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Leander

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A member registered Jul 07, 2020 · View creator page →

Creator of

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Thank you. This was really one of the first games I made for a game jam where the game idea really has potential that is already showing in the jam version. And I really want to continue this after the jam. As you said balancing is the main thing to work out. Currently difficulty and skill don‘t really match up. I will be working this out over on GitHub though and there will be a postjam version. If you would like to check that out I would be interested in hearing your feedback again.

It’s a really cool concept, especially when the sheeps come in and you really have to see what you are doing. I found it really confusing that the loop didn’t connect every time I thought it did. I would also add a feature that you don’t have to click again every time a loop connected

Thank! you! This is really great and honest feedback, I really appreciate that :)

My responses are kind of from bottom to top: I would have really loved for the enemy spawning to be the same in each round for the game jam version (it is already fixed in the github version) but there was a problem with the seeding in the jam version, so yes it’s really annoying. The randomize button for character customization is a great idea and on our todo list from now on. The few customization options were just because of the time constraints, yes. I think I will stick with the single HP, because I fear there could be players doing a whole running without ever seeing (or being) a single ghost. The ghosts though are something I thought about a lot after finishing this game jam. There is a ghostkill upgrade, but it only accounts for the current run and the ghosts are back in the next one. Making it absolute would come with other issues like killing a really important ghost accidentally or ghosts with the upgrade killing future important ghosts. I will have to think about it a bit more, but I really think some kind of exorcise functionality would be useful. Incentives to keep playing are also something we hadn’t quite worked out for the jam. This was another case of starting on a half fleshed out game idea and realizing a bunch of problems while implementing it. Ghosts not aggroing enemies is kind of annoying but I also find it quite interesting, because you as the player (knowing you will be a ghost) have to be aware of that and for example shoot at places where there had been an enemy but it walked away because it got aggroed, but in the next run when it wouldn’t get aggroed you (as a ghost now) would only be able to hit it where it spawned. It’s kind of mind-bending and also delays the gameplay somewhat which is not ideal, but as a game jam concept I found it really interesting. If you want to play a improved version of the game there will be updates on itch after the jam and also maybe a new release in between on github

Interesting, I will try it out

Thank you for the feedback. Softlocking is always hard to figure out, especially with the time constraints of a game jam. We “solved” it by just having enemies spawn every 20-30s that have a chance to spawn chests. But I know this is a really inefficient way of solving it…

Thank you

It was quite fun. I kind of failed at the random guy because I couldn’t figure out what I was supposed to do there

Thank you. What exactly do you mean by hard to figure out? Is it hard to figure out what’s happening or hard to complete?

This is going to be in the post jam version.

It would probably be much easier if we had seeded the continuous enemy spawning with the same seed as the room generation

Thank you for playing the game. Unfortunately I didn‘t have the time to add some kind of tooltip or particle effect for the objects that can actually be picked up… The fact that you run out of objects fast is intended so that „Nothing can go wrong“ or you have to restart. But then your suggestion about faster resetting, with a hotkey or something and making the intro shorter, comes into play. Anyway, thank you for your nice feedback :)

Thank you :)

Thank you for the kind words!

Thanks, I'm actually planning on getting this game from a prototype to an actual game after the jam.

Thanks a lot

I think it's a nice idea, with good music. But the problem is it get's boring quite quickly. I think you could have made a really fun tower defence game from this!

I got 69%, very nice. The learning curve is really steep and it get's really fun very fast.

Gonna try out your game now!
Here's mine: Trash Collector by LeanderDev (itch.io)

Yeah sure, gonna do that when I'm back home

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Yeah would be pretty dope Trash Collector by LeanderDev (itch.io)

You can read my answer to ShadowKen‘s comment, it was almost the same question.

I wasn‘t really able to communicate clearly enough, that you need the second cube to destroy the bonus boxes, that give you extra points

I think it's a pretty fun concept, but it got really hard in the level where there was red everywhere

It's an interesting concept and it's a bummer that this didn't get more ratings yet. I think it starts out a bit too hard and it would be good if the thether length would be limited.

This concept is really great and I only seen a few like that so far, but yours was definetly the best executed and presented

I think the recipes should be more accesible, so you can just see them without having to open another UI. But maybe this was also intended to make it a bit more stressfu

This was a kind of weird but enjoyable game. I think the character models were dope

Thanks for the kind words. Also the power I built into the second cube is that it's able to destroy the bonus blocks. I can see what you mean, but I'll have to see if I want to work on that mess of code again

Originally I wanted to make jumps not infinite and also not have a conveyor belt but just a regular map and the camera moves. But then I decided it would be hard enough, because you can’t jump in one direction the whole time and there are also cubes, that can kill you. Still, thanks for the feedback and of course for playing my game.

I already knew the thing with the level select, but the tip for the T really helped. I was able to finish most of the levels now

This game was the best game I played so far, appearance and fun wise! Unfortunatly I got stuck on the IT level, as I didn't find out how to build a T. How do you do it? because the way I thought you would do it was already the way you built an L and two Ls just one mirrored and combined also didn't work

I like the aesthetic of the game, but I didn't have any goal to go to. I wasn't even really able to explore the map, because more more enemys kept spawning. And maybe that's you game, just a simple combat game, but for that I think the combat wasn't really interesting. I ended up just being able to stand around and spam left click and when enemys got stuck on walls kill them there. But otherwise really great game!

I loved the concept with the two characters and one can't see all that much. I think it was a bit frustrating that moving platforms didn't really work

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On the page it says R to Restart, do you mean that?

It has been extended. I just saw the message on the discord server, but I'm gonna leave this online so other people can find it

I like the games concept and the sound design. But I think the music loop could be a bit longer so it doesn't repeat that often. Also I think the smoothing of the movement is a bit to much/slow, because when there are scissors coming down, it's just hard to dodge and then you would blame the game. You could maybe make the controls snappier but the falling of the objects a bit faster. :>

I just saw that the timer is still going, but I though our time ran out two days ago. Is this the timer for the voting or has the timelimit been extended?

Very nice game with nice graphics. The sound design was a bit annoying at times but overall very good. But I got stuck in the main menu as I didnt know how to close the credits or the how-to so I had to use Alt + F4