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A member registered Jan 22, 2024 · View creator page →

Creator of

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Thanks for playing!

Yeah, the alchemy didn't come through as well as I was hoping.  The thought was moving lights change your shadow, but the big alchemy component was a feature that got cut for time.

Thanks for playing!

Yep, if I had more time I wanted to do things with double shadows and moving shadow.  Alas, time marches forward.

Thanks for playing!

Thanks for playing!

Toggle vs holding for shadow control is great feedback, I think you're right.

Yes, the room with the single door is the last room and has no solution.  Perils of leaving too much to the last minute.


Thanks for playing!

I too was stuck on the third room.

Also, the first one level says I'm hidden in shadows, but once I'm inside I'm no longer hidden in shadows?

Jumping gets a little buggy if you're next to a wall in the first level.

Music is top notch.

Movement feels good, music is fantastic, love the spritework.

The wall jump sign needs to be moved sooner, or the first few jumps need to be changed to not need wall jumps.

I like how the slimes combine.

Oodles of fun, I could see loosing way too much time to this.

I'll be honest, I don't really see much of shadow or alchemy in this.  Don't care, too fun.

I wouldn't call this a deck builder, though.

Really cool concept and music.

I really don't like how reset level is R and transform is T.  I often accidentally reset the level when I meant to transform.

Love the visuals especially the music.  A really good combination of the jam's two themes.

It was disappointing when I couldn't combine two electricity runes, since I was able to combine two of the first rune.

I'm not sure how different ratios affected weapons.  Maybe damage numbers would help to show the difference?

I wish there was some visual indicator when you took damage.  A sprite change, a screenflash, something.

This is 99% me being dumb, but I had a hard time figuring out how to close the crafting menu :(

I like it, especially the sprite work.

I wish there was more in game tutorial-ing for potion crafting, maybe even starting with fewer ingredients to get eased into it.  Also, the pop-up text in the first room seemed really sensitive, like you had to be in a really precise location to get it to pop up.  I think it'd be better that that space was a little bigger.

The way the camera moves when entering a new room is kind of jarring. 

Wait, I have a double jump?  Nice.

Pretty good!  I liked the puzzle part more than the combat part.  I think a noise that plays when an alchemical tile is picked up would help a lot, and maybe more distinct symbols.

I also wish there was more tutorial in the game, but I understand game jam game and all.

Music is really good!

Thanks for playing!

Oops, sorry about the crash!

You can't see where to go because that's as far as the game goes.  I didn't have time for any more levels, so I just put an empty room.

Thanks for playing!

Thanks for the feedback!  The NPCs do spread the word amongst themselves after you've told them, but I can see how that's not clear in the game.  Maybe it would be more clear if I zoomed out the view and you could see the NPCs talking to each other?


It's cool that you mention different crises to solve because that's where I was planning on taking the game if I work on it more.


Thanks again for playing!

Interesting game, I like the style.  And I like how the faces in the background track your cursor.

I like the art design, the music, and the puzzle-y bits.  I wish the house was more open-concept, though, I found it frustrating to move around.

Three biggest things: I wish I could pull infected strawberries to stop the spread

I wouldn't give players the healing tower icon until they buy one.  I was very confused on what that button was for.

I really wish there was a better indicator of where I was going to plant.  And outline of the target plant zone, so I don't accidentally pull up a planted plant.


I really like the farmer design and the sound effects!  Looking forward to you next game!

I agree with bartalomew that the camera would be a great place to add some polish.

I also wish that space was jump instead of shoot.

The text in the shop was difficult to read.

But I loved your pixel work!  Especially the second level boss (who I couldn't get past, but I assume the art continues to be great!)

I play the cello.  I feel your pain.
I feel like the attack rate should have been at least twice as fast.

I like the concept, but I think you need to be waaaaay more efficient with how you use the screen. I felt like I was constantly scrolling up and down.

Score: -940

"Yeah, that looks great!  I just have to edit it"

10/10, flattery will get you everywhere.

I really like the music and animations.  The background especially was cool without being obtrusive.  The only animation thing I wasn't fond of was how the character's face doesn't change when you die.  You just kinda flop over still smiling.

The gameplay is decent when I was trying to play, but I could also just outrun everything.  If the flying dogs were a little faster, or if they didn't stop moving when they attacked, I think that would be a big help.

Using puppets is a really good idea!

My biggest note is that I wish dancing in front of the boombox was a more active thing.  Maybe if you tap space in time with the music, you fill the joy meter faster?  

We ended up with similar games.  I really like how people stop to listen when you talk to them, and I like how you're competing against an opposing rumor.

First off: Woozle is adorable.  12/10, would boop.

Biggest disappointment is that we don't get to see what a Robo or Doodle Woozle looks like.  Is that what the arrow buttons were supposed to be for?  Because as far as I could tell they didn't do anything.

I'm not really seeing "it's Spreading" in the game as is.  I can see how it might get there, especially how it's explained in your GDD, but i'm not seeing it in the game here.

Spreading between people happens about the same way it does from you, just slower.  While they have a speech bubble, they're talking about it and can spread it to other people.

NES game was what I was going for, I felt like that was my level of artistic skill.

"This is turned into more of a fire simulation toy instead of a game"

A great way to make a game is to first make a fun toy!
Scrolling felt a little slow for my taste, but other than that, great toy!

Using Conway's game of life for spreading was really cool!  I wish I could have used my blocks to affect skeleton growth, and then maybe "winning" could be eliminating all the skeletons?

I spent more time on this game than I'd like to admit.

...good job.

It's a cute game, but the dogs don't seem to care if I just give them untoasted bread.  TBF, this is true of dogs IRL, but it makes actually making the sandwiches feel like a waste.

I really like the art, though!

Sometimes the knife tilts and I don't know why or how to control it.

Thanks!  That means a lot, since the art was what I was least confident about.  Thanks for playing!

I really like the concept, but I found the movement hard to get used to.  

But once I got the hang of the movement, a fun puzzler!

(1 edit)

I liked it!  This game makes me happy.
The vision cone goes through walls and boxes, but I didn't check whether it was just visual or if they could actually see through the wall.  But this was a minor issue in an otherwise fantastic game!

Oh, and I wish there was a timer to see if I could beat my time for a level.

I makes sense once you understand their reasoning: they let you stretch animation frames, so instead of counting a frame twice they count them as 1 and 1.5, so a next frame command would do the same thing regardless of where you are in the animation cycle.


But, damn, I wouldn't have guessed that without some research.

I love the puppets!  Really creative way to make characters for your game!

So much!  The biggest being:

Pathing in GameMaker is easier than I thought

and

Image indexes in GameMaker are reals, not integers.  That was a fun evening figuring that out >:(

Walking animation is much less important than a functioning game.

Would it be nice to have a walking animation?  Yes.

Should a lack of a walking animation stop you from submitting?  No.

Also, if you have just a little time, you can do a really simple walking animation.  Mine is two frames where the character's top half moves up and down 1 pixel.

I really liked the description on the "less spread" upgrade.


Fun game!