Thanks for trying and letting me know!
I have just tested it on Safari on mac to double check and no issues my side but I know mac has had some issues in the past with browser play sometimes.
I liked this game and the concept of exploring then sending people out and giving them the best odds to make it.
My group didn't make it to the second town, the scout group got attacked by a herd then had trouble in the river and it all fell apart after that! I like testing the fail condition of games as much as winning so it was interesting to see how you can fail.
Fun game!
I thought this was cool but had difficulty controlling the guy. Sometimes he'd move so fast left or right when I felt I only tapped once on the key. So I ended up launching into enemies/spikes quite a lot. The slow down made me more confused too!
I'd of played it more if I could control it better, but it seems like a cool concept to build on!
This was fun. The UI is great, very crisp and clean. I think the dangerous waters need more warning as I'd be following the wind and end up in the dangerous waters, fighting the wind to get back out.
The pirate music enhanced the fun vibe and multiple cannon types helped give you options when going into battle. Nice game!
Loved it. I collected a few guys but I couldn't give the dog to the guy who lost the dog or get the lightbulb smasher to come with me, so I presumed those bits where unfinished.
The game feels really nice, cute/cosy and interesting design and the music complimented it perfectly. I enjoyed seeing what all the characters had to say. I am not a big reader in games so them having little bits to say was perfect.
I like this. I enjoyed how it has a simple easy to pick up premise and exploring was fun. I did reach the invisible wall on the West side. My ancor wouldn't accept the landing even though it was water, then figured it was a wall!
I liked that you could catch fish then throw them back. I think this is a cool exploring game and with more things to aim for like objectives or collecting things or even things to avoid could make it a compelling exploration game!
I think this looks cool and sounds good but it is too hard for me to get into.
Having limited jumps is a unique mechanic. Perhapsf or each section before you get to the light it might be better if you had 1 more life than you needed to give more wiggle room.
I think this game could be pretty good with the difficulty toned down just a little and can always have a difficulty option if you were set on making a difficult game.
For me I couldn't get to the second light and I tried 5 or so times which is enough for me to put something down.
This seems really interesting but it is hard to get past the first couple of fights.
I think if I had a chance to upgrade before the fight it could be good but it seems you have to do the fight first, then nav to another area to get a resource, then fight again. If you could spend resources before a fight that would make it easier to get into I think.
But that is just my opinion and we had a time limit with the jam so I understand there is constraints!
This is a cool game. It is spooky and simple to play. I played twice and didn't get all the areas, on my 2nd try I think I had 2 or 3 left to get. Both times ran out of fuel.
I think some kind of map would be helpful maybe that just shows where you've already been.
It is nicely spooky, and the artwork is lovely. Was the Van a 3d sprite?
Solid game and I think this could become something very interesting.
Thanks! I meant to add the shadow to all enemies but I didn't manage my time well. I will add that in future though.
For the timing of the enemies I had a spawner script. I used a variable string that would be for each stage, 0, 1, 2, 3 and 4. The process function is checking what state that variable is in and how many enemies have spawned, if it is in 0 and there hasn't been 5 enemy spawned yet, it runs the spawner for the first enemy type until there are 5 and the stage variable then changes to "0 wait" stops spawning.
Then the script is looking to see how many enemies are left, which is recorded in a Global script. When each enemy dies they minus this number. The spawner script is looking for this to change to 0, then it sets the stage to "1" and so on and so on.
The last stage, 4, then sets the last label for game complete and stops spawning.
Also each stage has a spawnTimer and waitTimer so that enemies don't spawn straight after eachother cos I found I'd just shoot them all accidently before they were on screen.
This is good fun and an acomplishment in a week! I didn't read the text on the page at first so didn't realise matching the hour glasses and swords do damage. It is quite intricate for the timeframe and fun to play.
Only negative thing I'd say is it feels like WASD doesn't always respond quick enough when rushing, but that might be user error.
Hi, thank you!
For my art work, I do not give permission to be used in NFTs or AI art as stated on my page.
However if you are just making a game you can resell your game how you want. I know what crypto is but not what a crypto based game is or how it would work.
Can you explain more on how my art work would be used in this?
Thank you TheFrog for your feedback. This is exactly the kind of feedback I wanted so thank you!
You make some good points so I am going to note these down and see where I can improve.
The grass having gaps in them was to try to simulate a kind of field initally but maybe that doesn't work. I did have trouble with the trees in terms of discerning them from the background.
I did do some little islands in my other screenshots but I think they could be better to show how the pack can be used and what kind of games people could make, so again something I will think on. Infact I think the screenshots on my free pack are slightly better. I got tired doing them at the time.
I was also thinking of making a small browser program where you can draw the tiles, like a little game, just to show them off more. It would give people a clearer view on how they'd look in a game.
Like I said above this is the kind of feedback I was looking for with enough depth for me to work on stuff and constructive! So thank you very much for taking the time!
KyleD
Hello,
I have been making a free and paid asset pack over the year and would like some feedback on them and on my store page. I did post my earlier version on here in June or July and this is the latest update, Update 1.
The feedback I am looking for is on how it looks, what you'd like to see in an asset pack like this and if the store sells it.
The free one is a smaller version of the paid one, and the paid is $3.
Here is a screenshot from the paid one with all the tiles.


Here is links to the free pack - https://kyle-d.itch.io/free-isometric-tile-pack
and the paid pack - https://kyle-d.itch.io/32x32-isometric-asset-pack
Thanks a lot for any feedback!
Hello,
I created an asset pack for isometric games and some feedback on it would be great!
Here is the link - https://kyle-d.itch.io/isometric-ground-and-grass
It is 32x32 grass and ground tiles. I am planning to add to it and I have some extra tiles that I have as a paid version. Only $2 for 6 more tiles so far. Otherwise there are 12 free tiles. I am not asking people here to buy it just for feedback.
Any feedback on how my tilesets look and if you think they'd work well in a game setting would be great. Also if anyone has any feedback on how much you should charge for extra tilesets that'd be great too.
I have looked at the most popular tileset makers on Itch and it does vary how people do it.
Thanks.