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ivlivs

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A member registered Dec 27, 2015 · View creator page →

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Thanks Anil. That's exactly where I'm hoping to go with it next, hence the portrait orientation, the controls that can map pretty easily to swipes, etc. I'm looking forward to doing more with this!

Thanks!

(3 edits)

I found you can get around this by running the program from the command line in its own directory. E.g.

    cd magnet-fishing
    ./magnet-fishing

If you double-click the icon instead, I think Mac OS uses your home directory as the working directory, so it can't find the files.

I really like Go, but don't get a chance to play very often. The idea of magnets that will slide the stones around, and create cascades of sliding stones, would add a TON of depth and challenge. I really want to grab a friend and try playing this two-player. Thanks for making this!

It looks like you took a similar graphical approach to my own - text, lines, and circles. :) I took that approach because I'm not much of a visual artist. I like the subtle 3D effect on the stones, and I find the look of your game very pretty.

Super challenging! The simple-but-challenging mechanic totally hooked me, and I spent a lot of time replaying this trying to beat my previous scores. What a fun game.

It took me a while to understand the controls and get used to the physics, but once I did this was really satisfying to play. I like that there are a lot of ways to move around and solve the level, and I *totally* dig the 8-bit-style art. I hope you make more levels some day :)

I was laughing out loud while playing this game... I just found the art, the humor, the little shrimp tempuras everywhere... all of it so delightful. And the game itself was pretty hard, and satisfying to finally beat!

Wow, this is such a big game, I'm seriously impressed you built so much content and so many mechanics in two weeks... AND added networked play on top of everything. I'm glad it's open source, I really want to read the net play code. I ❤️ tower defense games, and this was really fun to play.

Such silly, goofy fun. The art style and the mechanics are such a perfect fit for each other. I played this one for a long time yesterday. I really like the idea that you need to scrap only the minimum required in order to get a specific upgrade - it makes the crafting into its own challenge.

I think if the crafting recipes were incorporated into the user interface, rather than something I needed to switch back to a browser window to reference, it would be a really smooth experience.

I really enjoyed playing this game. The premise starts off simple, then it got really frantic and challenging near the end, trying to choose the right upgrades to handle so many enemies.

Thanks :)

Thank you!

Thank you, Hajime!

Thanks for the feedback!

That puzzle was a subject of some debate with my family. We could solve it by hand in 31 moves, and weren’t sure whether to give players some breathing room with extra moves. I think you’re right that it’s not consistent with the rest of the puzzles, and part of the challenge is solving with limited moves. 

❤️  the idea of an offline brute force solver to find the minimum number of steps… it’s very possible we didn’t even find the most optimal solutions to our own puzzles. 


I’m glad you enjoyed the game!

Thanks for the feedback! I’m glad you enjoyed it:)  In addition to sounds, I’ve been thinking about adding some small animations for the moves, so that it’s clear (for example) when one piece is moving another one, or bumping into an obstacle or a wall. I think that might help make it more clear what happens on each move. I totally agree that different sounds for different things would be a big help too. Post-jam…. post-jam…

I like that suggestion about sound. Thanks for playing the game and giving feedback!