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Infohazard Games

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A member registered Oct 31, 2016 · View creator page →

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Very cool concept, and great variety of guns! I really like the idea of choosing which dice you will roll and balancing that with how many enemies are out and when you'll get a new dice. Having to pause the game to roll a dice did slow the action down quite a bit, but I'm not sure what the right solution there is. 

Nice! Yeah the difficulty goes up quickly for sure, could definitely have done with some more tuning but hey, you do what you can. 

Thanks, glad you enjoyed the game!

Glad you enjoyed it! Aiming the dice can definitely be challenging - we probably should have explained better that holding down the button charges the throw, so a light tap will throw with much less force.

Yep, agree with you on both points. I think making the collisions on the corners of the dice smoother to allow more angles would be very helpful, as well as making different enemies do different damage. Glad you enjoyed the game!

This was not only a great concept, but was implemented really well! The aesthetics fit the game great, and the pacing felt just right. Only thing I would want would be more variety with the levels, but the amount of content you have here is really impressive as it is for 48 hours.

Really neat concept and great execution! The game really uses the dice theme well without involving any kind of randomness which was cool to see. Could definitely do with some more challenging puzzles - only the last two levels really had much challenge, but obviously as a game jam game time is limited. Visuals and sound a great too!

Sorry about the bug, that is quite game breaking. Glad you enjoyed what you were able to play!

Thanks! Yeah could probably use a bit more tuning on the difficulty, we were focused on getting the gameplay right and the actual final sequence and spacing of enemies was a bit last minute.

Thanks!

Thanks! Yeah I tried to convey that in the instructions but realize it probably wasn't clear enough, especially given that it's just a big wall of text. Glad you were able to figure it out!

Thanks!

Yep, that bug is probably the single worst thing about the game, especially considering how it just locks you from progressing. Glad you liked the game!

Yeah sorry about that, should have added a volume slider :)

Neat concept, and great presentation! Like others have noted, it is really confusing at first, and I never really figured out what the meaning of the points vs the typical pairings is - are the points only used in a tie?

Super fun! I really enjoyed the simplicity and creativity of the idea! I did get stuck at one point where I kept sliding down a slope SUPER slowly, and wasn't able to get past that point. I really liked the various effects of the dice throw, but for some of them it was kind of hard to tell what it did.

This is a great presentation of a simple and fun concept! I think it was a bit too hard to get the cubes to stack up more than 2 high, due to the randomized position.

Super neat space building game, and very impressive that you managed to pull this off during the jam, with an incredible degree of polish! From playing it wasn't totally clear how it fit the theme, but it does make sense with the description. It would probably be out of scope for a game jam, but I do think introducing the concepts more slowly - especially adding each resource 1 by 1 - would be very helpful.

Everything about this is great! It looks great, sounds great, and plays great! The concept of combining chess enemies with dice-based movement and actions for the player was really novel and engaging, and it was really satisfying to finally clear some enemies out and pass a level I had been stuck on. I do feel like it would be super helpful to be able to pan the camera around to see where the enemies are, and to rotate it to see around trees and stuff. Alternatively, it could show you the possible moves of each enemy piece, but that might feel too easy, idk. I wasn't able to get past the first interior level after the outside part, after trying for quite a while.

Very fun execution of a simple mechanic! Definitely satisfying to try and optimize to figure out the best method.

Really nice looking and sounding! My main issue was the camera which made it really hard to see what was going on in some places.

Very ambitious project for a game jam, and definitely impressive! I think it does need to work with a single player if you want people to experience the game though.

Really cute and neat idea! It took me a while to figure out what exactly I needed to do (catch the items after they fell) and I didn't always feel like had enough time to react.

Super fun, this feels great to play which is really an accomplishment for a game jam game! The visuals and sound design are great as well, and the variety of guns and enemies keeps the game interesting! My one issue with the movement is that the jumping feels a bit floaty - perhaps a higher gravity and higher jump speed would help with this, to get the same height but in a slightly shorter time.

The visuals and audio were a huge highlight here, I thought they worked really well. I like the ideas a lot as well, but I think the controls were a bit too fiddly at times and it was hard to do certain things, especially the wall jump. I really liked the parts with big slopes that you slide down and have to time your jumps, but I'm not sure what the point of the small slopes on every edge was, as they make it a bit harder to land.

Really cool idea for a platformer! The controls feel super tight and satisfying to use. I think it would be nice if I had an easier-to-use attack than slamming into enemies, since that seemed to damage me as well and was kind of difficulty to target correctly.

Really cool idea! Feels like an escape room in video game form. I really like the idea of travelling between two times (I think) to fix a ship.

Really cool idea! I did get kind of confused by the second level, and couldn't really figure out how it works once you have multiple actions bound to the same key. Also it seemed like I got stuck after making one invalid move, which was confusing.

Cool idea! I like the idea of building a path in front of you as you go, and different blocks having different effects. I do think it got a bit repetitive fairly quickly, and once I understood what I was doing there wasn't much challenge. Maybe if there were different obstacles in the level you have to get over it could keep the challenge fresh for longer.

cool idea! Definitely satisfying to play, and fun trying to keep the planets alive. It definitely did feel like it was hard to keep more than one alive at a time though, and I never fully understood how the score worked. It seemed like I lost so many points for losing a planet that even if I was able to get my score pretty high, it would just go back down.

Really fun game! It was interesting to have to pay attention to the moving character as well as the aim of the turret to make sure I could keep firing without hitting myself. I really like the enemy variety and the choice of upgrades you can get, although I did feel like upgrading fire rate was by far the best choice. It would have been nice if I could get some health back, since it did seem like there was some degree of unavoidable damage.

Really cool idea! I love the idea of combining two animals to get both of their abilities. The puzzles flowed really well together, and I liked the different abilities. I think the most important thing to improve the game for me would just be adding in some sound effects and music.

This is a really cool idea, and you executed it really well during the 48 hours! Placing down tiles then exploring them from a completely different perspective was super satisfying! There are a few pieces of feedback I had:

  • A skip button would be nice, if I don't want to place any more pieces or move any more.
  • Given I pretty much have unlimited control over the dungeon layout, I could pretty much just avoid any combat encounters.
  • The buttons in the win/lose screens to go to the next level or restart didn't seem to work some of the time. I wasn't sure what was up with that.
  • It says "your wounds have been healed" at the end of the level, but I'm pretty sure I wasn't actually healed.

You're actually the first person to mention the guitar, but I definitely agree! That was something I though about a few times during development but never got around to changing, but that definitely threw me off a few times while playing as well. And of course, as most people have pointed out, the difficulty definitely doesn't ramp up enough as you said.

Yeah, if there was time I would ideally have liked to put in an interactive tutorial rather than just an instruction screen, but you know, game jams. And the difficulty is a recurring piece of feedback that I also agree with wholeheartedly. All enemies except for maybe the basic chasey ones should have more damage probably.

Thanks, I'm glad you enjoyed it!

Thanks! Yeah, it's hard to ever get enough juice, especially in a game jam, but some more particles, sounds, and camera shake could definitely help. I agree that shorter waves would be good. Initially we were going to have the waves timed to the music, but eventually went with them just being 2.5 minutes each if I remember right. Glad you enjoyed it after more enemies started spawning!

I can't figure out how to score any points, no matter how close I get to the yellow car! I also never really got the hang of the controls. Maybe some more teaching at the beginning could help to make things more clear.

Neat idea! We've definitely seen a lot of takes on controlling multiple characters at once in this jam, but this is a really cool version of it! I thought the level "to join or not to join" (I think that's what it was called) was really well done, and it took me a while to figure out! I did wish that the undo button worked on crates as well as characters, but I imagine this is already a known bug.

Really neat idea! Reminds me a lot of those puzzles where you have to figure out how to take it apart without using any force, which isn't really something I've seen in a video game format before! I think it would have helped if the physics were a bit less bouncy, but obviously video game physics can have issues like that and solving it might not be doable within a game jam. Really cool and novel entry!