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hemmond_cz

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A member registered Mar 16, 2022 · View creator page →

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Okay, I did re-test the game. And found first small fishes I was able to catch. Maybe add a little notification "fish caught" or "nothing caught" so there is some feedback as to what I caught every time player finishes reeling in (same notice as "Fish too heavy"). 

And I still have problem with "Follow player" turning off whenever I use sonar view. I would recommend to keep "follow player allways on, and showing sonar view around mouse cursor, not just around viewport center. 

I tried to find them to no avail. Might try one more time. :) 

As for the sonar, haven't noticed if it can be moved. Usually just my ship sailed outside of screen when sonar was activated (since it turned off follow player for some reason). 

Connecting and mixing different fluids (maybe in different ratios) could be interesting. Maybe when inputs/outputs of different devices are in set sides (and heights) could force players to build in 3D more. And also playing it on VR could add another level of immersion. :) 

Try 13 colors. ;) Those ones are crazy to do. :D 

I took on this game since I wanted to make Water Sort (without ads and probably soon open-source) that I can recommend to people around me. :D Game Jam simply pushed me to do it. 

Since it is my first project in Godot, I needed to learn pretty much everything, set up whole tooling, learn how to package web build, and all that jazz (including itch.io dev account section).  It took probably 8 evenings (2-6 hour per evening). 

Yeah, scope creep in game jams is really common pitfall. On the other hand, it kickstarted this whole project of yours. Looking forward to finished game. 

This feels more like interactive animation, than the game. Which might have been the point of this entry. But it does what it says in description. Shows you how water treatment works (or more likely how the water gets from rain, to water tap in house). 

There were som funny quirks tho. Sometimes when I clicked Filter, it will fill by rainwater tank to 200% and without any button press it rose to 300% and finally 400%.

SFX / ambient audio is really missing here. 

Wells. Wells everywhere. Just simple game where you put wells into desert. Maybe it has a potential becoming idle "cookie clicker" style game, but right now it feels more like tech demo, than an actual game. 

There is just clicking wells, with not much else going on. Lives saved are based on how many times you clicked on donation (which gives you cash to build more wells). But you can build wells on reverse osmosis animation!

Casual fishing game with stylish pixel style art. Unfortunately I was unable to find any small fish to get my first money for an upgrade. So all fishes I caught were reporting that they are too big. And also "Follow player" kept turning off when switching to Sonar (which was always showing the center of the screen instead of ship surroundings. 

I would argue, that "Follow Player" should be allways on and without option to turn it off. Can't see any relevant reason to keep that option in.

It is interesting twist on connect pipes puzzle games. It has a lot of potential and I would love to play more challenging levels. 

It feels built for VR and I believe it might fit there quite "well" (pun definitely intended). Current levels did not benefit from the option of building in 3D (i.e. crossing pipes, avoiding obstacle by going over it, etc.) which felt more like the 3D is more like a gimmick, than a game mechanic. Also, when I was standing between pipes I just placed I was unable to jump or move, so needed to remove a pipe, move outside and put a pipe back. But that are just small quirks that can ironed out and make the game even better. 

Simple logical "connect dots" game. The energy resource is nice addition. It could use more challenging levels. 

Kudos for the background music. At the first glance it sounds as someone is learning to play musical instrument, but actually the structure is pretty good and interesting (maybe because there is not one constant rythm and the pauses are all different lengths) and it definitely fits the mood of the game. 

P.S.: When I was looking at this game on smartphone, this game was the only game from this jam not marked as smartphone incompatible, yet the tutorial threw me the curveball with right mouse click. :D 

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Funny idle game, where you need to identify your production facility bottlenecks (pun definitely intended) and squeze more money from poor citizens buying bottled water. 

Love the "Boho Wata" configuration option. It is a really nice touch (good job to the team). I hope the main music will be available soon, since it was really nice. 

Maybe add water level indicator to the packaging tank, so manager can see at a glance how much water is where. My packaging once dried up since I haven't noticed the info symbols near items in shop. Also in shop in Packaging section, the items are so close together it is hard to identify where one item ends and another begins. 

EDIT: I recommend adding scientific exponent numbers. My game broke around 2000 bottles in, when I hit +infinity in effect on "Quality Water Bottles". My "Money" display no longer shows +infinity. It is completely black and I have no cash to buy anything else. Even though every bottle sells for +infinity. :D 

I hate grapple. :D But it is really nice (and challenging) platform game. And the aesthetics really match its game lore theme. :D Overall pretty cool. 

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First of all, I love the soundtrack. And now to the game. It has potential (I like that every citizen has a name), but now it is just exploring (and for that I am missing options to move the map around). Also, it would be wonderful if there were labels to the icons with different actions (especially on trees and animals) - I lost a few resource sites before I found out how to collect. 

And it was mildly infuriating, that on animal resource field, the "harvest and kill all" button was in the spot where every other resource field had "collect just the right amount". But all in all, it is a good and solid start to make interesting game. But please provide more information (for example where and how to get the resources... Like water) somewhere in game. 

It is interesting, but too much grinding for my taste. Even with 15 litres jug it is just tedious to raise money for pretty much anything else. Also in the instructions "Placement mode" is just mentioned. Could use more info about water extractor, water tank, water purifier and bottler - explain the whole chain that could be when water is cleaner (also, placed the pipe when I was in the menu and expecting that the game ios paused - I was trying to leave placement mode without placing anything). 

For how much grinding is needed, it is missing "save game" (or minimize to tray) option. And to properly play it I could not play it in browser because mouse was leaving the game so I was not able to turn 180 degrees - mouse just left the game (two monitor setup, firefox). 

The bug with water purity 0 when picking up bottles is basically that last bottle you pick determines water purity for the whole stack. And bottler gives you water purity of not yet bottled water inside its tank. When all the water is bottled, the purity is 0. So you can bypass it by pouring some water to the bottler just before you are about to pick up all the bottles.

I must say, I did enjoy this game very much. It had just the right amount of creepy. Loved the rusty pixels aesthetics, although the flashlight was... Well, let's just say, that The Company(tm) cheaped out opn some equipment. :D And also it was pretty hard to find the last bag of trash. 

Ambience sound was really immersive, sound effects actually helped in gameplay and orientation. Sound is a pretty much a must in this game. And I really loved the [CLASSIFIED] and [DATA CORRUPTED ]. :)

Nice concept, I like how different levels have different abilities, that needs to be used to finish that specific level. Overal decent platform game. More challenging levels (maybe with combination of abilities) could be nice. Sound effects were mostly improving upon game experience. And also love the monochromatic pixel graphics style (maybe "next level" button could be same style as well).  

What I think could be improved is background music, where the cut between end of one loop and another loop begining is clearly audible and for me a little annoying, when hearing it so often (since the loop is quite short). And another big thing is some means to exit the game at the last level. When I see "Finish" screen, there is no way to exit other than kill it thorugh taskbar/process manager, which could be less convenient for casual non-tech players.

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Animations might be added later on as optional opt-in feature. But honestly, animations just holds me back and when I am trying to get best possible time, waiting for animations hampers that. Waiting to pour one color from vial so I can pour the next color is just time wasted (same as the ads embedded in most water sort games on smartphones). :D Sounds are in the works, but I want to make them in-house, so it takes more time. 

Hello, nice asset pack you created. What is the license for this pack? It is not in the zip file ( Update-27-08-2024.zip ), nor is it anywhere here in description.