Skip to main content

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

Lanyard

1,020
Posts
8
Topics
79
Followers
34
Following
A member registered May 07, 2017 · View creator page →

Creator of

Recent community posts

Very cool game, I enjoyed plopping down ships and seeing how to fit the puzzle pieces together. There were a few ships I couldn't figure out how to make use of, like the ones that fired vertically or behind, so I just had to ignore those. Cramming battles all into one turn is pretty clever, I like this idea a lot.

Thanks Knix! Glad you enjoyed it :)

A lot to like here. Swimming felt good, and you got a lot of mileage out of the hook and drift water mechanics. I loved the vibe of the ruins and the soundtrack was superb for getting in the zone. If I were to pick a nit, I might say that the coins were sometimes a bit hard to see against the similar-colored background. On the other hand, that did make it feel like more of a hunt. I can't believe there were 6 of those things! I was pretty thorough I thought, and only found 2. I wonder, did you guys at any point consider doing some kind "hold your breath" mechanic?

Brought me right back to Mêlée Island, a formative experience in my gaming history. Thanks for the nostalgia trip.

I love all the varied minigames, but the arm in the hole game was a particular stroke of genius. Only thing missing here is a soundtrack!

The shore break on the islands shows about how far the buying will trigger. You're probably right about the shielding feedback, I think players would benefit from some increased affordance offered there. Thanks for checking it out!

Ahh, I missed your Stream because I was at work! I'll be sure to check it out when it hits YouTube. Glad to hear that just broadsiding everything worked out well enough for you. Very much the pirate approach. :)

Oh, that's what he DOESN'T want. Boy, that took me a minute to understand. I thought it was four separate symbols. Maybe you just could have put an X through it?

I love the fire effect - I wish I could actually dodge it if I start messing up haha. Definitely gave me the feeling of being a hapless dragon minion. I especially like your stylistic choice to wrap the dragon's body around the screen frame. Very nice tiny game!

The Open and Closed signs are backwards, the Open sign faces outwards when the store is closed and the Closed sign is displayed outwards towards the customers out in the world when the store is open. 0/5 Unplayable.

JK. This was great!  Delightful character animations, terrific soundtrack, engaging haggling choices, great UX. I was waiting for the Papers Please style subplot to reveal itself, but maybe that was too much to wish for in a ten day jam. Really great experience, had a lot of fun with this!

Hey thanks for playing! Glad you enjoyed the whole high seas adventure, I personally think its picks up nicely around halfway through the game  when it starts getting a little crazy out on the water - but I didn't want to overwhelm new players all at once. I appreciate your kind sentiments!

Very cool game. Reminded me of Advance Wars. I love your ship designs, I think we took very similar approaches. Definitely has that Gameboy Soul. If I had to give you a tip, I would've definitely suggested a Confirmation box on returning to Level Select, I'm a dummy and did it twice by accident mid-battle! I think this is a very solid package you put together in a short time, well done!

Great thumbnail. Exploring the wreck was exciting but I also was in a total panic because of the time limit. Definitely evoked the classic Zelda vibe.

The pixel art is just so compelling I had no choice but to play it. Really outstanding character work here, whoever was doing that is getting 5 stars from me. I liked Oblongo the best, but there's a lot of good ones packed in here. Great work.

Thank you! Very kind. Glad you enjoyed playing :)

The power of compound interest! Hey, this was cool. Love your art style. It was a tough choice picking which of my nuggets to hang on to and for just how long, but I'm happy with the decision I made. This is one of those jam games when all I can really wish for is just MORE, which I always take to be a really great sign. Wonderful work!

Thanks, I'm so glad you enjoyed it. How far did you get?

Actually the whole reason I started implementing anchoring was so that you could stop at islands to buy upgrades. Only while messing with how to raise the anchor did I stumble across the slingshot mechanic, thought it had the potential to be fun, and just rolled with it.

Great graphics and premise. Very gameboy feel. Don't beat yourselves up on the latitude and longitude mixup! I've been sailing for many years and also got mixed up playing this game even before I realized they were accidentally switched. It happens. Besides that, this is a super cool entry, I liked it a lot.

Cute take on pinball. Loved the ship's wheel in the center. Also gotta say I think your cover thumbnail is just superb.

The writing at the start is so unhinged it's pretty funny. My favorite feature here though is the half-shade dithering. So nice. Did you write something in Shader Graph for this or what?

Thank you!! Your appreciation warms my cold dead heart. I ended up leaving the music just on the title and menus because I felt the soundscape was already very full with sfx, especially later when things ramp up. There is an anchor dash sfx but I think you're right, it could be much improved. Thanks for checking out the game

Great graphical style, excellent audio design, the sonar skill feels great, the deeps are foreboding. This is very solid work and for a first game jam, very impressive stuff. Keep it up and you'll go far.

Thanks Seraph, I'm glad you enjoyed it! Yeah, I was messing with the idea of "kedging" the anchor, where the boat is pulled towards the anchor, kinda stumbled on this mechanic and just rolled with it. Should I have called the game "Kedgelord"? No. No, I probably should not.

I like the black and white palette and the parallax looks just so good. I think it's a bit too difficult and punishing, at least for me. Could be fun to watch a streamer get triggered by it though :)

Pretty cool game. Love the style of it. Felt like a FromSoft demake. Did you consider a dodgeroll or something to allow the player to try and get out of the forced skeleton combat? Oddly, the boss battle felt liberating because I could move at will. It was a trip getting the upgrades and gaining in power exponentially after being so puny at the start. Nice work!

Thank you for playing! Yeah, I had this anchor idea and just really went for it! I'm glad you enjoyed it.

So THAT'S how they went extinct! Honestly didn't see that one coming. Great sense of humor and variety throughout. You kept it snappy. The one change I would suggest is that if the player takes a hit, they should get a tiny little moment when they can't get damaged again, these dinosaurs would chomp me too bits in a fraction of a second! But I can see it was balanced with that in mind, and swiftly chopping dinos before could get me was a fun challenge.

I like your detailed ships, especially how they bank into a turn, nice touch. Spending booty to buy upgrades, a time honored tradition that always feels great. Pretty similar idea to mine, that's why I had to check your game out.

Thanks for playing Tizio! Glad you enjoyed it. Next ship game, I should do something with commanding crew like you had in yours :)

Yes, thank you, I've been trying to figure out how to translate sailing into satisfying game mechanics for awhile now, so I'm glad that paid off for you. I'd love it if you could expand on what "helped and hindered" in the tutorial, I'm making a special effort lately to improve my tutorialization, so I'd really be interested to know what worked and what didn't for you in some more detail.

Pretty easy to get into, no tutorial needed! I liked the flight of imagination here, thinking what was going with these ghosts in the chest. Pretty fun, I enjoyed getting the score I needed to view the resolution. Nice work!

Feels pretty smooth! Nicely scoped idea for a game jam, I gotta say. Brought me back to those days playing Space Cadet. Nice work!

Bestowed with the gift from my admittedly kinda shady mentor in a trenchcoat, I raced across Washington Park trying to find all the moderately moderate Old Gold before the timer ran out. Imagine my surprise when no consequence arrived. Was that what the old man was trying to teach me all along? Slow down, kid. Let it happen. See what you discover. All goals are illusions. You opened my mind when you opened your trenchcoat, you strange old man. I salute you. Maybe the memories we made along the way were the most moderate items of all.

There's still gold in them hills! Nothing like a good ol' fashioned endless runner. Although I briefly had some Donkey Kong Country flashbacks haha. Took a couple tries to get into the flow, but once I found it, I was happy to place #2 on your Leaderboard. Nice job!

I like the intro cutscene a lot! Quirky and fun. Nice character art style, I adore the little crew guys. I thought it was cool that I could command my crew too. It would have been nice if there was a third useful option for them though. I don't think much was gained by obscuring the rooms in the ship when not in them, losing that overview turned patrolling the ship into a bit of a chore. I thought the sonar risk was a good idea for the piloting minigame but if the movement was smoother instead of jumping forward every few frames, it would have been easier for my mind's eye to "track" where the ship was going in the sonic dark. Interesting game, I enjoyed playing it!

(1 edit)

Hey Wilhelm, you can find medicine in the following ports:

Mumbai, Dhaka, Sydney, Petropavlosk, Basrah, and Port Said.

It's possible I overtuned the fever moment as this is only a prototype. This is game set in a post climate change world, my idea here was to represent how diseases might spread more rapidly and quickly in a different world climate. I was thinking like how Covid spread across the globe. It's intended that the player loses some ports permanently and has to adapt. But if it's entirely too much, that's good information for me and I can tone it down in a future version. Thanks for the information!

Hey Atxusinho, thanks for your question. The number of crew does affect speed. Being understaffed also affects morale. Very low morale or losing all your crew on a ship results in the loss of that ship. Hope this clears it up!

Really nice feel, tons of art, clear inspiration from Grow. I did have to use the guide to solve Level 1 and couldn't figure how to stop the lumberjack on Level 2. I think the game needed a little more hinting to the player what they were doing wrong when the correct sequence wasn't being hit. Still, that being said, I enjoyed the game quite a lot. Thanks :)

Really nice. Great flow in the controls, right amount of challenge, solid art, good messaging, instantly readable. This one stands out, I think you nailed what you set out to achieve.

This has a great art style and I'd love to play it, but I don't understand how to get past the bear at the intro. I seem to just get stuck in a conversation with her and there's no way to exit?

Nice collection of minigames, well on topic, although the sweating one made me laugh. I also got stuck at 22 on the burning logs because maybe a log was missing? Altogether a fun little project.