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kelskye

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A member registered Jan 20, 2025 · View creator page →

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Thanks for playing it, and the good feedback! I'll update the description to make it more explicit.

The cost of the towers was a deliberate thing to try to balance the game. The idea I had for the jam initially was that the power grid would only be able to hold so many towers, so there would be relays like boosters or switches that allowed the power to be diverted. The increasing cost was my compromise in the time frame so that there would actually be a challenge. But even then I worried there would be no real challenge because the tower placement is all by necessity. "What can I turn on at this moment that will help with this wave?"

It maybe was a bit too brutal for a jam though. But with one day to go I was despairing because I had all the pieces in place but there was no player agency at all. Either the player got overwhelmed or built up an overpowered defence and there was no challenge.

That flail circles so slowly with the enemies advancing so quickly! I got wrecked so many times. 

Hitting the enemy felt satisfying...

It's a really nice visual way to dress up a memory game. With the music and visuals, it ramps up the difficulty something wicked! Nicely done.

Thanks for playing and giving good feedback!

That issue came down to a matter of balancing - either funds accumulated too easily and there was no challenge, or I made it so that the player had to make just-in-time upgrades with the resources to win. In that respect, it's more like a real-time puzzle game than a tower defence game.

I love how simple and effective this game is. It's almost hypnotic to play. Fun too. Looks and sounds great.

This is a really effective presentation. I wasn't sure at first what the gameplay was, but in the end was impressed with the use of maze and puzzle features to make it challenging for the player. The only point where I found myself frustrated was finding that last key, not realising that I needed to solve the colour puzzle twice to find it only after searching everywhere else for it. Nicely done!

This is quite relaxing - much more so than the water puzzle on bioshock where the timer is against you. It was intuitive enough to figure out how to play without much effort. The rat mini game did feel somewhat out of place with the rest of the puzzle.

Thanks for playing! 

The randomness issue is tricky. It was random initially, but it became hard to balance the game when randomness could just overwhelm one side or punish the player for the wrong build through no fault of their own. There were meant to be upgrades (switches, boosters), but they were dropped for time.

Thanks for playing! It's cool you picked up on the puzzle aspect. It came together on the final day when I was trying to balance the game. 

The idea for multiple levels with different puzzles would be a good way to extend the concept.

That was more fun to play than it should have been. I like how effective the simple game loop is. Music is a perfect accompaniment.

There was something hypnotic about this game. Perhaps it's the music being just present enough to add atmosphere without drawing focus. I just can't seem to get the things connected without being fired (I think there is a bug on that, it keeps saying fired on day 1 when it's anywhere from day 7 to 13)

I admire the effort put into presentation. It looks and plays clean. The choice of music to drive the game is effective.

I can't believe I was actually able to do the jigsaw deductively. Probably should have paid more attention to the image when choosing it. I think the music could have been a bit longer so that it didn't feel so repetitive.

A nice twist on the super mario platformer. That second player made things challenging. That's a lot of levels for such a short jam!

It's a shame the audio didn't work as that would really have helped with the immersion. I really like the interface you have, and the fact that you had different types of enemies with differing health and speed. it all looks really good in 3D!

The one thing that I would say is that it was really easy to make an overpowered defence. Money came too easily and the towers were too cheap.

It is really cool you made a game with an impact. Music was really good with it.

Having the player save point was a clever touch to the platformer. It's certainly an interesting way to get around some of the annoying pixel perfect jump traps that plague the platformer genre. The only annoyance was those tutorial texts kept walking into me and interrupting the gameplay. 

That's some really nice relaxing music. Sisyphus may not be happy, but at least he should be calm and placated. I was hoping something would happen if I got over 1000...

This was quite enjoyable once I figured out how to play it. The randomness is a good way to keep the game interesting. I liked that the music was there but never felt obtrusive or too repetitive. The main thing I would say is that if you only have one thing that can move, there should be no need to click it, just highlight the next available tiles and save the double click.

Howdy

The puzzle design is brilliant - clever and challenging that really push the mechanic to its limits and require something of the player! The music and visuals are appropriate without being distracting or overbearing. The main issue I had was with the controls that felt so frustrating at times when I knew what to do and how to do it but lacked the fine control to execute it. Nicely done!

Gravity flip was a cool idea, and the controls were intuitive enough to use. It would have been nice if there was a checkpoint once the level was unlocked.

That is some unique and interesting ways to do platforming. I did have a bug on mine where sometimes part of the screen would just go black. It first came when I tried the special attack.

A simple and fun game! Leaderboard is a nice touch

Nice puzzle platformer. Tricky without seeming cruel or requiring a lot of backtracking. The ambient music for it is really nice, and the simple visuals don't distract from the gameplay. Nicely done. We used a similar puzzle mechanic for ours, but in 3D.

This one is difficult. No idea how to get past the birds! The music is really cool and atmospheric, though it needs to be looped so it stopping and starting doesn't feel disjointed.

It seems we are of the same mindset. Our team also made a similar platformer with shifting puzzles, but in 3D. We even did the same visual and music trick!

The platformer is challenging, and is set up well. The only frustration I had with the level was the lack of screen checkpoints where when I died I had to go back to the start of the level.

Love the music, feels perfect for a road trip. Gameplay was intuitive, which is always welcome. The modifiers on each location were a nice subtle gameplay shift. The exercise did start feeling repetitive towards the end of the 5 minutes, but I assume variation is the kind of thing you could add if you wanted to expand this game out.

Putting a story at the start was a nice touch. The gameplay is deceptively hard. It seems simple but getting the timing right while avoiding enemies is a challenge! Nice way to show off a simple mechanic.

The commitment to a GameBoy style graphics and sound is really consistent. The traits system was interesting as a modifier to the TD game.The needing to grow plants before they can be planted was also a cool little twist. One note: the score is broken, it kept flicking between a positive score and a negative one.

The directional dash mechanic is a nice idea to build a game around. The lo-fi visuals and incorporating the brackeys logo in to the game was cool. The music was an appropriate choice.

A nice clean interface and deceptively not simple setup. Clever puzzle design that fits the premise nicely. It's a nice touch for a game like this to make the player have to monitor and remake their setup.

I really liked the music for this. It's that perfect ambient for space travel. It paired really well with the minimalist visuals. Thought the gameplay loop was nice, though I think it could have done with more threats beyond running out of fuel. 

A neat platformer with a nice mechanic. It looks and plays very sleek, with nice music accompanying it. I did get stuck on level 2 where I just ran out of places to go and had no indicator of what to do next.

The dungeon procedural generation is really impressive to implement. The implementation was clean and was fairly easy to navigate around. In terms of gameplay, it would have been cool if the level automatically finished when you found all the rooms. The combat felt a bit clunky and sound could have really helped.

The way the audio built up as the tempo built up was a really nice touch. Making the player learn the rules by trial and error is an audacious choice for a jam - I like it! A really cool and innovative effort.

I'm not sure if there was a bug or something (or if it just ran slow on my ancient machine) but I found when I got to 185 the game just froze then jumped to slightly over 200 and said I'd stayed in the same column too long.

The sprawling levels is quite cool. Getting the maze-like feel without it being tedious or too challenging is difficult. As soon as I figured out Q is shoot it, it was a lot better experience. Well done! 
BTW there was a bug with firefox where the game went larger than the fullscreen and couldn't be adjusted.

This is a nice twist on Tetris, implemented cleanly with appropriate music. The game loop is nicely contained. The only real downside on this is randomness rules a little too much which just means you're solving a fitting puzzle and a line puzzle at the same time without any real control over what goes in each. Nice effort overall!

This is a nice twist on Tetris, implemented cleanly with appropriate music. The game loop is nicely contained. The only real downside on this is randomness rules a little too much which just means you're solving a fitting puzzle and a line puzzle at the same time without any real control over what goes in each. Nice effort overall!

Nice effort! I thought the visual tricks were quite nice in the game, it was a clean presentation and the way to capture animals was a nice touch. It could have used some randomness, though, as getting more animals was a bit tedious. The one thing I did wonder was whether there was a link between particular foods and animals, or particular foods and health bonus. I couldn't figure either out on my own.