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Sam Rooney

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A member registered Jul 25, 2020 · View creator page →

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Super well made! Graphics and sound design were top notch. It didn't overstay its welcome either. Well done. :)

Thanks for the review! The thing about getting stuck is definitely a bug. I plan on fixing that when I work on the game after the jam is over.

I love the art style of this game. The music is nice too, although it would benefit from being less repetitive. The concept behind the game is interesting and enticing, although it was explained rather confusingly for me - I didn't quite understand how my number influenced if I was going to lose a life or not when I attacked an enemy. Of course, take this with a grain of salt as it's very warm and I've been reviewing games all day, so my brain is a little fried. Overall, well done on this!

Great presentation, and almost oddly relaxing. I could see myself playing this game to destress. However, I was a bit confused on whether I was eliminating dice based on the top-facing number I had when I attacked them from an adjacent spot, or the top-facing number I had on the spot they were occupying.

This is certainly an interesting concept, and I found that it did a good job at integrating randomness without creating edge cases that are unreasonable or unfair for the player. Presentation is also great. I would have appreciated if the tarot reading was slightly quicker or could be skipped; I found myself antsy to get back into the game after my first round, and waiting was slightly painful.

It took me a minute to realize that I was allowed to throw enemies off the board due to the wording of the rules. Despite this, the game still has nice presentation and a really interesting concept.

My first impression of this game was that the title made me chuckle. Playing it, I found that the controls were appreciably difficult, and the levels equally so. Maybe a quicker cooldown on your moves would make the game a bit more balanced, as in certain environments I found it extremely hard to get past large stretches of spikes because I was unable to chain dashes and jumps quickly enough.

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This is a really nice integration of the theme into a fighting game. It was well-stylized and difficult, although some of the difficulty - as a few comments have pointed out - seems a bit too reliant on the dice rolls. Perhaps a weighting of the dice rolls depending on previous rolls would help to maintain the randomness of the game, but prevent the player from losing entirely out of poor luck regardless of their skill.

An incredibly well-designed and presented concept. If I weren't busy with other things, I'd probably obsessively play this game for several hours. I really enjoyed the tough-yet-fair increase in difficulty as time progressed, and I also appreciated all of the minor details mixed in with the presentation, such as how the die gradually create desire paths in the grass, and how the lose condition is actually shown to the player, rather than the game just ending as soon as the wall is breached.

This is a great concept, and surprisingly well-designed given the time constraints. The addition of the 'invest' slot adds a whole new layer of elaborateness to the player's strategy. I'm not sure if it's intended for multiple dice to be able to stack into one slot, but I must say that being able to do so really helped me when I was served unlucky rolls.

I enjoy the rather literal interpretation of the jam's theme. Given more fleshing-out, this concept mechanic could really go places, too. Level 4 was a bit of a step up in difficulty, but I would blame that just as much on me being bad at puzzles.

Spectacular presentation given that it was just made in 48 hours. I also particularly enjoyed the fact that the bomb doesn't kill enemies, but rather toss them all around the map; this made for a particularly harrowing realization when I was on low health. A pause menu would have made the experience a little smoother.

This is a very enjoyable - and remarkably creative - concept. I can see it benefitting from more variation - such as different platform types for different dice roll values - and from a more stylized presentation, but in terms of the game you've created using only the time from the jam, this is pretty impressive.

A strikingly difficult game, but certainly not in a bad way. I feel like the likelihood of the room or inputs being randomized should become increasingly high as you gain a greater score, as to deliver a sense of difficulty progression. Presentation is good, albeit the music is a bit repetitive. Overall, this is a great submission. 

I've been holding off on leaving comments with my ratings recently so I can rate games faster, but this one deserves some special praise; I really like the art style and the concept in general. It feels very polished and well-made, and could really benefit from more features and enemy types. Well done!

This is an awesome game! As many have mentioned before, the art and sound are top-notch. One of my favourite touches was the varying jump height with how long the player presses the jump button. The controls are a little hard to wrap my head around, but it's likely just because I'm used to the spacebar. All-in-all, this is a great game!

This game's aesthetic is among the best I've seen in the jam so far, and it's a great implementation of the theme. It's a great time-killer. 

The music and art are great, and I like the general idea of this game. It was a little tricky fighting smaller narwhals without running away and coming back really fast, which I found was an imperfect strategy, but this is a very well-made and polished game otherwise.

Super amazing look, fun gameplay, and a perfect adherence to the theme. You did well on this one!

I enjoyed this game overall; my issues with it are pretty much the same as what others have said. In terms of the flashing colours, I would reccomend keeping them, but toning down their severity and maybe making them all different shades of one colour, just to make it slightly more visually pleasing. Despite the issues, this game works fine as a time-killer and you did a pretty good job.

May I have a rate back?

This is a really solid idea! I love the story you used to back up the gameplay, and it was an interesting challenge and take on the theme. The art style is really good too. My main quarrel is that the controls are slightly finnicky, but it's not really bad enough to distract from the game. Very well done!

A rate in return would be awesome!

The sound effects are a little piercing (but the background music is great), and this game could definetely do with a little more variation, but I can see from what's implemented that you've polished it nicely and it's still pretty fun and challenging as is.

A rate in return would be very appreciated!

This is a super interesting and polished idea. In my opinion, the controls were a little finnicky, but overall this game is very well-made.

A courtesy rate back would be much appreciated!

Note: I'll fix the bugs involving invisible robots and waves not spawning right after the jam is over, just in case anyone wants to stream this.

This is a very stylized and simplistic game; I had fun playing it and trying to increase my score. As far as I'm aware, the difficulty doesn't appear to increase over time, which would be a welcome addition (maybe start with few enemies to dodge and slow player movement and increase both as the price goes up?)

Overall, I enjoyed playing this game. Well done! It would be super appreciated if you rated my game back.

This is a super interesting game and I like the chaotic feel of it. I feel like it would work much better from a first-person perspective, as the third-person angle isn't optimal for looking around the massive room for any incoming projectiles. A little more juice/feedback when the player dashes would help too, as it can be easy to get spacially confused if the player just teleports. Otherwise, you have a solid idea and a great implementation of it. Well done!

A courtesy rate of my game would be much appreciated!

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This is a super creative and original interpretation of the theme and I had a great time with it. It has a very approachable difficulty curve, a nice polish, and overall it hits all the bases. Only issue I really noticed was a typo in the 'how to play' screen - 'more' is spelt as 'mroe'.

A courtesy rate for my game would be greatly appreciated!

Yeah; I wasn't able to start until the second day of the jam and I was soon to finish but I ran into a gamebreaking bug, but KB was generous enough to let me submit late. I made sure I didn't get any more time to work than anyone else in the jam did, though.

I wasn't able to see much of the game as I was unable to move for some reason, but I could see that the art and sound were top-notch. The coins seemed to be moving super fast, but the most glaring issue to me is probably the movement bug.

Can I have a rate in return?

This game is super polished and makes a great first impression; it's even a little addicting once you get into it. My biggest issue is the balancing of audio - I feel like it would be easier on the ears if the music and the sound effects were the same volume.

Can I have a rate in return?

This is a very fun game! I like the free-form nature of the mouse movement, and the sound design and aesthetic seem very polished for a three-day jam. I'm not sure if any other players have experienced this bug, but when I died, I couldn't type my name, so I couldn't get past the screen (I had to refresh to try again). I also think it should be a bit more clear on where players can land on flowers.

Please rate my game in return; it'd help out a lot!

Super cool idea, and it's pretty well executed - it would benefit a lot from a gradually increasing difficulty, though.

Mind giving me a rate back?

This is a really fun game! It's incredibly difficult, but in a good way. One of the only issues I had with it was that I couldn't just press enter to play again, even though I was doing it a lot! The simple art style doesn't hinder the game at all, and instead cooperates with the music to create a cool futuristic-y theme. Well done on this!

Could you rate my game in return?

I would definetely go as far as to call this a really good entry; I enjoyed the very 'robotic' feel of all of it (well, the music was a little jarring) and the storyline. It was a little tricky for me to get used to the controls; it could just be me, but the squeeze/crouch buttons seemed like they were in unusual spots. I also noticed a bug where if I hold the down arrow for long enough, the floor goes out under me and I can see through the world. Despite these pretty minor pitfalls, I really like this idea and it was executed very well.

May I have a rate as well?

I like this idea; the more chaotic, physics-based form of dodging that you implemented is very fun and unique. However, it was hard for me to tell the depth of objects, which meant I kept thinking I was about to catch a yellow cylinder, but I was actually far behind it. The lack of sound effects also stood out to me, although the background music contributed nicely. Overall, it's a pretty competent game!

Could I potentially have a rate on my game as well?

NOTE TO ALL FUTURE PLAYERS:

As it does not go against the rules of the jam, I have fixed two major bugs that were in the game prior to this comment - you can no longer leave the house and the gun now shoots towards the center of the screen as expected.

Any chance I could get a rate back? https://itch.io/jam/scorejam13/rate/1046299

Played and rated yours!

https://itch.io/jam/scorejam13/rate/1046299

I really enjoyed playing this game! The only issue I really had with it was that the WebGL UI didn't adjust for different resolutions very well, but otherwise, you've made a very juicy, addictive, and well-constructed game.

It's a little tricky to pinpoint, but enemies always spawn outside the house - if they're suddenly behind you, it may be because you left a spot open for them to come in, giving you little time to notice they're there and defend yourself.