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kelskye

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

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Thanks for taking the time for such detailed feedback!

In terms of intended play, the strategy you mentioned is perfectly viable. The first two cars are easily chasable (the player has a higher max speed than the AI, plus can boost with spin), but for the last two it can be a grind to just do it all lap by lap, but let them just come to you. 

Also, two music tracks in a week-long jam is asking a lot of a solo developer. ;)

Thanks for playing! 

Spin did two things. First, it was the only way to kill the opponent cars and win. Second, it provided a speed boost for when you were trying to chase a car down.

Such a simple idea yet makes for challenging gameplay. Making the speed tied to spinning is a good use of the theme. Nicely done!

That was a really cool auto-battler. The music was a great accompaniment to the action. The only thing I would have liked was to have some control after the initial release, because it's was all watch and hope.

A zoomed out camera is a good idea. Thanks for the feedback!

A really interesting concept! I like the minimalist music too. The RNG is incredibly frustrating as you just don't get the spins you need.

This is a really impressive entry. Looks great, sounds great, and plays well. I love the music for it - did you compose it? 

A very literal take on spin to win!

That's a log of good feedback. Thanks for taking the time!

You're right about the optimal strategy, and the trade-off there was forcing the player not to spin infinitely. Another way to do it quickly was to use the spins as a boost on the straights to catch up to the cars since spinning did give a boost and it allowed you to chase those cars. But, yeah, definitely just wait and attack, though that can backfire when you mistime a spin and have to follow them for a lap to get more.

I really like the aesthetics of the pixel art. It looks really good. Definitely on theme with the spinning windmills. The fact they occasionally broke was an interesting touch. I'm also very glad you had an autoclicker! 

I was wondering about that. I figured it was a deliberate design choice!

Yeah, more agency with the towers was something I wish I had but was constrained by the way I had designed the level early on in the jam and it was too late to change it. Thanks for the feedback!

Nice game! Reminds me a lot of World of Goo, though with only slightly less annoying tower building. The puzzles are genuinely challenging, and it's good to see the attention paid to tying it all together with a story.

I keep getting stuck in the 3rd room with two switches in it. There just doesn't seem like enough time to get across before the timer expires and I can't find anything I can interact with. Probably a PEBCAK error...

It's a bit annoying I can't get past because otherwise it looks great and plays rather intuitive

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.