Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs

HonestDan

75
Posts
10
Topics
119
Followers
1
Following
A member registered Oct 02, 2017 · View creator page →

Creator of

Recent community posts

Dan, please optimise your next jam game. Kind regards, everyone.

I really loved the way you introduced mechanics to the player; from the title screen to the increasing darkness. I was really pleased that the difficult went up as time went on, and I think you paced it well - as I was just about to say its too easy, when things were taken up a notch. I got a high score of 57, which I am proud of. Initially I felt the fact the level were repeated was a negative, as players could learn where things were in a room. However, as the difficulty (time to find) went up, I feel familiarity and memory actually became part of the game. You would identify which room you are in, and that would help you navigate to the right area in time. Really fitting to the theme, thanks for making a great game!

This was a great blend of resource management, turn-based clicker, and base building game. The music really suited the Martian environment - and I feel the world building gave interesting terrain and you combined the available assets well. The theme discovery was good with this one too - despite their being some inadvertent discovery of the game mechanics included :D I enjoyed my play through, only wish I didn't accidentally prevent myself from exploring further afield. 

Really good interpretation of the theme! Great mood and atmosphere, a relaxing experience that can be enjoyed without thinking much - but gives the option of stategising in order to discover the range of generated flowers that are available. I think its pretty cool that you've made the flowers build their selves rather than creating a ton of assets, and the sense of glee when a new flower (and especially colour) is discovered is wonderful!

Yes it's a familiar game genre and challenge, but its really well implemented! The music was actually a BOP and worked well when you sped it up. The art style was good, I appreciated that you kept the "pixel ratio" equal between art assets, it brought it all together nicely. Along with the fog and the changing scenery, it was enjoyable to play and had me wanting to beat high scores. I really liked that you gave info on the high score position during the game.

Thanks for taking part in the jam! I love that you still submitted the game, even though you identified you were not gonna be able to get the gameplay done! The audio is amazing as always, and the general aesthetics are great. The lightning and colours I liked in particular. Keep making games that pay attention to the audio and atmosphere, its something you always do well!

This feels good to play - the controls, despite me being unsure about the mappings, feel responsive and good! I liked the visual style - the emissive materials on the big planet gave a good feel, you also had cell shaded style asteroids which was a cool effect too - not 100% if the glowing styles and that asteroid style blend together perfectly, but generally speaking it looked really nice! The on rails element is good - I just wish I knew exactly where I would be shooting! Obviously some variety in enemies, and the ability to destroy the "ENDING ENEMY" (spoiler) would have been great additions!

I really enjoyed this! It clearly has some parallels to a well known monster capturing game, however - lets be fair - all it really takes from that is that you can obtain your units and that there are moves to choose from per unit with weakness/strengths. The movement / grid gives it a fresh gameplay feel - it sometimes felt a mix between pokemon and chess, which personally enjoyed. It'd be interesting if there more abilities - things that could impact an units ability to move, to attack, place things in the environment that impact movement (for better or for worse). Really great project though - thanks for taking part!

What an experience! I do love a treasure hunt, and this felt like the techy version of that. Really pleased you managed to take part in the jam and make something memorable that many people will have fond memories of! 

Was a massive amount of content brain! I love the polish, but most importantly the quirky characters and monsters the make up the world. The mechanics are original, and it is really interesting to try it out and think about how a game with moves taken in parallel would work and how it would be balanced. Thanks for taking part in the jam, my prince!

Really interesting start to a potential game! The idea of combining items you find in the level to interact with the environment is really neat! I'm sure we could think of clever ways to use the non combined and combined versions in order to get past different points of the level. Grats on completing the jam, really glad you submitted despite feeling it was unfiished! The music and visuals were fab - the only slight negative was the scrolling background effect!

This was both simple and complex at the same time. I really enjoyed the management element of it, my problem was I expanded too fast before I fully grasped the mechanics. You can get to some situations where it feels most planets are lacking resources and it can feel like you should restart - I'm not sure if that's something that needs addressing or is simply part of the game. Visually it was great, it felt balanced and I felt in control, and I was keen to start a new game to apply my new understanding of the mechanics to see where my second attempt would end! Really cool concept - enjoyed! GREAT JOB!

Syniad gwreiddiol, elfen o datrys problemau a cysylltu elfennau naturiol. Roedd yn bosib i gweithio mas y cyfuniadau trwy dadansoddi, ac roedd hyn yn helpu cyfranu at y teimlad da i'r chwaraewr.

Original idea, element of problem solving and linking natural elements. It was possible to work out the combinations through analysis, which helped contribute to the players sense of achievement.

Syniad gwreiddiol, elfen o datrys problemau a cysylltu elfennau naturiol. Roedd yn bosib i gweithio mas y cyfuniadau trwy dadansoddi, ac roedd hyn yn helpu cyfranu at y teimlad da i'r chwaraewr.

Original idea, element of problem solving and linking natural elements. It was possible to work out the combinations through analysis, which helped contribute to the players sense of achievement.

My dude, where's my car knowledge was a little rusty - but it didn't stop me from donning my trousers and my codpiece and finding my way out of that horrid maze! Classic GrumpyGameDev humour and SPLORR!!

My dude, where's my car knowledge was a little rusty - but it didn't stop me from donning my trousers and my codpiece and finding my way out of that horrid maze! Classic GrumpyGameDev humour and SPLORR!!

This had so many little highlights to enjoy! The readme cracked game references, the HUGE elaborate story and great voice acting, and cats were fantastic! Their dances will live in my dreams for many weeks to come. 

This had so many little highlights to enjoy! The readme cracked game references, the HUGE elaborate story and great voice acting, and cats were fantastic! Their dances will live in my dreams for many weeks to come. 

I am a FAN of this game and ALL of its beautifully illustrated inhabitants! The game play is rather limited, however - this game is not about the pure gameplay. Its about the animals you meet along the way. Really nice mood; educational too! 

Bonus awards if there's a DLC for a trivia game based on the facts in the journal. 

I am a FAN of this game and ALL of its beautifully illustrated inhabitants! The game play is rather limited, however - this game is not about the pure gameplay. Its about the animals you meet along the way. Really nice mood; educational too! 

Bonus awards if there's a DLC for a trivia game based on the facts in the journal. 

Bixarrio - you should be very proud of the tech you implemented - the marching cubes and infinite world generation are things that are both impressive, but also something you can now include in future games without such a time investment! Thank you so much for taking part <3 

PS: We found no treasure :( 

Not sure if it's just me, but I can't find the link to download the game? There's no link on the game page, and your latest devlog lists game downloads but non are links.

Give me a poke when you get a build ready - the design, description and illustrations I've seen look cute and like it'd be a good game to play. Thanks again for taking part and being part of the HonestJam!

Thanks for submitting the game to the jam - it doesn't matter that you needed to get a bunch of stuff done after the deadline - its all about creativity and sharing in a positive environment - so we're glad you submitted.

I think the concept could be interesting - the main unique selling point to me is the block above the one you knock out falling down. So if you could play into that mechanic a little more, it may give you a more unique playing experience. However, you could also just keep it simple and make a style of game which doesn't need a unique concept, but instead just be "your flavour" of a digging / hoarding game. Really cute sprite work and animation as always java, enjoy the future development of this project!

Thanks so much for submitting the game, shane! I really liked the idea - and think adding the developer commentary was a great idea to help people understand your vision for the game. I think it could indeed be interesting if the dice are earned, and that the other stats come into play. Perhaps there is an attack and defend phase, where you roll to dodge / reduce damage in the defend phase. Perhaps not every encounter is a fight, and you could have DnD inspired events that would benefit from the charisma, wisdom etc. The foresight ability also works well with the game mechanic, as it isn't purely random and you feel there would be some strategising as to which dice to take and when.

Awesome job :)

Great job and very glad to see you taking the plunge back into the world of game dev! This was fun and had a good amount of content considering it felt pretty polished and looked good too. Would for sure be interesting if there were more floors for you descend and if there was that game loop of returning to town to get stronger. 

Main bit of feedback I gave on stream was that the camera tilting when moving either left or right was a little offputting and inpact had an impact on the aiming somewhat!

Thanks for taking part in the jam and for hanging out during charity streams <3

This is really impressive for a day's work! I asked my mother and my cat, and they both said NO. So unfortunately I was just left to tech demo it. I fortunately figured out if I can press an input on the keyboard, it would suicide them for being afk, so I could at least explore the mechanics instead of auto winning within seconds. I'd be interested in seeing how balanced this feels with 3-4 players - I thought that maybe reducing the starting shorts to 5 from 10 could be interesting as it makes the player think about whether they would want to try and kill enemies, or try and just avoid them to preserve more ammo to try kill the opposition. It would also make ammo drops more lucrative! Thanks for taking part in the jam! and I did laugh at the "Is that you, Honest Dan" in the win screen :o

I love the potential of this Krass, and really glad you submitted even though you weren't able to squeeze in as much of the game loop as you'd hoped. I'd not played many God games in the past, but having you explain your vision for this I can see how it'd be interesting to play. If you do finish it, I'd love to see it - and be making difficult decision, trying to min max whilst still building the type of world I want my people to live in!

Unfortunately I wasn't  able to experience the game the way you designed it because the build either had me jumping too high or not high enough! However, I was still ale to experience a lot of the content and it was clear a lot of thought went it to the mechanics and the level design really complimented and taught the mechanics well! The theme was great too, I love that song and the game was fun tribute to it! Tell your friend good job on the music :D Give us a ping if you manage to get a stable upload where the jump height is consistent. 

Enjoyed this little game! The colour and sprite work was great - the water effect really added a lot of value to the visuals. A bit of a shame the player controlling object was not quite as high quality (sprite work) as the water, obstacles and collectables. The music was good and I enjoyed listening to it. I played a single run up to 250 points and didn't get sick of the music. As some constructive feedback, I'd say a game like this would benefit from some form of increasing difficulty / time restrictions - as the gameplay stayed pretty static and essentially whoever plays the longest would get the highest score. This could be done by adding a time limit, or increasing the speed continually. Thanks for submitting!
PS: tried your website and it was just a blank page for me :(

Thanks for submitting your game for the jam!! At first the hoops having collision on them felt a bit unexpected and negative, but ultimately it added to the challenge as it meant they could interfere / prevent the player from mindlessly repeating the same arc to get them in the volcano! The tiny purple dude in a top hat was so tiny and hard to find, it made me sad :D Silly concept though, fun enough that I played through 3 times trying to beat my high score. 

I beat this in 45 seconds (but with 1 death... so I guess it doesn't really count!!)

I really enjoyed celeste, its mechanically great and the story is proper good! Despite the story in your game maybe not hitting the same highs, the mechanics were still pretty on point and added an element of challenge. The downside is there was the wall jump you'd implemented but it wasn't really needed / used in your level design - which was a shame cause it felt quite well done! 

Final thought - avoid using just one ground check in the centre of the character - as it helps feel more forgiving!

It was great to experience your game! You really captured that old-school feel, its almost unbelievable its made in unity! Despite not being finished, there's a lot of depth and I had fun against the goblin and the rats, and got a good taste of the style of game you were paying tribute to. Hopefully you can use some of what you've done for future projects if you ever find the time :D

You won the game jam - because its your birthday!

As someone who's not really played the xcom games, the final level helped me understand the strategising that can come into play in these types of games. I think adding footsteps would have add a lot of value / suspense when the enemy is taking their turn. Really pleased you took the time to create the game and take part in the jam! I completed all 4 level and I am quite proud of that :D

This was too much fun! So silly with all of the instafluff sound bites! The fact the cat rolled instead of ran only added to my enjoyment. There was actually enough to mechanics to make it challenging and to try and improve on each run. The mew record system is great in games like this, encouraging others to play and beat each other!

My best time was 29.951... but there was room for improvement!

Yay - you made a game in unity! Really glad to see you take on a new engine and get your hands dirty! This mechanics were really fun and the fuel amounts / distance made felt balanced, with each level introducing a new element of challenge / difficulty. As explained on stream, the primary improvement to making this "feel" good would be to work on the camera, to allow players to choose more ideal perspectives and help them determine the depth of objects / distance from perilous red orbs of doom!!

Some really great aspects of this entry, I'm really you glad you submitted and I was able to play around with it. The sprite stacking to give a simulated 3d look works really nicely. The controls for snowboard/skiing are also pretty good, I enjoy that there's essentially a downhill momentum element that kinda just feels right! Great work, let us know if you finish the game. Ski Free was the best.

AHHHHHHH this was such a lovely game! Like with your other games, I really like that you embed a sense of goodness and your personal values into your games. The lovely story telling aside, I really enjoyed the mechanics actually - it was both challenging and rewarding. The hexagonal movement worked in the games favour, my finger felt like they were playing a rewarding game of dance dance revolution on the keyboard!

3405 was my score!

I'm really proud of taking part in the game jam tormod and working on learning more about game development! I have a bit of affinity towards match 3 games after personally trying to make one myself within the first few months of me learning about game dev. This was super clean, the icons you used were great, it all looked nice even with gems of different sizes - and the addition of colours made it easier to find patterns when scanning the tiles! Great work, captain!