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honieware

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A member registered Jul 15, 2022 · View creator page →

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Let's play 8-Ball!

Fun take on the Pool format! It's like adding Mario Kart power-ups (or debuffs, I s'pose) into a pool match. What side of the ball it lands on could use a little bit of visual clarification, and a personal nitpick of mine is it'd be nice to speed up the CPU's shots so one can get to the playing part quicker, but quite dig this take otherwise!

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Compliments to the chef - the look, feel and juice of this game is stellar! Could definitely learn a thing or two from it. The pixelart is stunning, the effects are punchy and the music and SFX go hard.

I've noticed there's not much in the way of strategy - you can very easily mash your way to defeating the boss, no matter what the dice rolls determine. It's tricky, because you can't exactly allow for negative effects, since that'd feel too unfair. I'd like to see this concept expanded with different kinds of bosses in the future - but what's here is great already!

Super juicy game! Everything feels real weighty and impactful, from the dice landing on the floor to the tight wall jumps. Got nothing to pick apart here - it's surprising the game turned out this polished in only a couple days' time!

Nice and intense action-ey game! Quite like the moody aesthetic it's got going for it, too. Would've liked a more visual indicator of what the dungeon masters' rolls do, but that's jus me nitpicking.

I annihilated those props.

Sadly the cursor fix didn't quite work for me, but I still had my fun regardless! The shock seeing that first asset blow up as I rolled into it was huge. Getting very Katamary Damacy-ey vibes on it, for whatever reason!

Quite like this one! The work on the dynamic soundtrack doesn't go unnoticed - it's immediately satisfying to throw a dice an enemy's way.

Getting into nitpicky territory, I wish tossing the dice was a bit... quicker? Not necessarily because the player is slow or anything - the dice just covers a large distance, and you have to go all the way over to catch it just to see if the next throw will be the colour you want. There could be some sneaky player nudging going on that makes sure that only the colours from the gladiators on screen  show up on the dice, though I wouldn't expect it given the time frame.

Great job finishing the game up, though! Doubly impressive that this is a first time project.

Adorable little game! Love the option to go peaceful mode, and the text just makes it even sweeter. It's doubly impressive knowing it's made in Scratch, too!

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Surprisingly in depth! I came in thinking it was gonna be an idle Cookie Clicker style game, and it turned out to be a game about math and probability. With a more spruced up presentation, it could very well make for a fun mobile game!

(I do agree with the rest of the comments that the game could use a more intuitive interface, though. Even with the tutorial, it took me around five tries to get what the top and bottom rows mean.)

Quite dig the idea of collecting dice to cast spells! Bonus points for not making the spells completely random, that'd get real cheap real quick. Would have liked a bit of a tutorial or an in-game menu explaining you have to press the numeric buttons to make the spell menus appear, but it's hard to get that stuff out in-time.

I've found a bug where you can press multiple keys, and that'll make multiple menus appear one after the other? Haven't found a way to make those disappear. If you were to make a post-jam version, I'd reccomend looking into a less gameplay intrusive way to choose spells (radial menu with right click, maybe?). Apart from that, excellent job!

This game is extremely juicy! I wouldn't be surprised if you told me Vlambeer secretely worked on this one. There's mechanics that serve for multiple purposes, a ton of things to keep track of, and surprisingly addictive gameplay that leaves you wanting more. Excellent job!

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Quite a fun little concept! It's pretty frantic to have to read the emotion chart in time and still bet in such a short time-span, really keeps you on your toes. Gotta say, seeing that cash number flow out into an exponential is quite the sight.

I feel there's not that much strategy to the actual betting, but that could very well be me not grasping it fully. There's no reason not to go all in if you managed to read the other better's expression in time, and as long as you pick a dice before the time limit you can just... not bet any money. Also, the game looks wonky on display resolutions below 1080p - though that may be a web build limitation.

All in all though, great job!

Oops! Didn't get to add a message saying "hey, you won!" in time, but the hordes do end after a couple rounds, which is meant to be the end-point. I'm glad you enjoyed it!