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A member registered Sep 02, 2020 · View creator page →

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This game really showed me that I need to work more on my numbers typing. The input felt so impactful, and it was so satisfying hitting the bigger combo's.

I found the addition of achievements made me want to go back through the game to see all the endings. I had fun trying out all the different things.

The game was great! It reminded me of "The perfect mix" which was a flash game I played when I was younger.

I found it humorous that a fly can take your hand, but I guess it was human sized. Nice work.

A good concept for a puzzle game, but I did have difficulties with trying to solve it the intended way. In the end, I won by inputting all the given words twice in a row. Not sure if that was lucky, but good game.

Very fun game. The nothing can go wrong theme fit very well with how you need the ingredients in the exact order, and you cannot remove what you place. This forces players to slow down, which then creates tension with the timer. Well done!

I loved how you used a game mechanic as the "start button". The introduction of new objects as the timer progressed kept me playing, however, I personally thought the ending took too long whenever I wanted to start another round right away. Good game.

Very fast paced game. It was stressful trying to keep the plants alive, so you definitely made me feel like nothing could go wrong. I do feel like the game is a little unfair, and some suggestions I have would be to either slow down the water timer on plants, or increase the water capacity on the bucket.

Nice incremental game. Very similar to shapez.io, some complaints I have is that it is easy to get lost trying to find new resource nodes, and the music cuts out after a minute or two (maybe you forgot to loop it.) Nice work overall.

No insult to your game, but I spent a good few minutes immediately clicking random buttons when the game started. It was only after I read the description that I realized I needed to wait for them to light up. Good game.

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I must admit, you got me...

The art is very charming, and for some reason the game makes me feel nostalgic. The strategy in selecting which pieces you want to have put in place adds a really nice twist that enhances the overall quality. Good game.

The game is pretty fun once you get an understanding of what everything is supposed to do. It does get a little frustrating, however, when you are immediately punished for a single mistake. The manual was a neat addition in place of a tutorial, and I enjoyed learning what to do. Well done.

The game is really fun and gets so difficult when the menus start spinning and changing sizes. I gave up at the point the cannon started to shoot at my cursor. As someone else who made a clicker game for this jam, you executed the theme excellently!

Loved the intro sequence. The voice lines reminded me of foddian games like getting over it.

Game was very well made! I had fun trying to get past each enemy with and without the book. Some of the attacks were a bit random, but my biggest complaint is that it was too short. Good game.

This game feels very well made, with a great intro screen that sucks the player right into the dire situation. Learning how to the river works on your first play through makes you feel the panic of the characters, much like how the second chance mechanic surprises you on your first run. The visuals are just too satisfying, and the leaderboard would hook any competitive player. Even just dethroning the bots felt like a large display of skill. Amazing.

The idea is great, and enjoyed the first few levels, but the game gets very unforgiving, very quickly. The strategy I used was to try and remember the last letter instead of the full words. I still ran out of time later in the game, but I had fun, nice work.

Game was great! I had fun trying out the combinations to discover the recipes. It was a little difficult at the start because I thought the yellow item was cheese, and didn't know how to use the bowls or plates. The game fits the theme well, when many recipes can go wrong.

The puzzles were really fun and varying mechanics from each other that It was fun to discover what each System tab did. While it was enjoyable, there were parts that personally I felt was too slow or difficult, which is good if you were intending on the Tetris style difficulty curve. Well done!

Really fun take on the classic Tetris formula. The leaderboard was a great addition that made me keep coming back to see if I could get my name up there. Now all will tremble upon hearing the name Crust Master (loved the name choices). Nice work!

The game was fun, but did you intend on the users not reading/having a difficult time with the text? I would have liked to more easily tell what each option said, and a way to read what my previous option resulted in. Well done.

The game jam allows "synonym keys" :)

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Yes, sorry for the wait, it took me a while to get the files sorted in GitHub. Here is the link to the godot zip file : https://github.com/ImEnginety/StarDealer

Took me ~15 minutes to finish the game with all 8 pearls. I will say that it is really good, and very well polished. I will say one thing. The mushrooms are such an annoying game mechanic. If they were intended to be so frustrating, then developer, you did a really good job. The mushrooms became the "enemy" that made me lose the most.

As a platformer, there isn't much for me to critique. You did well with the movement, the wall jumps were handled excellently, and the jumps felt constant and natural. My other small complaints was that the pufferfish collision was weird at first, but then I got used to it. There was one really frustrating section with the moving fish and three sea urchins that got me stuck for a while, and I almost gave up until I saw the "almost free" text.

There was really only one big complaint I had, and that was the movement. It was not easy to move around with the arrow keys in the way you had it set up. It's more traditional that w moves you in the direction the mouse faces, but that was not the case. I think a mouse sensitivity would also have been a nice feature to add, however, a time constraint will be restricting, and not everything can be added with that restriction.

Good job with the camera movement, fish AI, and background atmosphere.

The game is not bad, I enjoyed the first few rounds, and had fun learning what everything was, and did. Compliments out of the way, here is my attempt at constructive criticism: 

It may have been the time restraint, but it feels unfinished. The balancing of the game is also not that good. The angler is by far the strongest piece, and I found myself using it the whole time.

It was unique and fun for the first few "rounds" of fishermen coming down, but after a while it is just the same, with maybe one more than last round. I was stuck on the first round of fishermen for a solid minute, trying to figure out where the turn numbers were that you explained in the description until I noticed it in the background. The idea is there, and the concept is decent, however, most of it feels empty. While it was fun for me to test moves and see what each piece was and what each action did, I could see how this may be frustrating to some players. The use of a and d to move the screen around was a good touch, however, correct me if I'm wrong, felt like a fix to not being able to click on fish through the anchors.

All harsh things aside, no offense, keep up the good work.

It is a good game, and the first horror game I have seen on here. Very polished with what there is, but it feels like the game is lacking something. I played a few runs, and believe there are two things that would help some people.

Wandering around without knowing where you are going is a little frustrating. A small mini-map would have been a huge help, even if it was just a rough outline of the shapes. The monsters are great, and the sound they make is a great way to notify people when they are coming, however, there was one time when I was playing where the monster was off-screen, and charged at me. I'm not sure if this was intentional or a bug, but I would say that it felt a little unfair. I think that the way you have the monster's AI set up is almost perfect, and have no criticism on the "chase." The game lacked sound (which is understandable for a week game jam,) and it was annoying wandering around looking for the beacons. At the very least, I would've liked to know how many beacons I needed to collect to win. Good game, would play again.

Very well polished. I could see myself spending an hour or two playing this. The balancing was really good, and it "introduces" mechanics well. It does get a little repetitive after a while, but overall really good.

I will say that it was a little difficult to keep track of the air percentage. The bar at the top of the screen helped with this problem, but the score had the same issue, where I would have to look away from the action to see what I had. The score not being easily visible is not as big of a problem as the air, and I can't really think of a way to fix these issues myself. I think adding a little +100 or whatever the score earned is in place of the fish when you defeat them could provide a little more dopamine hit for the player to keep them engaged more.

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before this day, I had just copied the code for getting cards from battle rewards to the shop. You could get a single card and it would close the shop. On this day, I wrote a new script for shop cards to make it so you can get more than one, and they take away money. Hope this helps!

Edit: Spent the whole afternoon trying to figure out what you meant by EA, and it just hit me that you were referring to Electronic Arts making a joke. Well played sir, I got whooshed.

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Currently the game is a little too difficult so I will be updating it 2/28/2024 around 4:00 pm est

It was fun checking out the story and how it impacted the temperature. The choice of background felt very peaceful and the definition at the beginning was really insightful. Good job.

The game was fun. It has a nice way to teach the player, at first I had difficulty balancing the hot and cold but then later had trouble finding food. At a certain point I got decently good. Great game.

The game was really addicting and kept you wanting to get the final upgrade and once you did it made you feel like a god.

Nice and simple. It was a little difficult with the hitbox punishing you for being even a little out of bounds, but I had fun.

The levels look really good and the game seems fairly balanced.

This game has some really nice mechanics. The little fire animation was really nice and fluid.

Very simplistic but fun. The added touch of changing the health bar into a trophy once you win was pretty nice.

Every was very well made and you did really good to follow the limitation. I could see how there was more room as the score got larger and started avoiding trying to have a 1 or a 4 in my score.

A very nice interpretation of the limitation.