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Golen

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A member registered Nov 13, 2017 · View creator page →

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Incredible work! My thoughts immediately went to that 3Blue1Brown video and this is such a cool way to experience the yourself. I really enjoy how the eyes seamlessly follow whichever player is the closest to it. Such types of interactions would be fun to explore, like passing an item over to yourself but elsewhere.

This is an fun start and the game looks great! It gets grindy quickly as the cost scaling is quite high. It'd be interesting if your queue didn't clear upon selecting such that you could have multiple actions going on, especially the slower actions.

Great work! Makes me want to know more about these cryptic creatures and what the ending could mean. Ooh, is that Beepbox I hear? I'm a huge fan and use it for all my music, haha.

Thank you so much! There are 6 levels but the jam version has a bug in the level end detection. You can press [Q] to skip levels.

Looks and sounds great! I assume I have to try to not match your previous patterns, although the bars went by so quickly. Still, pretty unique concept!

Stunning work! I don't play deducation games often but this got me hooked. It truly felt overwhelming in the beginning but figuring out the language on top of the connections was incredibly fun.

Really elegant level design and polish! Level 20 got very laggy for me in certain sections, but overall a fun experience. Keep it up!

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Really nice experience, tinkering away in your little shop. Nice work adding so many minigames in one jam. Played on mobile which worked quite well, although the camera angle in the pipes section was quite low which made hit areas tiny.

Top tier! The sheer amount of art, story and music crammed into this game is so impressive. A new song between every section of the game? Wow, please let me listen to it somewhere! This game's a clear winner.

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Such an incredible experience! Aesthetics and polish feels great, and even though the mechanics feel simple they work so well together deep into a run. I only wish the latter hazards weren't instakills without the proper protection, but that's the greed talking.

Managed to get 9000 in one haul!

Great work! A lot of love and effort was put into the cutscenes and it shows. Gameplay could use a checkpoint perhaps as I got softlocked and had to replay a dozen times. I get the point of having your jump height and speed affected by oil and or health, but it does prevent you from climbing some blocks and making any progress.

Nice work on this one! RTS is unfortunately one of those genres with the most amount of work needed for an MVP, but this is great progress for a jam. Neat UI, camera system, and nice art style. I love using squish and stretch animations.

I love this! Great puzzle design and the latter levels are a fun challenge. Having the blocks snap to a grid is great, although I wish the block sprites aligned with one another. I'd love to see larger hit areas for the tiny connectors and that dropping onto an existing connection would delete the old one instead of rejecting input. Other than that, amazing work!

Nice work! I got 534 points.

The sheer amount of visual effects in this game is impressive. It took a bit to understand what was going on, but once I realized it's a collection of minigames to complete, it clicked.

Remember to share a github link to participate in the open source challenge.

This is nice! It would be interesting if the blue and red blocks were used to change the player's velocity in steps, such that you move slowly by default, then use multiple blocks to get the right speed to clear a jump, then slow down to clear a smaller one.

Thank you! Yeah, unfortunately there is a small bug in the level complete check at times, probably because I forgot to clear old player instances. You can press [Q] to skip levels for now.

Really nice polish on this one, as always! Made it to wave 24 after maxing everything. I think pacing wise, you could allow the player to purchase upgrade between waves to speed up the first few rounds a lot. There's a softlock if you buy a unit after dying, causing two retry/upgrade popups to appear, but I'm very glad you're using localStorage!

This looks and plays great! Always fun with programming games. I would say that the levels have a bit of a pacing issue with some levels being near identical in execution. Each level requires you to use every code block that you're given, but you could easily increase the difficulty by adding red herrings, code that isn't needed for the solution. The last level was brilliantly designed though!

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Yes, sorry about that. I forgot to clear kobots between levels, so the game sometimes waits for ghost-kobots who are stuck. Press [Q] to skip to the next level.

[EDIT] No worries, level 3 has an oversight in that there are 4 chests = 12 treasure, but only 9 players. I'll adjust it!

There are some audio issues to be fixed, but I'm really impressed by the clean aesthetics and transitions.

Repeated sock locations is fine! What I mean is that the player knows the socks location before running the code, and so you can hardcode "forward, right, forward, forward" as an example and win. If you instead shuffle the socks location upon pressing "Run", the player would have to write a proper solution. Another example would be a snake game where upon picking up the socks, a new pair appears, and so on. Lots of fun ideas!

Thanks for the feedback! A small tutorial is definitely a must-have but takes a lot of work to get right. Hopefully you'll see it in the post-jam version along with plenty of bug fixes!

This is impressive! I like the 2d/3d mix going on, and the music is great too.

Nice to see a game made in Scratch! It took me a while to beat, but I'm glad I found the secret weapon. I only had 10 health left.

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I did it! Great work.

Really fun idea! The images didn't work for me in chrome but I switched to firefox and was able to play it til endless mode. I think it'd be really fun to make the later levels have multiple socks, or socks that spawn at a random location every time you run, as it's currently very easy to hardcode the exact path needed.

Short and sweet. Rhythm games are always a treat!

Beatiful entry, and a fun idea to let the player be artistic with their creation!

Honestly, I'm really impressed by the settings menu for a jam submissions. Smooth platforming physics too!

I could play it after zooming in 200%! Really nice artstyle. I think a nice addition would be scattered lore that builds up to the final thing she says.

Fun concept! I only got a few bots working but I'm surprised the sheer amount of content. Great work!

Thanks for playing! It does have multiple levels, but there's a bug in the level progression at times. Press [Q] to skip a level if it gets stuck. I'll think about making the placement more clear as well!

Pretty fun! Controls are a bit frustrating at the beginning, but you quickly get used to it and upgrades come fast. At the end though I had more money than I could spend, haha.

It's a bit complex with so many vehicle types and powerups, but it's an interesting idea. I think it'd work well with a smaller board and fewer vehicles to start with, then they could be unlocked as you play.

This is such a cool way to use morse, I love it. It took a while to understand exactly what you had to do, but once it clicked it felt really cool tinkering with it. I'd love for more variety in the sounds since there were a lot of repeated letters, and it would be fun with something a bit more stressful near the end with rapidfire letters.

The github link leads to 404. Remember to set your repo to public to take part of the challenge.

This is a lot of fun! It took me a while to wrap my head around how to play it and play it well, but once I did I was hooked. It's very satisfying when you reach a massive score. I got around 30,000 on an early level. Reached level 12, at which point it felt nearly too sparse to complete a minimal route, but I really like the makeshift feel at the start of a level to afford building.

Given the short time limit, I spend around half building a minimal route so I can afford buying more pipes, and the other half either optimizing the route or switching between sources, but I never felt satisfied with my solution. Part of it might be the controls where I'd really prefer a drag-drop over swap-click, and something like hotkeys for the shop would speed up building a lot! A "continue playing"-button at the end of a level would be very satisfying, giving you the chance to build the optimal solution .

I couldn't find the sandbox mode, but I think the game has a lot of potential given infinite time. There is of course always an optimal solution, but I could imagine each score-goal reached leading to a new "round" where a few adders/multipliers/sources are added or shuffled around, prices and goal increased, requiring you to tweak your existing machine to complete the new goal, and so on.

Some smaller issues include the numbers moving very slowly or getting stuck after backfiring. I almost never used the rotating piece because of this. I assume the optimal placement is a T-shape where the bottom is the output, but since the sources are packed so closely, I was never able to integrate more than a few sources at once. Either case, great work on this!

That's unusual. What browser are you using?

Very cute, and repairing the main robot was a fun twist. This could work really well with some small tweaks or gimmicks for each level.

Thank you for the feedback! I'll definitely try to add a diagram to the game page and some better descriptions.

To place ropes, select the rope from the bottom panel, move the cursor to a free tile directly below a ceiling tile or on top of a thin platform. If the cursor is green, click and drag downwards to extend the rope, then release to place it. It's a bit harder on mobile since no preview is available, but it's still doable.