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Ilyos Games

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A member registered Jul 21, 2015 · View creator page →

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That was ONE.WILD.RIDE.

I totally did not expect going from chill, comedy infused clicker (I love idle/clicker games, so this was right up my alley) to FRIGGIN FIRST PERSON HORROR. Loved it. Was confused at first as to what I was doing in the second part, then was running while going oshitoshitoshit! then I figured out what I'm looking for and it became even more engaging.

A very unique, interesting experience. 

This is an improvement in every way over last year's entry. The gunplay was super satisfying, the controls were snappy, the exploration was spot on and it was the perfect length with just right difficulty for a gamejam.

I enjoyed thinking a little in order to figure out what the second ending might be and that was a super fun rush when enacting it, hah, so well done on that!

Really loved this one

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This was a fun entry and it was very smooth once I got into the mindset of how combat works. Has the potential to be refined into something grand, as the mechanics are all there and just needs a bit of card balancing. 

I went for the daze/poison route which is insane towards the late game, where you can just dish out huge stacks of poison and stunlock enemies (or just walk away from them and they die to dots). I even had an encounter in the fire area where I fought and killed two enemies at once without being touched. And poor Dad had 21 poison stack on him, and never got a hit out. Gold becomes irrelevant from the second world on, as focusing on getting upgrade power is much more important and gets you cards with 3 turn stun or 5 poison damage (yum!).

The graphics was excellent, the polish was top notch, as we've come to expect from Jimbly&co, voice acting was great, the game was really smooth to play and I  had a lot of fun.

To critique, I'll join the others in saying that the one-way fire area was a bit meh, especially when backtracking at the end as I looped over and over in some areas until I found the way to go back again. Can't tell why that is, since nothing was hidden regarding the exits...

Not a bad concept at all. Cozy vibe, which I always enjoy. I liked the mechanics of the potion brewing and the separation of that process with the gathering of parts. Movement was responsive enough and the level was well laid out in that I could navigate it by memory quite easily.

However, I am not sure if the game had an end goal or a larger goal to work towards. Making potions was a core mechanic, but it wasn't framed as the final goal.

What a superb entry. 

Played it all the way through to the end. Was suprised to get the [REDACTED] boss preview right as I entered the [REDACTED] area after the golem and BAM! HIT WITH THE SHAREWARE! I laughed very hard.

This is a testament of how much you can achieve with so little (I mean here the presentation with the color palette and the text and hotkeys for everything, just like back in the way). You don't need flashy graphics and effects to make an engaging game or tell a great story.

The game was super fun and very easy to follow through. I'm not 100% sure I enjoyed all the fiddling with switching between armors and weapons. It was a great implementation of the theme but I imagine that in a longer game it can get quite tedious. 

The level of detail was amazing, from all the funny lines and quips, to the variety of ambience and the fun lil quests and banter and equipment.

Amazing! Just amazing.

There's a good base here with the dice rolling mechanic. Would've been great if it were easier to match the dice to the moves, especially given that each number can only work on one move, so there's no need to select both the dice on the roll and the dice on the move. 

Can't seem to progress beyond the chest, so I'm guessing you ran out of time on this one, but still, good effort on what you made!

I have played for...several hours. 

This is a production ready game that can just be shipped out. Superb game! Liked the procedural floors, but they all worked and had no glitches. The difficulty was pretty good. Loot system, mobs, puzzles, bosses were all fantastic.

I didn't finish though, got to lvl 14, just after the Annihilator. I don't suppose there was much left to go but I didn't have any more time. 

If there's anything to complain about, I'd say that it's too long for jam game, but that's not really a complaint. THe variety was there enough to keep me trying one more floor, one more respawn. 

Am so impressed!

Good job making your first game. The controls were good, step size was well represented to fit on the map you made. The combat worked well and I had to restart a few times to beat all dragons until I realized each is more prone to use a certain choice.

There we go, managed to complete it, with just a few seconds to spare. The timer is very tight on the last heist.

Aaaaah, got it, ahahah I didn't read the brief fully then. I will give it another spin because I want to finish it. The length feels very good for a jam game.

At first I thought the tutorial was overbearing, but then I started enjoying the tone and realized it's part of the charm and I enjoyed it. Really enjoyed the concept of analyzing everything so that you might learn what they do (and it came in useful to discovering and understanding the game). 

Controls were good, the RPS mechanic/theme was creatively implemented, there was a fair bit of challenge in managing your inventory / delivering things to the chute / deciding when to use one-time items. 

Solid entry and creative concept!

Cute concept with cleaning up the prince's poop and turning it in for upgrades, hah.

Controls were SUPER SMOOTH, though I wasn't a fan of the J to attack necessarily. Got me to use both hands on the keyboard though. 

Appreciated having a map and the upgrade system and I got to the escape prism/portal, prince in hand. 

I will say, however, that the biggest enemy in the game is the music loop XD.

It seems like there isn't enough money in the first level + hideout to get you to the construction site. So I just had to constantly load the office level and return to the hideout to get that +100 cash each time for the last 500 I needed. Made it to the end of the construction level but sadly didn't find the exit to get back out and into the hideout :(

Great idea to use the essence for all things in the game, essentially (har har) consolidating it all into one resource. I haven't played with the traps at all and just opted to pour all the essence into upgrades, which seemed to get the job done. Finding all the health pickups helps a lot and I managed to finish the dungeon in a single run. Well done on this entry!

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Such charm that it cannot be overstated!

I had a huge amount of fun with this entry and played it to the end. The itemization was great, allowing you to choose your passives and loadout worked very well. Controls were outstanding, the verticality and traversal worked really well and rewarded exploration. 

All the dialogues were super entertaining and the whole plot was just charming! My favorite entry so far!

Got 11 foes. The combat mechanic is interesting but figuring it out was a bit painful. Then it indeed turns into a little puzzle where you have to optimize moves and hope your enemy moves in the way you predict. Super impactful moves and effects, loved that. 

Quite the addictive experience. Good learning curve until you figure out how abilities work, hat/tome stacking. Then it's just a nice loop of I WANT A LITTLE MORE XP. Top quality as always

...I did not see it. I feel very silly now.

This was probably one of the most immersive entries this time around and I had great fun with it. The atmosphere was really good, I liked the graphics effects and the combat was quite interesting with the options given. I just went full into Agi/Mind and some Body to help survive. But speaking of the latter, dying late in the game felt super punishing, since you had to restart from the beginning :(

What a fun combat mechanic! So silly and yet offering some things to think about with the roguelike level up system. Had fun with it, though I never got to finish it. I think the control scheme sabotaged me often and I lost valuable moves strafing instead of turning and viceversa (habits...) and often died because of that.

I really enjoyed the movement and the upgrade/craft system. Combat was straightforward and enjoyable, but I did also have trouble with the arrow crashes. I tried avoiding them as much as possible but sometimes it was just too hard. With a fix, this'll be really really cool.

The second character, the poison lady.

I had a lot of fun with this. I was quite impressed with how much of everything there was: content, loot, variety, biomes, even a shop mechanic that was fun. I liked the verticality aspect of the game, something I haven't mastered with my system quite yet. I didn't mind the dice roll thing since if I wanted to see what happens I could always check the combat logs. I got the idea that more dice with higher faces on them meant better stats so that was enough for me.

I only had one bug, which was unfortunately pretty bad. I don't know if I was at the end or not, but there was the beholder mob after the library and I managed to get killed while using the fireball wand. When I respawned, I couldn't move or attack anymore, so that was sad. But that doesn't count against the enjoyment of the game, I feel like I already had gotten my share of fun and seeing what the entry does.

Only criticism I would have is that I would have liked the movement/animations to be faster.

I thought the combat would get repetitive (because I've seen it implemented in other jam games) and I don't do very well with gravity/orientation changing navigation (in any game). 

But the letter thing was fantastic and kept it all fresh, making me pause and think what the words could be and how they're related. And the trails you leave really help with navigation and not losing your direction. So very well done from a design point of view!

Oh wow, so much content in this game and so fun. 

I was quite lost at first with the escape from the underworld, but after I got out on the second try, I was WHOA! Loved the variety of dungeons, the mystery, the exploration, power scaling, itemization.

As always, an excellent entry from Dave, that just leaves me bewildered.

Ok I had a lot more fun with this than anticipated, even though it took me longer than I want to admit to figure out the trail thing and how your health worked :D

But the combat mechanic and the letter thing was absolutely brilliant. Navigation and exploring was great, but I gave up at the wind section. I think that was too much for my brain, I just couldn't figure out where and how I needed to go to get out of that section. Think I was close to the end though, but that's fine. 

I really, really enjoyed this entry. The only unpleasant bug I encountered was the audio files overlapping each other when you didn't wait for one clip to end and did actions that triggered another one to play.

Took three tries, but I got to the end and rescued Miranda! This was quite well done, mixing exploration (because you really want to gather all the hp/att upgrades) with some timing puzzles as you navigate the mushroom paths and smart potion usage. 

Very well done and a good length for it to be finished in a timely manner!

This was quite impressive and I found myself doing quite a lot of battles. Great deal of content into the combat module that it managed to captivate me. Sadly though, it didn't seem as some (most) of the abilities worked :( Couldn't get my heals or rogue abilities to work. Wasn't a huge deal for the DPS, but it made the healer character useless. 

But I did have great fun though.

One of the games in the jam that encompasses the spirit of jams: try something unusual. While the spell typing was a bit fiddly and I had to remember to use the correct interaction every time, I must say I really enjoyed exploring through this dungeon, finding all sorts of hidden corridors and whatnot. There was something very enjoyable about how it was all crafted, though it really could use some polish to make it better if the intent is to expand it post game jam.

Well done!

I really really loved this one, from the graphics to the gameplay. In combat I didn't really use anything but kiting and the fireball, although I appreciate the variety in spells. Just that it was easier for me to just fireball everyone to death and kite them around so they wouldn't slap me silly. Finished the available content and I had a blast. Oh god and when that one mob started knocking on the door it freaked me out!

This was solid on all points. The graphics were great, the transformation mechanic was interesting, combat was a bit slow but once you start casting and sidestepping it becomes a lot faster :D, exploration was okay. I got confused a lot in the map layout at one point, but eventually found my way again. I agree that it would've helped if the locked doors were color coded to make orientation easier, but for a jam game it was fine and the length of the game didn't weigh against that.

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Very impressive technically and it also played pretty well. The combat was innovative though I never realized if I was approaching it the right way or not. But I think it captured the essence of jams pretty well: challenging yourself to try something unusual, approaching things in an unconventional manner.

A well crafted entry with one of the best atmospheres in the jam. The idea of powering only certain sections was very good and added to the tension. Combat was pretty straightforward and you understand it after a few tries, so that went pretty well. I agree with the rest of the people in that a map would've helped immensely. Perhaps even a sectional map that you download from terminals and that shows you only parts, filling in as you collect more of them.

This was quite amusing and a nice base for a game. What elements you did incorporate worked pretty well, just wishing there was a little more.

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As stated by nearly everyone, I didn't understand the mechanics of the card game, which is a shame, because it looked like there was quite a complex thing happening there. The idea of a tournament where your place went up and down based on the outcome was pretty swell, but it definitely needs a tutorial or some instructions (on the game page would do as well)

Big plusses for the style, the noir setting, the detective voicelines and the idea of having gunplay.

But for me at least, killing enemies was nigh impossible. Very hard to aim (maybe that was by design) and the whole game ran rather choppily. I did manage to see a lot of the game though, by starting over several times and going for different routes, but the actual fighting made it very hard for me unfortunately :(

Got as far as the powercell and then kinda got lost and ran out of oxygen (and almost out of time). I was skeptical at first, but once you mentally map out the first few chambers, the game runs pretty smooth and once you get the tank/mask upgrade, a lot of the pressure is relieved. I was fine without the map, for the most part, but what got me was the very poor lighting towards the end, which made me lose my way at one point and I never recovered.

Still, I really enjoyed the experience. The atmosphere was spot on, movement was fine, the oxygen/time constraints made it a movement puzzle in the start which was nice.

Very cozy vibe to this game. Loved the graphics, loved the environmental puzzles and the humor. The movement and exploration was also spot on. I am not a fan of jrpg style combat though and especially not of random encounters and I think the latter really weighed the game down and detracted from the awesome exploration/puzzle solving aspect. With a different combat system this game could really be a gem.

I don't know if I got to the end or not, but I did find a chalice deep in the dungeon. Unfortunately, I couldn't progress since I had a full inventory and no available slots to empty the chest. I consider it a win though that I found the chalice, heh. 

I didn't encounter the lighting issues so that was fine. The environment was nice and movement was satisfactory. A good crawler base, all in all.

This was thoroughly enjoyable. As everyone said, the retro aesthetic is awesome, the interactions are full of flavor, itemization is there and works well (If you're having a rough start, explore the town in detail, you'll find some free weapons). I did lose in combat eventually, but I had several successful encounters, even against a group of six goblins. 

An awesome base and I really think this has potential to be expanded into something awesome.