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Jan Hohenheim

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A member registered Mar 04, 2023 · View creator page →

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good idea, will add :)

Update: added it now :)

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Very good point, I will make sure to include that in the future for all 3D stuff we make :)

Ha, clever idea. As a Game of Life fan, this is a really cool little game :D

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I’ve never played Dig Dug, but I assume this is based on it? :)
Plays nice, getting an “explosion” with the ores feels nice. Made it in 50 digs, which is probably a bit suboptimal :D

Simple and fun! I got 1800 points :) Bob seems like a cool little avalanche. Thank you very much for making sure that the village was evacuated in time!

Woah, is that the same font as Dwarf Fortress? :D Very cool idea, and dragging the bombs felt very smooth. The audio is a bit grating after a while, but fortunately there are volume settings. In general, the UI is soooo lovely!

Hehe, shotgun flying is a great “secret mechanic”. I believe once you get 3 upgrades, you can pretty much fly around at your leisure. Bonus points if you find out where to escape the map to get out of bounds ;)

As for the decals: yep, turns out setting the alpha blend mode on hundreds of objects at the same time is expensive! Learned something new :D

Good point about the explosions. We deliberately made them non-hurting, but that should be signposted better in-game somehow!

Thank you very much for playing the game, and I’m very happy you enjoyed it so much <3

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Played through it! Thanks for helping me on Discord with some puzzles :) Great Antichamber vibes. Lovely designed puzzles. Very well paced. Honestly, you could put a little pricetag on the game after the jam and it would be fair, even without polish.

The mechanics of the game are simple, yet the puzzles you came up with are mind-bending. Love the tiny little detail you added when completing the game! Really shows how much care and love went into this game.

My only issue really was that the background music was getting annoying after a while, and I would have appreciated some more SFX. Maybe even some particles when the cubes desintegrate. And a sprint button. But all of these are just nitpicks! The game as it is absolutely stands on its own, without any extra bells and whistles! Great great great job!

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Woah, this is fun :D Great movement controls, the speed is just right. And the hex shader is absolutely mesmerizing!
I played it until I built a little chaingun fortress that I hid inside, which seemed to make me unkillable. Maybe there should be collision enabled between towers and the player, though that would also require some way of removing them again, otherwise you can trap yourself.

I like how neatly the towers synergize with each other. After a while, I even knew the icons by heart, so the abstract art-style for them was only an issue at the very beginning. Shooting them and then seeing the chain do its thing is really satisfying. Good call on not making them fully automatic!

Yay, someone using Yarn Spinner in the wild! Awesome :D Really cool vibe. I love the idea of being a chill space robot bartender.

The UI was unfortunately not very reactive to my clicks, so I didn’t exactly know whether I was doing the right things or not. But I very much enjoyed the sections where you have a chat with the customers. Love that slice-of-life style writing :)

Very cute game, I loved the back and forth conversations between the characters. Felt very cozy, and it put me in the right witchy mood :D I did not always understand what exactly I was concocting, but I managed to make all of my customers happy in the end! image.png

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Can confirm that the Linux native build plays perfectly well :) Took a moment until I grasped the mechanics, but once I did, I played through the entire game and was entertained the whole time!

Since each level can easily require multiple tries, I would have appreciated an option to skip everything that comes between failing and retrying the level, i.e. disabling most of the death animation, the “try again” menu, and the countdown at the beginning of the level, in favor of just reloading the level on death after, say, 0.5 seconds of the death animation.

I love how the levels all got sequels that introduced new twists to them. IMO, this way of designing them is cooler than 10 completely new levels. I also liked how many levels required thinking outside the box. For example, the last level had me scratching my head for a while until I figured it out, in a good way! Good job designing the puzzles :D

I love the idea of a factory game where you see stuff flying around. Reminds me a bit of those weird sand + piston contraptions you can do in Minecraft to let sand fly around your base :)

It took quite a bit until I understood how to create mana at all. Once I got it, I admit I was still confused about what exactly my machines were doing, but it seemed to work! Successfully got the game to sub-single digit FPS at around 100k mana :D image.png

Oh wow, this is a really good idea. Obviously the implementation is limited, but the idea to build a factory on a grid to serve an idle clicker is quite good. If you end up implementing the rest, this could be really really fun :D

Got 88! I totally consider the imposing T-posing Zeus a feature, please don’t remove it :D Bowling the skellys was really fun, great lightning effects!
The camera setting that follows the ball is incredibly satisfying, so it’s unfortunate that using it is a strict downgrade, as you could be throwing more balls in that time. Maybe the ball-follow-cam could allow navigating the ball a tiny bit to the left and right? Or make it explode on click? Just something to make it more balanced when you decide to use it :)

Phahahaha, as a native speaker, this is a great way to put our horrible grammar rules to great use :D I believe it would be better if the example sentences didn’t often include the correct article already, e.g. “Der Baum ist gross”, or “Die Lamp leuchtet schön”.
Also, I clearly need a toggle for Swiss German orthography, as our Country is scared of ß :P

Cute idea! The bunnies are great. Making the default click a big slash was a really clever move, makes it feel like you’re cutting something, but also gives clicking a tactical aspect as you want to hit as many flowers as possible with every click.

Unfortunately, the third level never unlocked for me, even after I beat the second level multiple times :/ But I found what I had seen very, very charming :)

Successfully made me a bit nauseous :D Cool effects and harrowing soundscape. Like with your last submission, you successfully created a slightly existential yet also cozy atmosphere. Great vibes!

I also needed some time to understand that I needed to select lines twice in order to fix them. Not sure what inspecting them (the first action) does, other than change the color.
Unfortunately, I was never able to win the game because I ran out of time while thinking. Would be cool to have a difficulty setting for people like me who are not playing puzzle games often :)
I did like sending my dudes to do stuff though. Was very satisfying sending them around the map to do their thing, and also very satisfying to see big areas finally connected!

At first I didn’t realize that I could jump over the logs that were coming at me, but once I understood that, I was fortunately able to rescue all birds! Hurray!

Also, regarding your comment below, fighting with getrandom on Wasm is not a rookie mistake, but you running into an incredibly hostile bit of API that the ecosystem is currently heavily disputing. So that is not a beginner mistake at all, but a fault of getrandom’s current design :)

Looks like you were successful in recreating the original, good job! A natural next step could be to integrate animations and sounds, and maybe AI. But as a learning exercise, it seems like you have fully achieved your goal. Good job :D

This feels like a lot of thought went into it, but the combat system was entirely lost on me :/ No idea how the instructions connect with what’s happening on the screen. As such, I won’t be rating this one. Maybe I’ll come back and it will click later :)

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Lovely simple puzzle game. There were quite a few rooms where I was like “hold up, this is literally impossible” only to then go “ooOOOOOOOHHH! that’s how it works!” and I also had a few instances of “just one more level, then I’ll stop” only to do level after level. Great entry!
I just wished the optional goals were visible from the get-go :)

Phahahaha great use of sound effects and particles. Had me in a big stupid grin the entire time, hehe :D

Look promising! I played until I hit a road block at level 3, where I didn’t see any way of resetting the level on failure other than reloading the browser tab, which made iteration very unpleasant. Maybe there is a button I could have pressed to reset it and didn’t notice. Still, I see what the game is going for, and what it is going for is good :D

I ran this on native Linux and it ran really really smoothly. Good job optimizing! The water all around the map was updating and doing stuff, which was fun to look at :)

The chain reactions and the total chaos of the later levels are really cool! At first I thought the upgrades were enemy attacks, so I dodged them lol. Once I collected them, the game really started to shine :)

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Oh no worries, nothing like glitches or performance issues! Just some things that can be polished, like being able to place pipes in unaligned ways, the button text overflowing, etc.
Very minor stuff, nothing that interferes meaningfully with the gameplay :)
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Very cute game! The mechanics are presented in a very clear way, and the rooms are easily readable. The game is also paced well, with every rooms nicely building on the concepts that came before. Also, nice reference to the real ILOVEYOU virus ;)

I also liked that you even managed to add a little Metroidvania mechanic! I was wondering whether the red rails were just buggy colliders, and then absolutely delighted when I found out I could ride them! The last room even has a rail that goes a bit up, so you are shot into the air a bit, which is super fun :D

I appreciate that you made dying forgiving. A worse game would have reset the game or the entire room on death, but you just respawn the player. I love that, failing and trying again was frictionless. The only thing missing was audio!

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Ooooh that’s really good to know, thanks! Will definitely try to figure out how to serve 4k monitors better next time. Seriously, this is super helpful, thanks a bunch for checking again :D

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Lovely challenging game, just my kind of stuff :D The UI took some time to understand, and IMO the parrying window is too late, as it looks like the swords already hit you when parry them. But once you get the hang of it, this is really good for people who are into things like Sekiro.

I made it to the final boss and got him to half life, but he was absolutely brutal and demolished me! image.png

Still had a ton of fun playing this, as I felt I was right in the target audience :D

Thanks a bunch! I was very entertained when I made the sounds faster and higher pitched for the little guys :D

Thanks for playing! Is it better when adjusting the performance options in the settings? :)

Thank you so much! This is high praise, considering that I absolutely loved your submission and the one from last jam :D I think the strategy against the big guys is legit, as that forces you to move in a specific way that might be in conflict with how you want to guide the swarm. Though we probably could have made his attacks a bit faster ;)

I pinged the others who designed the gunplay and created the 3D environment, I bet they are happy to hear this!

That would be really really appreciated :)

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Oh wow, cool that a MacBook can run this in the browser :D
Yeah, reloading the weapon would totally have been an anti-feature!

I would probably enjoy to be able to do the first dash freely, then require an enemy for subsequent dashes :)

You can be proud that this was your first Bevy game! It’s a very fun concept and the graphics all fit nicely together to create a very specific vibe. Chain exploding enemies feels great! I only wish there was less cooldown between shots, I want to go PEWPEWPEW :D

I like how wiggly the hose is and how spraying water pushes you back juuuuust a bit :D

Unfortunately, the game started lagging too much to play after I extinguished about 75% of the flames. But neat idea! I bet that if the water was physics enabled for a few seconds before despawning and pushed stuff around, this would be really cool!