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JamieWhitMac

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A member registered May 15, 2023 · View creator page →

Creator of

Recent community posts

Thank-you for playing! Glad we managed to make you feel that way, that was definitely the intent :)

So glad you enjoyed it! Yeah, we've seen quite a few games with a similar theme, but I hope there are still a few features that make ours unique (like the second phase, as you mentioned). Thanks for playing :)

Thanks so much for playing! Yeah, if you think it's bad now, imagine developing it and having to sit through the cutscene every time you wanted to fix a bug! We did quickly add a skip for dev purposes, but ran out of time to add it to the game, thanks for the feedback :)

Thanks for playing! And glad you liked the beam - it was part of the original one-sentence pitch for the game so it was fundamental for us to make it feel as good as possible to use.

Wow! Great job! I don't even think the devs have managed that - we tried to tune the game so the adventurers would always win the first round, but clearly we couldn't stop you :)

Thanks for playing :) Yeah, the lava is set up to hurt both the adventurers and Brian should they stray into it, although perhaps that could have been more obvious. Given that you're the boss, though, maybe it shouldn't have hurt Brian and he'd have been able to use the environment more to his advantage..

Thanks so much for playing, I'm really glad you noticed the name transitions - I was afraid they were too subtle..

Thank you! Yeah, the win/lose states are things which came in super-late (though we should have got them in much earlier) so we didn't have much time to add anything there. Something more elaborate when you lose would have been great - some sort of victory animation for the heroes, or them actually finding some loot maybe?

Very much enjoyed this.The way you created such a cohesive system of window managements in miniature is incredible in such a short time frame. Feels like this framework could easily lend itself to iteration or larger games - what if chat messages arrived while you were playing, for instance?

Fun little gameplay loop with absolutely fantastic presentation. Particularly loved the little yeti footprints on the slope behind the creature :)

Very fun, the best other 'be the boss' entry I've played :) I especially liked the little touch of the player names above the heads of the characters.

Reminded me (in a good way) of some of the game modes from Geometry Wars 2 in how hectic this gets. Smooth controls and an addictive gameplay loop, very replayable :)

Very impressive for a 48hr jam, nice job. Also an excellent role reversal - it felt like both a reversal of the role of the player in a dungeon, but also felt like a bit of a reverse tower-defense. The push and pull of adding enough objects to keep the interest of heroes while not overwhelming them was really interesting, especially with the addition of treasure. Also our game characters have similar names, by total coincidence. Great work :)

Fantastic game! It took me a little while to figure out which bit I was moving, but I think that was more of a 'me' problem. Beautifully-designed puzzles that teach various concepts in a structured way, which is rare for something created with such a strict time limit. Very nicely done :)

Potentially the best presentation I've seen in the jam so far - super clean and extremely professional. I found the first bumper in room 3 extremely punishing, but aside from that the gameplay was very solid. Great job :)

Thanks so much for playing :)

Thanks so much! @JohnEz32 worked really hard on getting the laser feeling as sweet as possible. On the damage feedback point, we discussed having health bars and ultimately decided to use combat dialogue instead as we felt like the boss probably wouldn't know how much health the player has and wanted to immerse you fully in the role of Gorignak/Brian. HOWEVER, that's just one of our experiments with the theme that's thematically strong but probably detracts from the gameplay a little. Thanks for the feedback :)

Thank-you for playing!

Yes! I wish the adventurers would leave Brian alone too - we all deserve the chance to just chill out in our underground lava fortresses. Thanks for playing!

Thank you very much for playing, and I'm really glad to hear the humour landed for you :)

Thanks very much for playing!

Thank-you! We learned Unity's Timeline feature during the jam to get the custscenes working nicely

Thanks so much! Yeah, during development it was immediately frustrating that we couldn't skip the cutscene - we had it set up so that there was an option in the Unity editor to disable it, but that feature didn't make it into the game in the end due to time constraints. To clarify on the art/sound front: we didn't make the adventurer sprites or the sound effects, but did make Gorignak/Brian (+animated tentacles and all attack sprites), the arena + lava sprites, and the intro/boss music themes. Thank-you for playing, very much appreciate it :)

Thank you!

Thanks so much for noticing the boss name change! We were worried it wasn't obvious enough. There is one more name change in the code that doesn't appear in the final game as we didn't have time to implement the trigger: in phase 2, after the line "No more Mr. Nice Brian" the boss name was supposed to change to "Brian, Not Nice Anymore".

Thanks for playing :)

Thank-you for playing, glad you liked it!

Fun and imaginative use of the theme - being picked up and dropped into the abyss was truly macabre, contrasting with the cuteness of the plushies. You really managed to communicate what it must be like on The Other Side!

Great fun, and a fun + clear role reversal. I enjoyed just being able to shunt knights off the tower in addition to the fire breath, and thought the flying knights were a funny addition that switched up the gameplay :)

I particularly enjoyed the contrast between the idyllic colours of the green and the nightmarish gums and yellowed chompers of the hole's deadly maw. I had lots of fun with this one :)

Maybe loads of bosses have secret normal names but we were just too busy attacking them to find out :'(

Thanks so much for playing, glad you liked it

Really loved the wobbly paper graphics, and the game feel was enhanced by the super-tight handling of the scissors - it was very fun to dart around the rocks cat-n-mouse style :)

Thanks so much! I really like your idea, too - maybe there'd be little minigames for each mundane activity, and you'd have to balance spending time on getting them done with swatting away another invading adventurer..

Thank-you! We got so close to adding an auto-skip after the first run, but just ran out of time at the end. Hope it wasn't too tedious to replay!

Thanks! We were really hoping the humour would land, very glad to hear you enjoyed it

Thank-you so much for playing!

Thank you! Brian really is the victim here, I'm glad everyone can see that

Extremely tight player feedback and fantastic visuals. Took me a little while to figure out I could eat the people, not just the bait, but once I did my time with this game went swimmingly

Very fun, and great presentation: I really like the art style. The way the game teaches the better strategies through its mechanics was very clever.