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heckert

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A member registered Jun 01, 2021 · View creator page →

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The game page needs a screenshot or two, and could use the game's board layout as a background image...

It's a thing to configure on the itch page :)

Quite complex and well done. It took me a while to find out I could move and how (so much for reading the page)...

Nice!

Great puzzle game and the simple numbers logic makes it easy enough to generate an endless supply of new levels.

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I have a few ideas to improve the rotation which would allow a faster turn speed. And tuning the slowdown depending on the distance, so it doesn't hit so hard if the star is nearby...

As it is, even with the slowdown when you have another star targeted, at some longer distances it's still a bit difficult not to overshoot...

After a few attempts I managed to pass by the second level with two moving obstacles where you start on the right hand side, but the next one with 3 was too much for me.

Anway, clever mechanics and starting on the other side was quite a surprise the first time it happened.

I had my issues with the difficulty as well, it needs quite precise shooting actually, that I didn't manage...

I simply run out of power too soon before I could manage to pass by whatever obstacle it is in the first level for the third socket.

But definitely an interesting concept for the theme.

Combining a wild west wagon and a bullet hell like this is a bold combination.

Not so much my type of game and I didn't get far...

As for the ship being above other element, I should check the sprite ordering if anything managed to get on top of it...

I wanted to add some better indication where the ship aims towards but had some issue with that.

What's also missing is the progression where you've got a lot of fog from the nebula you stranded in at the start and the more connections you find the better the interference can be filtered out from your sensors to give a better view (and more constellations appearing).

I managed to get past that corridor with the teacher but not one after where the two guys swipe their area so irregularly...

Good work!

Looks very charming and has some nice details (for example the steam puffs).

Not as easy as one might think initially, and definitely needs to reuse some of the track pieces in order to connect both stations.

Nice!

The hand-drawn images look very charming but sadly there is no Linux version to play...

Wit the music one would think it's more of a rhythm game...

But just be careful not to end in a corner you can't get out of...

This one looks familiar...Were you doing the GDScript or the C# version of the course?

Everyone, eat your colliders for breakfast, otherwise people might just walk through walls.

Not sure if there is a limited amount of each piece, it seems they spawn over and over when I grab one from the bottom area... Nor if there is some sort of goal to reach with them?

Very clever matching game, last one took me quite a few of tries.

It has good player feedback.

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Very ambitious in scope and quite unfinished...

The dialogue parts need a way to speed them up...

Main menu and overlays didn't scale properly.

Switching characters didn't seem to work, even though at some points someone else from the party gave their thoughts...


Make sure to properly embed the font for this:


I doubt a single download will cover all target platforms.

And what is Astrocade?

The web build dearly needs a zoom button, I can't ready any of it...

Downloaded game completed with 1010 gold at the end of day 7....

There were quite some tricky ones to find.

After some attempts it occurred to me the mouse needed recalibrating with the center point after I read the note and then I could open the door to the room with the fireplace...

It would be better if one had a shortcut key defined for closing the journal page and also for navigating through the notes. 

The transparency for the journal pane makes it difficult to read and with the amount of text (not a lot) the font could be much larger.

It would be nice if there had been at least some notes in the bedrooms to read, and at least a final info "this is all we managed to do for the game" should have been easy to add...


I wonder what it will become if you added some more time to develop the story you seem to have in mind.

Interesting mechanic about connecting things and casting magic on one to effect the other thing as well.

Unfortunately no Linux version so can't play...

My biggest gripe was the ordering of the stats for the various cards didn't match between interns and workers or recruiters.

Interesting point&click adventure combined with an action mini game.

There could be more stuff to do up to the conclusion, but that's the scope limit of a jam game...

If the connection is supposed to go from left of field to the the right hand side it seems to me about the only way this can work is having two straight pieces (light blue) and one that happens to close the link...

I also had the issue the controls not being shown correctly. the font glyphs should be packaged into the game.

On the plus side is the raster is shown in the background so no (mis-)guessing which column you're in with a piece still quite up the screen.

It could really use some feedback showing where a row was completed and especially if there was some larger connection made with the extra outlets on the side.

Second time the explanation about the booster runes didn't go away for a long time. There should be a way to actively dismiss it and halt the game play until you do.

There doesn't seem to be a way to rotate either the active skills/units or the boosters which can make the boosters rather pointless if none of the skills is pointed in a direction you could connect them...

I had the miner of course, and a soldier in the second play. Is there also some sort of healer unit?

The game page needs a bit of love. It gives no info or incentive to play this game.

At least add a description and a screenshot from the game as a title card.

At first I couldn't quite find the actual playing area and was flying around the building instead of into the entrance to its inner section... That clearly needs some better indication (and, as you already mentioned, some limits to keep the player within the level).

The packages actually seem to be quite heavy, so the rubber band might break when the package gets stuck at some corner and needs some careful maneuvering around. Especially when turning downwards where the player's drone goes much faster than the package (and then might get crushed below it). :)


The drone motor buzz sounds quite realistic, especially when you try to lift up with a package in tow.

Nice touch there were several BGM tracks!

For some reason the connection from the rod went dead after two spots and I couldn't complete it...

Eventually I clicked on the button to connect and the player moved, but it didn't really seam to recognize the arrival in the green zone...

Nice idea but not much variation...

Yery clever take on Snake, I liked it.

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The Z/Y swap shouldn't be an issue, games usually connect to the physical keyboard layout.

Also, since there's no overlap, simply read both keys for the same operation ;)

The heavy cargo job at first gave me some issue where all 3 indicators were green yet I couldn't lock in the cargo. I reset the lift and slightly adjusted my position and then it worked...

There could be some indicator to point where the designated area is... Maybe also add some bird's view map with markings...

The reward panel disappeared too quickly...

The simulation aspect was surprisingly complex and well executed.

Can you add a Linux build for the downloads?

So, it's climbing up to that guy to talk to him to begin the night, which is the actual game...

I get to hunt down some stuff (and I'm fairly sure I *did* find a tomato on the third round where I used that trampoline to get up to the rooftops for scavenging), but eventually I get discovered by one of the dogs and attacked.

I did try to hit back but all that LMB did was turn off and on the torch. not much damage to the dogs that I could see...


At some points I had some issues with heavy Z-fighting taking place (that mysteriously went away when I turned around and back) and some of the other racoons were standing sideways and when I turned a little bit suddenly they were showing their back side...

There is potential, but the game clearly left the oven far too early...

I'm no good at stealth games and the enemies (seemingly) detecting me behind my back didn't really help...

But definitely a clever mechanic to be able to assimilate some object's look in order to hide!

That's what I thought I'd need to go, but I didn't manage to get there...

But I'm not too good with that type of movement anyway

Hooking up the wires is rather frustrating, they might pass through the pins instead of wiring around.

There seems to be some maximum range for each of them, but it seems to be a combined value when the wire gets split?

Very solid idea, but would need more work for refining the mechanics.

I did get up to the final level, eventually.

The view seems to be cut off at the borders...

Indeed, reading the messages should be without any haste.

Nice touch that the board shuffles for a replay, so you can't just memorize where each click needs to go.

The next caller should be flagged with more intensity, indeed.

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If it's made with Godot, shouldn't it be easy to do a web build?

Edit: I read the note on the fog thing... Bummer!