Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

JustAHobbyDev

36
Posts
3
Followers
28
Following
A member registered Mar 19, 2023 · View creator page →

Creator of

Recent community posts

Great Doomenstein-like! Amazing for a jam.

My only request would be pleeese change the footstep sfx lol.

I think with a little more polish you’d have a really cool game.

Same as others, just a black screen.

I like the idea. I was able to connect blue to green ignoring all obstacles. Looking forward to trying future updates!

Really impressive and very inspiring.

(1 edit)

Definitely one my favorite games I’ve played so far. I felt like you did a great job in all five rating categories. I could see you taking the concept so many different places.

Awesome job with Machines! theme. I’m terrible at platformers so I couldn’t get very far heh.

Thank you, I’m glad you enjoyed it.

It’s funny because when I was making that beginning computer sequence I had it in the back of my mind that I needed the “on ramping” of the player into the game better.

Yeah, I agree and the puzzles ended up being more proof of concept not yet fully fleshed out. My initial idea was to have more component types and maybe forcing the player to have to switch between looking at the board and the schematic which would be more complicated to decipher with the extra part types.

Some others were damaged boards with pinholes or rows disabled. I like your various sizes and shapes idea.

Great job nailing the win98/xp aesthetic. The CRT flicker is a nice touch.

A few thoughts I had:

  1. Resolution/Screen Real-Estate. It feels very constrained.
  2. Maybe I wasn’t doing it right, but I would hit the node button to submit my pattern and I’d have to wait for the audio track to end before the check is run? It’s not clear to me if my solution is wrong or I’m simply playing the game wrong. I think more instant feedback when the player hits submit would help.
  3. If you want to use time to challenge the player, I think having a couple untimed rounds to let them familiarize themselves with the game would be helpful.

Thanks for playing! Also yeah, I think I see what happened.

The first capacitor and last LED are placed horizontally within the same connected half-row of the breadboard. Since they do not cross the center trench or connect two different rows/nodes, both leads are electrically on the same node.

On a real breadboard, that bypasses the component: there is no voltage across it, so the capacitor/LED is not actually part of the circuit path.

I had plans for a little tutorial to explain this, but ran out of time.

Like everyone else has said, fantastic art style.

The one thing I found myself wanting while playing was 8-directional movement to traverse all the diagonal paths more easily.

Great style, music and atmosphere.

An interesting narrative woven throughout both in dialogs and the environment.

Feels like I’m getting inconsistent results when clicking on items in separate playthroughs. For example, in my first playthrough, I clicked on the book case and then I was looking at the bookcase. In every playthrough since I haven’t been able to look at.

This game is making me go nuts!

Man, I’m assuming these are some free-use tracks, but they’re pretty jamming.

Great artwork too. I thought the flat assets in a 3D was cool.

If I was to be nit-picky, I would’ve like WASD mirrored on the arrow keys.

Great job!

Fun concept! Has me thinking up some potential ideas for cog puzzle mechanics.

Ah, I see. Thanks for pointing that out. Definitely a bug I missed during playtesting (which there wasn’t nearly enough of).

You think having to hold left-click and press R to rotate a component is to awkward?

I could see that being the case. How would you do it differently?

Yeah, replying to this thread to say had the same feelings.

I think the concept is strong, you could see a lot options to extend the gameplay, it has a lot replayability.

Drag-and-drop was my first instinct without reading the instructions and likely the most intuitive going in blind.

Thanks, I’m glad you liked it.

Yeah, I had it on my todo list to come back to that specific interaction because I felt it wasn’t communicated well enough, but didn’t have time to get back to it.

I’ll take your suggestions into consideration!

Thanks, glad you enjoyed it!

Yeah, I had all sorts of plans for music, sfx, more puzzles, deeper narrative, but ran out of time.

Loved the aesthetic.

I like the idea and has potential.

Reminds me of Zachtronic’s TIS-100.

Cool game. I’m an old man and enjoy the nostalgic desktop environment.

Looks good, sounds good, plays good.

I’m terrible at Sokoban games, so I only got to level 4 before getting frustrated.

I’m sorry to hear that, I should’ve made interactions clearer.

Maybe this will help, if you see blue text, it is clickable: image.png

Had some fun with this. The robot is pretty slippery, but it reminds of Sonic in that you want to go fast, but you you got to be careful!

Awesome to hear! I had hoped to implement some kind of basic tutorial, but ran out of time.

No, I don’t think so. I’m not sure what game EP refers to, but if you could let me know I will check it out.

Enjoying it quite a bit! I would love it if we had access to a more detailed breakdown of production rates.

It was confusing, but that was because I only read the first page of the tutorial. Didn’t see the continuation arrow on the right. Anyways, I wasn’t folding at all and started getting angel cards. Seemed like I won everytime with them, so I bought angel chance fortune and chip stealing joker. Bought a mystery joker once, but it doesn’t reveal what it does in my hand, so I had no idea what it was doing.

Right now, I think the game needs a lot of work to improve visual communication. Pretty much +1 everything said in futurecreep’s post.

Looks cool, but it is really tiny on my screen and to difficult to see well enough to really get into.

(1 edit)

Fun! Ggreat job to all developers, I’ve followed all of you on itch and I’m really impressed with what you accomplished with this jam!

No problem and thanks for taking my to short critique well. Play with controller does feel smoother.

I should’ve explained that because of the nature of the game, when playing with controller, we have 2 demands being placed on the right thumb – aiming and shooting. If we want the player to be responsible for both, I think it would be preferable if shooting was done with the right trigger so our right thumb is free to aim.

That said, my best runs are ones where I never let my finger off the trigger. It might be worth considering auto-shooting like Vampire Survivor type games.

(1 edit)

Nice little game. I would like it if it had controller support properly implemented.

Juicy clicker.