Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

hex2start

54
Posts
1
Followers
2
Following
A member registered Jul 31, 2022

Creator of

Recent community posts

I could quit whenever I wanted, but I simply preferred to pass out multiple times 😌

I liked the ability to go bottles akimbo, and the little details that seemed to randomly change on the level between playthroughs. There could be some more decision making or exploration involved, which could help you go through bottles quicker. So the game would be like a pub escape room or something. The drunkenness effect was also properly oppresing. What if the game asked you to perform some challenges in this state? Like, I don't know. Darts maybe? 😅

Ah, an RTS. An eerily familiar one, as outside this jam I'm also working on a game with swarm-based battles. So I'm definitely one to enjoy this sort of ongoing battle constantly going on in the background. The units look really good, and it's fun to watch them duke it out.

If there was one thing to improve design-wise, I feel like the economy would be one. Right now building a large army seems essentially free, resources aren't a factor, you just need to wait a little. Although maybe that's not 100% accurate, as the levels seem to use building space as a resource. It sometimes works at the very beginning, where you need to win the first battle to place more buildings, but it's not really a concern later.

I like what the "next stage" button becomes at the very end 😄 And it's cool how you came up with different sounds for ordering different types of units around.

Thank you! Yeah it wasn't intentional for ch3lvl9 to be solvable that way, and also it should really go before lvl8. And ch4 could definitely be a bit more challenging.

The crash seems weird, were you playing on Windows?

Glad you enjoyed it! And you're totally right about the level order, should be the other way around.

I managed to get to horizontally moving platforms, but no further. It's really clever how you decided to use a metronome for this kind of concept, and also include it as a sort of logo/visual. It was a bit difficult for me to rely on it beyond the first 2-3 moves though. I think this might be due to the character sticking to walls? So a minor difference could result in you losing a lot of speed? But it might also be a skill issue.

The game also has a distinctive artstyle. Even if it's just simple shapes, it looks pretty good!

I wonder if having more audio cues would make the game more approachable. Like having sounds for nearby damage or moving platforms and such. Just spitballing here.

It's an impressive game, if only due to sheer number of movement mechanics included, and topped off with gravity shenanigans 😄It also has some great atmosphere, built almost entirely through audio work. I'm into parkour games, so I obviously liked this one, even if some of the mechanics felt a bit rigid or janky at times, and could be iterated upon for a better feel. I know it's tricky though, especially in a jam timeframe.

Of the little things I appreciated - having a slide mechanic worked really well with the doors slowly coming down, that you could slide under in the last second. Felt really good when it happened ^^

It's been a while since I played this kind of an endless growth type game. The initial progress from a manual clicker to things happening automatically was the most satisfying, but yeah, it's still running in the background for me as well. It has this minimalist elegance both in its aesthetics, as well as design. Picking your own color is a nice touch 😊

Despite warnings, I botched my daily ranking, not realizing you can only attempt it once 😅

The game explains itself without any need of a tutorial or such, which I always appreciate. And I think it plays really well. I was a bit confused about the lack of upwards movement, as I thought there's some intended leeway between where you are, and the edge of the screen. The ability to store a block for later really makes a difference though.

The only criticism I have is that dividing by 0 does not crash the game 😄

I expected a simple idle game, but it turned out to be much more engaging. There's more maintenance involved than usual, due to things breaking over time, and having to clean the orbit from debris. And it's quite fun, although there could some more visual feedback after marking an object for deorbiting. I played for a bit and got all the upgrades. It's still running in the background and I really like how it sounds ☺️The analysis could include the numbers of different satellite types.

The instructions screen got me kinda excited, but I think that dragging is the only thing that got included? The concept is cool though, I could see this as one of those "fake OS" kind of games. Also congrats for going raw SDL for this, and still shipping something.

Managed to beat normal mode after some 3-4 tries. For some honest feedback, I didn't enjoy the shooting itself that much. I dunno, maybe that's just too much erratic movement for me. And/or a skill issue.

That being said, I did enjoy the upgrades (apps) and found them quite creative and fun. The death mark in particular helped me deal with more chaotic waves. Due to that, getting a mod to start with an upgrade was a huge help.

The artstyle is great, and a bit familiar, with the overwhelming amount of screen effects. However, the thing I liked the most were all the fake-OS things - the desktop, game over console with a bluescreen and such. Some great work there.

In terms of visuals and audio - it's awesome, no notes. Interacting with the board feels good and is generally well done UX-wise. Gameplay itself is fine, and all the different tiles and modifiers support it well, but I struggled a bit with the need to constantly rebuild the tiles in front of the character to maximize the potential reward - and that would often result with a lot of swapping which wasn't necessarily that engaging. I wonder that if there was a second "opponent" guy then maybe I'd find it easier to lock in, dunno. Either way, I enjoyed my time with the game!

Wow this was much harder than I expected 😅 The animations are gorgeous, that goes without saying probably. Gameplay works pretty well, all the pieces are there. The difficulty curve could use some tweaks, to make the start a bit easier. And also, if you have multiple trains, maybe the game could remove those trains when derailed instead of instafailing?

This first vulture appeared right after the "workers cannot fight enemies" hint, so it took me a moment to notice that I can scare them off.

The game was very well put together on the audio side as well, nice work there!

I definitely went ohh when the game first suggested to loop around yourself, and then again when you grow past stage 1. It's pretty impressive overall. My only note is that enemy colliders could be a bit smaller, a couple of times I thought I'll move past them but actually hit them.

I also love the "let's ship it" final cutscene 😄

This is what video games should be

I enjoyed the puzzles, and that they're stylized as these 9 screens. But my favourite part are eggs popping out of those screens and rolling around 😄

Played through a couple of levels, trying to 3-star each of them. Figuring out the exact order of orbits to target is a good challenge. It works well, although this setup of Lemnisca with the cannon kinda calls for something peggle-like or otherwise playful.

It's a small game but it most definitely loops 😄 I liked the look of it, this minimalist+neon style. Pigs status: outran

I liked it, the game has this nice combo of pleasant atmosphere and the air of mystery. Some parts of the "quest" were much more hidden than the others, but also finding them was satisfying. Played through it twice to see both endings.

Sure, that's the one, for LD50 https://tanocollective.itch.io/the-ultimate-martian-roulette

Particularly fond of this one, as my very first jam game was a random chance game show 😄 It's a neat package, everything fits together well. Figuring out the best strategies with the items given was quite fun. Congrats on your entry!


I did have an a-ha moment when I had to bring out another character from the very beginning for the first time - it was pretty cool.

I read your creator notes, and it seems you succeeded in what you set out to do, congrats! Actually I found your game to be quite emotionally engaging too. Those "search for a job" stats 💀 Someone below mentioned a disconnect between audio/visuals and the meaning of the game, but I think it works - it's like everything appears fine on the surface, but isn't really. Anyway, high ratings from me.

It looks very pretty, I love the color palette, and the way clouds close in when you get higher. I think it could be a bit more forgiving when it comes to collisions/game over.

(1 edit)

It appears simple at first, but as soon as 2 snakes in, you already start noticing the different issues that might happen, especially when using a lot of stops. So it is quite interesting to look for strategies to play around your previous snakes. My main feedback is that controls could feel a bit more responsive - I feel like oftentimes some inputs were skipped when doing a couple of subsequent turns. Overall though, it's a good entry!


I had fun! Core gameplay works well, and I think it's good that it transitions into an autoclicker after a moment - I rushed that upgrade in my 2nd playthrough. I felt like I couldn't really get into the zone with dashing and use it effectively though. Good idea to have an option to pause when hovering over the shop. Also I appreciated the enemy variety.

Actually ended up playing this way more than I expected, good job!

The game looks and sounds great, although I struggled a little bit with making informed decisions as a player. As in, knowing when to use which samples and why certain samples are greyed out on the track. But I liked it overall.

It's a solid puzzle game. I got stuck a couple of times, but managed to get through. I like another loop at the end ^^

(1 edit)

The overall structure of going back and forth is cool. I particularly like how it plays with the title (the return of) 😁

I'm not sure about the way bombs work, they are a bit awkward to shoot for me. I think if they simply exploded on contact they would feel better.

The game also seems quite jittery on my machine, after the camera starts following the character. Perhaps the camera and character use different processing? That's the usual cause of this issue (at least in Unity, where there's update and fixed update), I found this doc for Godot, maybe it can help https://docs.godotengine.org/en/4.4/tutorials/scripting/idle_and_physics_process...

Most importantly, congrats on your first game!

Editing to add my score ^^

It's a clever 3d take on the "leave your body behind" type of game. I liked how it builds your understanding of mechanics through level design only and not explicit tutorials. And I had a couple of a-ha moments, which is always fun. There's a lot of player feedback and polish work done here, good job! I had to give up on the puzzle where you had to build a high staircase, because my laptop was already struggling a bit with performance, and this one seemed like it will go for a good while.

It can be a bit unclear sometimes. The bar at the top shows how full your orbit is.

Looks great, and the different items are so fun. Controlling them is a bit tricky, but I think it's part of the challenge, and contributes to the wacky vibe.

The graphics are pretty cool, definitely selling the cyberspace setting. It was fun to see body part size mismatches on the character. I might have preferred a different goal rather than searching for codes, it was a bit tedious.

So immersive, and looks great. Awesome stuff.

I think the brake didn't work for me, or maybe it was supposed to have a slow start, not sure. Minor issue.

It's quite engaging to be able to walk around while controlling a separate, giant machine. Solid idea and execution.

I like the art style, and that the camera only scrolls up and down - it's just convenient to use. I was a bit confused as to how, when and why do I exactly make, or lose money.

Awesome game, probably the only thing I was missing was to be able to rect-select multiple parts in the building mode (to move the whole machine when you run out of space to the side) and maybe a clearer indication of the two extremes the joints move between (or like a test run possibly?).

But other than that it was great, good job on pulling it off so well!

I had fun with it, rotating the playing field every couple of rounds is a great idea, switches things around. Wasn't sold on the overlapping towers at the beginning, and it still does have some visibility issues, but it felt good after all to be able to use up the space to the maximum.

The audiovisual side of things is amazing, no notes. Also, dunno how you came up with the idea of throwing bards, but your process is working :D

I had some issues with the controls - 1. jump not registering sometimes when I think it should (maybe while moving forward through multiple platforms, not sure?), 2. throwing not feeling super great to me, I think that due to the slowdown (which in itself is a good addition) I instinctively used the throw like something I have to charge and that made me press hard on the mouse button often. I dunno, that's just how it felt to me, letting you know.

That's some fun art style, and I appreciate the betting idea. I found that dealing with a large number range didn't engage me that much though, I mostly used the percentage buttons, and somewhat randomly? I didn't arrive at a clear strategy, but maybe that's a scale issue.