's just great

I cannot believe how difficult inversion makes something, jeeeze. I was really struggling for a while. It seemed like I kept the full health bar of whoever I was killed by, but it never reset to 'full' health visually. Other than that, that was a really neat way to give the feeling, alleviate challenge for those who were struggling, and still give room for a challenge run. I liked that a lot, especially

Some really fun level design, I loved the silliness of being able to stand on top of a rat. Absolutely fascinating game!

What a precious creature! Thank you for making this. I had never played the card game before and I'm a bit embarrassed how long it took me to understand even with the tutorial. A couple recommendations: The most useful diagram is on the second page instead of the first, and the 'next' button is opposite the button that opens the menu, I'd recommend swapping the button placement, and seeing if there's away to get the strength chart on that first page or have a separate button or UI element for it.

I *really* enjoyed the puzzle solving once I got it, that last one was a doozy. I love puzzles that when you're given more moves, you worry

Very very fascinating. I always love a game that oozes personal meaning in it. I wish I could find out what happened to cause this rift. But sometimes it's too late

Was not expecting memory lane to hit me this way, but here we are! Thank you for remastering this, coming across it really brightened my day

Thank you for the kind comment! I'm glad you liked it!

Thank you so much! This sort of creation fills me with a lot of joy, and seeing people resonate with it makes it even better

I appreciate the comment! I really wanted to get that feeling across in more than one way, glad it landed!

Pretty wild concept! I enjoyed when the explosion caused the ball to just absolutely FLY. Was pretty tough to pick up mines sometimes, and sometimes they'd go off the second I picked them up, but overall it was a nice silly game

Thank you so much! I'm really glad you liked it!

What an absolutely stellar addition. One of my other team members already gave some feedback, I just wanna double down on it. So far, this is hands down the best game I've played out of the jam so far. Took me nearly an hour to beat it, but time well spent, I enjoyed all of it, even if I may have cursed at my screen a few times. Thank you for making this and sharing this, genuinely!

My nostalgia for wario land just exploded. ... Pun wasn't intentional, but now it is. I love this interpretation, it's unique and a lot of fun!

Fascinating game, I liked a lot of the mechanics. I think if you work on this post jam, I think the most important quality of life feature would be some sort of speed-up button for the platforms. All in all, really solid

Amazing feel to it. Such good music. The way the game was set up made me laugh just from concept alone, loved it. The hit detection was a little wonky, and it unfortunately crashed after a while, but all in all, I loved it

Whooooof this one's hard. Honestly, really ambitious and fascinating. First person tower in a tower defense game is clever. I kinda wish either the fire rate was faster, or the bullets were bigger or faster, something like that. Still, great job on such an ambitious idea!