Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

jjoshpoland

127
Posts
1
Topics
7
Followers
3
Following
A member registered Jul 04, 2017 · View creator page →

Creator of

Recent community posts

Yeah making one or two mistakes is game over

Congrats on publishing your first game! Scope management and keeping a team together are huge challenges on top of learning the toolset. My first game jam I didn't even submit the game correctly to itch - so well done on actually completing something and getting it published.

Wow visuals and atmosphere are amazing. All the care, planning, and hard work to make this game look and feel the way you wanted come through and I was immediately immersed and impressed. The only mechanic I struggled with was understanding how much damage you would take by being in an area - it seemed like just having the entity anywhere nearby would do damage and it spreads much faster than I can purge it, even when blasting it full time. But otherwise, I just spent the whole game enjoying myself, wishing there was more, and being jealous of your shader skills.

Gamefeel is great, I was feeling great when starting out. Art and effects are great as well. The timer mechanic was very hard for me and I didn't get very far after several tries. 

Great art and aesthetic in general, definitely kept me searching, but was also very frustrated to not make progress and get stuck in the dark a lot.

It was only mentioned briefly in the tutorial, but once you destroy a house, the villager belonging to that house will exit the game (via the castle)

It's just really chaotic

This was fun! Felt smooth and I loved the art style, especially the low res shaded 3D assets. Only thing that I got hung up on while playing was that I wasn't sure what the end game state was, so I eventually gave up.

Very fun, good art, no notes. Just wanted to keep playing.

Well done on completing your game! Fully playable and understandable. I liked the near pass mechanic - that felt very original and rewarding. Enemies are a bit too small. With the changes in color and this low res style, its hard for my eyes to keep track of them.

Great art. Granny got stuck a lot. Very tedious trying to find all the plants. I recommend putting the text from your submission questionnaire on the itch page as well so its right there when you are reading about playing the game.

I did not understand at all which terminals I should be looking for - when I finally found one, enemies were spawning on top of me which made it impossible to both hack and defend at the same time. The rooms and hallways were huge, so it was a LOT of running to get from one point to the next. Looks like all the functionality is there, I didn't have any bugs or anything, and genre was very clear, so well done on making a complete game.

Really well done design. The genre became clear very quickly and once I figured out all the controls (which took some experimentation), I got to enjoy it fully. Fantastic game.

Looks really nice, love the assets and music. Also gamefeel is pretty good. Was weirded out when the bombs didn't follow the special physics rules and the game is a little hard for a casual like me. Also, some volume control would be super nice here.

(1 edit)

Well done - I'm bad at platformers and its too hard for me, but I got a great feel for the game you did a lot with a simple concept and it looks great.

Loved this game - a favorite of mine so far. Design was clever, art/theme was funny, and I just enjoyed myself up until I rage quit (I'm bad at platformers). The reason I died was because a renegade piece of myself was flying around the level and got caught. I love the fluid mechanics and wish I knew how you did that.

Love the game, the art and the concept- but I couldn't play it because the UI didn't scale to my screen size or browser viewport.

Very nice - I had a lot of fun. Only thing I would have wished for (besides some saucy music) was some effects that showed buffs/debuffs were being applied by what surface. It was hard to keep track of what was happening from memory and from the visuals.

Thanks for playing and having fun! Agreed with all those points. We spent a lot of time tuning colliders (which caused the hitbox issue you mentioned) and there are still ways to get stuck. Hopefully we figure out a better way.

Love the art and concept. The real challenge was in controlling your own movement - collisions were especially unforgiving and sometimes i was tapping keys to try and get through a doorway. Also because the fog of war doesnt retreat nearly as fast as you move, that was the easiest way to die.

Leaderboard makes the drive to play much more fun - I urgently pushing to improve score the whole time. Very sad when I couldn't see my name on there; maybe it just hasnt refreshed yet.

Nice little concept and I liked the intro sequence, music, and art. Some effect when you put out a fire would help a lot with the polish.

I got a Collapse message after hitting 80%, not sure if that was a win or not. Great job on getting the game out even with the scope challenges - I've been there and I know its hard to push through.

Looks fantastic and loved the concept. Fits the theme well and is really original. Only challenges I had were that goal hexes didn't highlight on my playthrough and it was hard to know when I needed to prioritize moisture as I couldn't see the resources remaining on the tiles I had already covered. It's also possible I didn't fully understand the instructions.

Nice art, very responsive and smooth. Too hard for a player like me who doesn't play many platformers.

Great art, but really slow, especially for a game jam entry.

Nice gameplay, definitely has the wave survival feel and a good challenge. Would be cool to see the concept expand further. Only thing that didn't feel great was if you lost a node, that could easily turn into a cascade of losing things you cant afford to replace.

Very interesting concept and looks like a lot of love went into it. Really long ramp up time for a game jam. I didn't understand the goal of the game after 5 mins of play and not sure how it fit the theme.

Love this game. It took me a couple tries to figure out how all the mechanics work, but once I got it, I found it really interesting and innovative. I can see this design being used in all sorts of game themes. NPCs would sometimes get stuck on each other and the teleport cast time was a little long since staying on the roots all the time is the optimal strategy and gives you so much movement speed - it almost wasnt worth using. Overall really fun and a good challenge.

Great concept and art, was into it as soon as I opened it up. But it was really hard to know what was going on in the map and what all my "abilities" did.

Hilarious, but what is going on in this game lol

I like the gamefeel, but I would echo the other people's feedback about finding fires being tedious and hard.

Thanks for playing!

Wow - thanks for all the positive words. I learned SO much from watching you play, so thanks for streaming and sharing.

Thanks for playing, love to hear it!

Olive Oil "glitters" (and has an extra light glitter in the 3d model in the game), and is called "liquid gold", but isn't gold.

Great idea for a game, I enjoyed it! The menu states would be improved if they were less intrusive - in the case of buying picks, is there ever a situation where someone wouldn't want to buy a pick? Maybe buying picks automatically would keep the flow going smoother.

Thanks for the awesome feedback, totally agreed with everything you said. Some of this is my own consternation about how to present those numbers - the lack of prompts and the representation of the numbers are the biggest missed opportunity for sure. 

Thanks! There were so many UI pieces that need to be done still - like a messaging system telling the player what they've done wrong.