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Josep Valls

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A member registered Dec 24, 2023 · View creator page →

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THe thumbnail shows very different assets compared to the ones in the screenshot in the page, are those from the thumbnail also included?

Oh, no, I just realized that I never hit save/submit on my rating. I am late but I wanted to leave note that I think this is a 5/5. Amazing job.

All this needs is a click to advance text, great otherwise.

That’d be awesome. Thanks!

I really like your work and I’ve used it in some jams in the past. I was curious if you have considered adding some incentives for developers to join the jam in the shape of any freebies or discounts for participants and/or some credit as a prize for winners.

These are really cool. Where can we find the background, flowers and trees?

Nice job. Here are some ideas:

  • Unprocessed minerals/ore for gold/iron/copper
  • Copper wire
  • Lumber
  • Rare minerals/metals
  • Synthetic chemicals
  • Energy/electricity/batteries
  • Wheat->flour->bread
  • Seeds->Cotton->thread->textiles

These are all great points. I’ll take note to try to implement those visual aids. I want the game to be about strategy and the visuals should not get in the way of that. Someone else reported the right click bug. I used it to debug the AI and I forgot to disable it before submitting last minute. I’ll try to disable the as soon as I get back home tonight 😅

Good point. I can add that explanation to the itch.io page. I had planned a much longer tutorial explaining everything, alas…

It is there and it would come up eventually. It was always a regular unit with a 3x reach. It plays exactly as the kitty if you got that. Not all the cards are unique :)

I really liked the shift shape entries from previous rounds. I agree with some commenters that in this round the puzzles seemed a little easier but I really liked the different shapes and how the different objects worked. I did find the controls a little problematic, as often the shape would overshoot or it would move the shape when I wanted to move only the face, but going back to regular controls in a future update and tweaking a little the puzzles would make this a very strong base for its own game.

Just the difficulty in level 3. It was level 2 that I couldn’t tell where I was aiming. Took a few tries.

I liked the first level. I was a little confused with the combat in the second level. I though I’d be able to disable the guard or something but if that was intended I couldn’t figure out how.

This game keeps getting better and better each round. Great job. I am a little conflicted with the real-time thing. I like that it adds pressure but for card games I think I prefer to be able to analyse my options strategically and take as long as I need. Very different but still very impressive. I thought you were considering dropping out that’s why I went the card game route; still tried to take a different approach but kept the “inscryption”-like atmoshpere that I like so much from yours.

I agree with some of the comments below on a little too much reading. It would had been cool to introduce the ghosts and elements progressively so that it starts relatively easy and progresses to more difficult. I still enjoyed this entry very much. Great work.

Very nice throwback. I found level 2 a little difficult to see. And level 3, well, yeah :) It almost feels like when hitting the zombies head shots are more effective than hitting the body? Did I just imagine that? If that is the case it’s a very nice touch and it would be interesting to actually highlight it in-game somehow.

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This has all the vibes from the 90s point and click adventure games. Very polished and visually very appealing but it has the same issues the 90s games had; it’s very difficult to properly balance interesting puzzles without making them too obtuse and nonsensical. Like, I opened the door and died, there was no indication or clue about it being poisonous and I started interacting with things from left to right. The hints in the game page helped but since it opened all of them at the same time it spoiled the rest of the puzzles. Maybe they could be incorporated into the game itself somehow.

The very first dung battles is still my favorite but this was an interesting entry. I liked how you can make your own shooter configuration and all the effects around the UI. A comment I’d like to make is precisely around the UI. There are too many things and it obfuscates the actual ingredients. Also, the popups look very nice but are often cut at the bottom so you can’t read what something does. Great entry.

Oh, I didn’t take color blindness into consideration, I’m so sorry about that. That is great feedback that I should incorporate into any project going forward.

The AI is pretty basic and there are a couple flaws you can exploit. When there were buffs it was even easier.

Spoiler The AI ALWAYS maximizes claiming tiles but you can let it and take over their cards with something that is stronger.

Great little game. Not the kind I’d usually play but still very polished. My only feedback would be that during the tutorial a bunch of rules are thrown at the player. I was paying attention but I didn’t write them down and I forgot all of them. While playing there are little circles and little point counters that show when rules trigger but I would had preferred a way to get a refresh of the rules or show exactly which ones are being triggered where.

El gameplay de este juego esta muy bien conseguido y el arte, sonido y mecanicas estan muy pulidas. El juego se acaba muy pronto, esperaba a ver si se introducia alguna otra mecanica. Entiendo que algunos de los comentarios mencionan que la historia quiza no esta muy ligada con el tema de la jam. Siendo el juego relativamente corto quiza se podria haver ligado el tema con una escena al final del juego.

Gracias por tu comentario y por el reporte. En una version futura le añadiremos una opcion para desactivarlo.

Como dicen algunos comentarios es un poco confuso al principio. Luego mire el video y ya me fue mas facil. Lo encontre un juego fantastico al que seguiria jugando y animaria a los creadores a seguir trabajando en el. Creo que los temas de la jam no estan muy reflejados pero aun asi es un juego genial.

Una reinterpretacion muy interesante de una novela visual. El arte esta muy bien y la narrativa es muy apropiada. Entiendo los comentarios de algunos jugadores un poco confusos con el juego, quiza un poco de explicacion sobre lo que es y lo que no es en la pagina podria ayudar pero a mi me ha gustado mucho.

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El juego esta genial y estoy de acuerdo con los comentarios de otras personas. Un reporte, parece que hay algun bug en las colisiones. Me ha pasado tres veces que saltando el caballo se queda atrapado en la esquina de la plataforma y la unica forma de seguir es recargar la pagina. Lo he podido reproducir:

Estoy jugando en Chrome en Windows 10.

I used the free version and I concur with initdotdev that it was a little messy because some sprites didn’t match but I was able to work around them. There were 3 “groups”. The slime on one, and then, another group with warrior, soldier, archer, base, and the rest in the other group. I have them all animated here: https://josepvalls.itch.io/take-turf

Hello, I used these sprites in my recent game jam here: https://josepvalls.itch.io/take-turf

Great work. Thanks for sharing.

These are great characters and worked very well in my latest jam project here: https://josepvalls.itch.io/take-turf

I did some recoloring, I understand that with your CC-BY license I could post the recolorings (palette swap) along with other sprites I draw in case someone wants to use them? Do you want me to send them to you instead?

I really like these tiles. Unfortunately there is no license mentioned in the page or inside the zip file. This makes it tricky for anyone who may be interested in using them. Consider adding any license. I am actually working on my own set of tiles and if you release in any permissive license I’d like to use yours as a base, or maybe we can work together on them? Here is the ones I have so far. I’m focusing on making seambless “paths” for now. https://josepvalls.itch.io/hexagonal-tiles

Very, very nice entry. I had a blast playing this. It satisfies all criteria in this round’s rubric. Only small thing I noticed is that there is a bug (lol, all the enemies are bugs) where something that I cannot see kills me. It happened a few times in the level where you start in the bottom right and there are two worms and a bee right above you. Still, a great entry.

This game was amazing. I was a little sad when I beat it. It is already a 5/5. Adding an ending cutscene would had been the cherry on top. Only complain is that the volume on some of the SFX doesn’t seem normalized and some are very low while some are too loud. Audacity has a normalize effect that I try to use when I get sounds from different sources.

I enjoyed this entry very much. At the core is a very close reinterpretation of Gain Ground, both in the character abilities and the different epochs in the gameplay. I think the UI could had some improvements since this was part of the rubric for this round (i.e. display health, remaining characters, etc). but otherwise great work.

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This was a pretty interesting game and I had actual fun playing it. It would be a great submission for any other jam but like some other commenters noted I can’t see how it relates to gain ground and the UI and sounds were lacking. A nitpick was that aiming and moving are tied together to it was difficult to fire from afar. I know it’s a difficult thing since people complained about the same for my first round submission :)

This was such a nice entry. I can only give you praise and hope not to be paired against you. For a minor constructive comment, maybe, getting upgrades for a character you are not playing at the moment didn’t feel very satisfying, maybe there is a currency that allows the player to buy the upgrade later when its relevant.

I agree with other commenters below. Fun game but I do not really see how it relates to gain ground. Also, in terms of the UI the buy towers sidebar showed empty squares so I kept playing hoping there’d be some indication on when I can actually buy a tower but I just randomly clicked and realized I already had enough money. Also, since the game doesn’t pause when you open the side menu and it covers part of the play area it was a little annoying to have to open/close it. Maybe consider having it always open and the play area centered on the available space?

Oh, ok. I’ll make sure to have parity with both anyway.

Hello, I’m making my own hexagonal tileset. I was planning on doing both pointy-top and flat-top and I started with pointy-top for no specific reason. What are the advantages of flat-top from your point of view?

Hola, supongo que ya han hablado por Discord pero si no hicieron equipo, nosotros tambien estamos buscando a un artista para la musica de nuestro proyecto. Por si hay algo, mi Discord es josepvalls.