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A member registered Dec 12, 2016 · View creator page →

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Thanks for the feedback!

I agree 100%, the balancing part should be reworked, and the navigation/control part expanded on.

First thing I'm changing if the balancing, it being annoying and feeling unfair is a common complaint.  I plan to make the boat even more wobbly (so your weight will be more apparent), but lowering its centre of gravity so that it is much harder to tip over.

Steering can easily be made more interesting (more obstacles, canals, whirlpools/currents  etc).  I'm considering adding damage to the game, to make the obstacles more dangerous.  Then "repair ship" could be another task for your sailor dude to do on the bote.

The navigation part is my personal favourite, I'm glad I pushed to get that done.  Would like to expand on that as well, at least adding more interesting/difficult levels to it.

Thanks again!

This is brilliant - you are an inspiration sir.
As an entrant, I am stoked you are not eligible for prized because IMO this should take just about all of them XD. 

It's got the ragdoll, got the humour, the controls are tight, the sound design is perfect.  Minimal text/turorials.  This is a step above all the other entries I've played so far (mine definitely included).  I love the way the peeing mechanic works, it forces you to move at high speed next to dangerous obstacles.  clever.

 "Upgradathon" is a great mechanic to increase the replayability of a simple mechanic, I will stick it into my toolbelt next to "high scores table" :)

One minor suggestion: I would make collisions with snuffel not hurt the owner. That way the player would be more rewarded for fancy last minute tugs to make the owner e.g. avoid rocks.

thanks!  Would love to hear your thoughts about my game!

Nice, simple game, perfectly scoped for a gamejam.  Loved the sound effects! very satisfying!  And it did indeed have a menu with a funky tune.

Agree with other comments re the "empty sky", big lob shots would be fun.

Could use a bit of polish overall (but what jam game doesn't?).  I think a solid start to what could be a cool game.  Really couldn't use the gun though? lol.

thanks for playing!

wow super polished, the menu and general presentation and of course music is super slick.

Unfortunately I also felt like the timing was a bit off.  I remember playing a rhythm game once (may have been crypt of the necrodancer) where you could actually set an offset to the timing, set the timing to be a few milliseconds ahead or behind the track.  Even if it isn't "correct", if it feels good to the player, that's all that matters, right?  I think something like that would add massively to the game.

Nice entry though, thanks!

pretty cool, also thought the movement felt good. 

I think if the arm wasn't a fixed length, i.e. you could grab anywhere within a certain distance from your dude, that might feel a bit nicer?  

But solid entry, sound/graphics/etc are all good and the core gameplay loop is fun :)

Thanks! yes that was definitely part of the plan, but something I sadly had to sacrifice due to time constraints :(

Having to tack into the wind and heel when the wind blows at the right angle would be super cool.  Even considering adding trimming of the sails, but that might be a bit much.

Thanks - yes I agree the voyages could be made a little bit more interesting, perhaps more obstacles, or taking damage when colliding with stuff, etc.  Look forward to trying out your entry

Thanks for the feedback! Yes, I think the difficulty is a bit brutal atm.

That is a great idea, i mean once you're on a sailboat on the high seas the next logical step is to add cannons!  Might try to add that soon!

Great presentation, love the minimalist nature of it and that i could figure this out without any text.
Cute game, one of my favourites so far :)

sick music and love the bollywood art style/font etc!

the wobbly walking and the awkward aiming makes sense and feels cool (like you're balancing a bro on your shoulders) but the jumping difficulty is too brutal for me!   Unfortunately I was unable to finish this.  I did slay a few tigers and redcoats, though.

haha that was fun, short and sweet.  I enjoyed.

Have to give praise for the cool cut scene as well :)
that was a therapeutic session destroying hordes of gummies.  The building destruction was really satisfying, I just wish there was more stuff to destroy!

Creative idea, was interesting to play!


Unfortunately I'm not a great gardener, I only managed to get a super basic shrub(?) going :)

what could be improved:
- perhaps instead of the help section, that info could be presented to the player "just in time" i.e. inside the creation menus, or popping up once you enter the garden, etc
- found it tricky to get started, took me a while to realise i could scroll down to see more settings for the plant, and that i had to set the dimensions > 0 in order to see anything
- bees look a little janky, hilarious

what I liked:
 - bees look a little janky, hilarious
 - the concept.  with some chilled music and maybe a few quality of life improvements, I could see myself spending a few hours tending a garden :)
 - comprehensive help section
 - does look like it could be fun once you get the hang of it

suggestions:
 - some indication of which tool you're currently holding
 - don't make the default dimensions zero, initialise them to something else, so that even if you don't set anything, it will result in a visible plant
- random plant generator?  Like 1 starter plant to show you the ropes?

Cool idea, and I love how springy and squishy the snail feels!

My main comment/criticism would be that it's very tricky to fling the little dude when he is on the ground! Which is most of the time.

Some sound would add a lot, and maybe an intro splash screen that shows how the fling mechanic works (took me a while to figure it out).  But I'm sure you would've gotten to that with a bit more time.

But the game works, I think it could be a fun score attack game with a bit more polish!

That was fun! Super satisfying to fling dudes! Levels are well designed, music/sound effects work, this is a solid entry.  And definitely a contender for best ragdoll!

Thanks for the feedback, glad you managed to make it to the final island! Was worried that I may have made it impossible :)

I agree the boat is too top-heavy and that it's  difficult to read the waves.   My first priority will be trying to fix that, since it's a core part of the gameplay.

Looking forward to checking out your submission!

You need to find the door, and then uncover all non-bomb blocks to open it.  Then move to the door :)

Love this, played for over an hour now.  Any plans to work on it further?

Awesome tech demo, but wasn't able to figure out if there was more to it than that?

Unfortunately I was unable to play because the game screen is tiny?
Really strange and might be something on my end, but when I start the game it is windowed in a tiny window like 1/8th of my screen size?

Nice entry!

What I liked:

  • Basic mechanic of trying to explore as much as possible with the resources you have
  • look and feel was nice, minimalist but doesn't look unfinished
  • Addictive, drew me in.  Probably spent more time on this game than any other entry!

What could be better:

  • I think there could be a bit more of a tutorial - I did manage to figure out how stuff worked by myself, but there were a few wtf moments, like the first time I died.  Maybe the energy bar can flash and beep or something as you get close to empty?
  • Balance of upgrades is a bit off, I think buying loads of pylons is the best strategy.  But balance is very difficult in a jam game! so understandable
  • I would often die because I forgot to keep an eye on my energy bar, even though I had loads of pylons. Perhaps the flashing/beeping would sort this out.  Or maybe do an auto-drop of a pylon if you run out? Or you get to keep your unused pylons?
  • I felt like the most interesting things to discover were close to the start point, and as you got further out things get more sparse.  I think maybe it should be the other way round, you should be rewarded for managing to venture far out

I think of the entries I've played, this one gave me the "urge to discover" the most. Well done!

Thanks for the feedback!

Yes I agree, that is the huge flaw, especially in a jam game I think most ppl (myself included) would just assume that it was unfinished and that that was all there was to it.  It was actually even more obscure just before I submitted, I made some last minute changes to try to make it clearer.  First time trying a puzzle-type game, so I learnt a lot making this :)

That was great, really smooth and satisfying experience

Thanks!

The completed pot is actually a clue that leads you to the next section of the game.  So far I don't think anyone that's played the game has realized this, so it definitely isn't clear enough!

Thanks for checking it out! There is a win screen, if you manage to find the palace... :)

Very slick, music was on point and I liked that all the ui options were triggered by my arrows.  Little touches like the signposts responding to physics was very cool.

The sensitivity controls didn't seem to work for me?

I found it a bit annoying that the drones keep shooting if you knock them over but they don't explode.  A few times I knocked over a guy thinking he was dead, only to discover later that he could still shoot me.

Seriously cool game, found the upgrade system very interesting as well.  Well done.

nice entry,  I would've axed the mouse controls and just made the dude rotate based on the button inputs

i found it a bit short but I think I was just lucky and chose a good route through the maze on my first go :)

not since KIDS have I played something so strange and surreal :) enjoyed it, felt like I was in a money python movie at times :)

My only complaint is that it wasn't longer :)

nice entry

What I liked:

  • Interesting premise, I am a sock? wtf?
  • nice background music and the visual style is cool and consistent
  • the text narration was cool and the story was cute :)

What could've been better:

  • jump sound effect got a bit annoying
  • I often confused E and F (but that might be just me)

the grapple mechanic was tricky to get the hang of, but fun once you did! Might've been better if you could swing to build momentum while hanging?

Nice entry!

Awesome idea, perfectly executed :) well done

Thanks very much! "I felt like an actual Monke" made my day!  That is the goal after all :)

Level design definitely needs some work, there should be at least 2 more tutorial-type levels and then some easier ones before being presented with that huge jump.

I do plan to rework the arm stretching.  Currently a force is just applied at the hand towards the target, so arms often get tangled/confusing.

Awesome idea.  I did struggle a bit to figure out the controls at first - didn't realise that the "left" and "right" buttons did something different to the tile angle of the phone.

But once I got the hang of it, i could see the potential for this!

I also only managed to play around with the jenga blocks/objects on the first table.  Pity, because it looks like there's more to it!

Well done, this is great!  Simple idea, but polished to perfection!  Couldn't help but cringe every time my granny got hit...

Really cool idea!  I think the packing stage could be a bit more forgiving (how to get the tomatoes in without spilling them everywhere??) but I had fun playing this!

Still enjoying this!  Found a bug though - equipped both cracked coin and aegis, and I was immortal.  Fully loaded gun and shot myself in the head a few times, took no damage.  Almost like the coin wasn't being used up?

Awesome game! Quick question: How much damage does a critical hit do?