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Good Bird

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A member registered Aug 21, 2018 · View creator page →

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This was pretty fun and felt very nicely polished! I really like the mechanic of randomized platforms. I, however, feel that the nature of randomness does not work well with the puzzle platformer theme that it seems to desire. I like the motion of jumping from platform to platform, especially while moving, but with the character controller being that slightly slippery(which felt pretty good), it was hard to control finely. If you were to continue this I would recommend expanding on the platformer part of your gameplay as that was really strong and adding more powerups and mechanics that let you interact with the dice directly.

thanks for playing!  remember the theme was a roll of the dice, an idiomatic expression that can also refer to the luck involved in a decision or action, an actual die is not required to fit the theme, my game rather was a comment on risk taking

This was a fun idea with a little work needed on the physics engine. I can tell whoever the level designer was has a great mind for puzzle design, but some work needs to be put into making sure that design is taught to the player thoroughly. I like all the components put into the design, but taking it slow before adding more mechanics would have helped significantly.  Players should be intimately familiar with a given puzzle mechanic before it is used in conjunction with others. Additionally puzzle pieces should give a little more feedback to the player on what each does so its less of a guessing game. Overall good work on this jam, I look forward to seeing what you make in the future!

Super cute game! I love the art!

This was super fun as a concept, I love the different spells, especially seeing the lightning strike out at people!

This was fun! i really liked the  style of the game, however the difficulty was a little too high for me with the harsh punishments for death. The level design and the art behind that looked amazing! Really well put together, a few tweaks and this would be a great platformer

Visually the game was delightful. However The lack of response to player actions from the game made it sometimes difficult to understand what was happening

Visually the game was delightful. However The lack of response to player actions from the game made it sometimes difficult to understand what was happening

Thanks for the comment! I think you are probably right about a penalty for the wrong card, I was worried about the difficulty for the sake of the jam players. I think in future iterations I would probably add more cards over time and more persistent consequences from the story for things going wrong

Wow the polish from this is incredible, I really love how all the controls feel, great work!

Thanks for the comment! I totally agree with you that the game needed more visual feedback

This was hilarious! I loved the voice over, made the game very charming to play! 

I really liked the sound design, it made it feel very chill and casual, great work!

This was fun! excellent job on making the enemy movement patterns interesting to dodge

This was a lot of fun! reminded me of the old learn to fly games. I ended up getting every upgrade because it was so cool to see what each one did! plus your sound and visual design was on point for what you went for!

This was pretty fun! I really like the progression added because it felt like I was working towards something

That was a bunch of fun. I kept playing to try and get a higher score. I really like the mechic of having to keep track of both blocks and enemies at the same time, but my only wish would be that the game started slower and built up over time in difficulty as it felt a little bit like diving in head first at times. Super cool submission, great work!

This was a lot of fun! I only wish you lent a little bit more into the factory building aspect, its such a cool idea, by adding more building types there would have been morestrategy in optimization. Probably a good thing though that my only complaint is wanting more!

Fun idea, it was really entertaining getting to go super fast!

Great job, this was a really unique way to do combat

This was a bunch of fun!

I absolutely love the style you guys put into this! great work!

This is a perfect bullet hell for me, all of the charms without sacrificing game play and keeping the player from sticking to one optimal strategy by forcing them to switch between different modes of attack and retreat and dodging. This is probably gonna be seen in the top 100. The only thing I want from this is more difficulty and more content.

This is a perfect bullet hell for me, all of the charms without sacrificing game play and keeping the player from sticking to one optimal strategy by forcing them to switch between different modes of attack and retreat and dodging. This is probably gonna be seen in the top 100. The only thing I want from this is more difficulty and more content.

Some good puzzle design here! I tried my best but some of them are above my skill level lol. 

most prompts can take two card options! just because you get one wrong does not mean you failed! Unless the game says both the cards you submitted are wrong then you still got credit for the correct ones with no penalty for the wrong ones. I probably should make that more clear in the future how scoring works

This a super cool mechanic for a bullet hell. I like how it encourages you to keep some enemies alive. Super cheeky way to confirm to the theme but I love it! Great work!

The idea was that this fits the theme on more of a thematic level than a mechanic one. It does incorporate randomness in whether or not the customers complete their actions that the player is able to effect the odds of through game play, however I would say it mainly fits into the  theme in that it is a conversation on what chance on luck and risk mean in a given social context.

This is incredible. The art is beautiful and the story is beautiful. The main rolling system is an incredibly interesting way of making diolgoue choices, I love how it reflects the idea that this character has lost everything and will sometimes just lash out randomly. Its a super interesting portrayal of insanity(if you want it to be) that I hope you lean into more if you continue this project

Hit me with a factory builder and I'm there this is fun as heck I love it. I wish a little bit more of the random aspect was incorporated but none the less this is a very fun experience

Darm im sorry i dont know why that is, ill update that

Fun! I siwsh the combat was a little more involved, that we could see the effects of changing the power of attacks

Beautiful visuals! plus the puzzle design was amazing, the ui trick of showing the ghost really helped bring add to the strategy of the game as it wasn't entirely on the player to known where things would be.

Thank you for the feedback! You're totally right about the text. Originally I wanted to have  atext scroll kinda deal to aleart people to the change with movement but unfortunately I ran out of time. If I ever continue this that would be one of the big first things to add UI wise

Absolutely wonderful, the randomness is truly baked in so the end product has a nice gooey center instead of just some flakes on top

I really really love this. It perfectly scratches my need to roll dice in dnd without actually haveing to roll them! The only thing I would consider doing is adding an organization component. Instead of just sending the dice away it would make sense to have to send them out to the right ports like a real phone operator! Also i love the aesthetic a ton

I really like the idea of a variable purchase system. If I were to continue this project I would add more things to bye with rolls. Great work!

Super solid work, I love the system for designing your attack die, it make for really interesting and dynamique battle strategy

I just played your, its really blew me out of the water, excellent work. We went pretty different ways in terms of the themes commented on so their kinda hard to compare, but yours was easily the best game I've played so far. I like how we both went for social deduction but went super different in what we did with those deductions.

This was wonderful! I love the way you communicated information subtextually to the player, you did an excellent job of creating that difficult-to-simulate element of social deduction.