Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Lemeric

93
Posts
8
Followers
2
Following
A member registered Mar 03, 2025 · View creator page →

Creator of

Recent community posts

For the nth time, i am not a robot

Not the dog!
Thank you for playing! I had bigger plans for this little project but alas.

They're not supposed to be very challenging; I planned on having 10-20 levels to make up for the difficulty but alas, time got the best of me.

Mark if this is not in your video you have bad taste

Dude this is sick! Controls are a bit awkward but everything else somewhat makes up for it! Like Creative Liberties said this game is definitely something I'd buy on Steam. Good work, and keep making games like this!

I was running for my life when the timer ran out ;;; Nice take on loop as a while loop!

The looping level is creative! But it took me some time to get used to a lot of things. Well done nonetheless!

Stein on ring toss handheld????

Hey there buddy did you misspell Sheriff? That aside, fun game Kas,; when Stein?

"we have minecraft at home"

minecraft at home:

Much appreciated.

I believe the issue might be in my repellent logic. Though while I know the issue I'm not sure of the underlying cause. The way I set it up is it takes all neighboring enemies in a 100px radius and generates a small push force away from all neighbors. I'll find it, thank you.

Oof, that's... something. Did it just happen? Did you select (shoot) those numbers? I'll work on it, thanks for telling me this.

Hmm. You mention 'same' and 'different' in the same sentence. I'm sorry, I still don't quite get it.

Thank you for playing! And you might be winning the RNG, lol. The way I have enemy spawning set up is the next number has a 50% chance to be the negative of the current sum, meaning if you have 3 = 3, the next number has a chance to either be random or -3 to make it 0. This was to make it easier, but I guess I can tweak the chance a lil bit.

Cheers, dude, and thank you for playing my game! My first idea was a small arcade shooter game but shortly after I wanted to actually be able to move dynamically. There also came the ideas of "zombie apocalypse" and "lone survivor" and so Last One Standing was born! The effect is a CRT shader if you want to play around with that.

Quite confusing at first, definitely need a tutorial or at least a "how to play" in the page description. Though I got the hang of it not long after. I like the glitch concept! Would be great if there were more to play around with! 

Really fun game, love how you did this! An endless mode would be great and maybe a combo + point system as well, just to see how far I can get and how many points I can accumulate. Overall, pretty addicting! I do wish the sum animations on the left were a bit slower though, because the next game started around half a second after the win. Well, I got used to it, wasn't that bad.

I have let Kal down. I am not deserving of Kal.


Anyway, cute little game! As others have mentioned, we could just spam cards until the desired value was reached (while also of course watching out for energy, but I felt the need for a bigger consequence). Good job!

Clever theme implementation! The mazes are overwhelming which isn't a bad thing in this case — very well done! Your introduction to the colored doors could be improved though.

Pretty fun! Music and art is well done; you could probably publish this to the Play Store as a mobile game or something similar, it's a good time waster!

Thank you for playing!

Fixed the selected numbers bug and added the Right Click for swapping operations! And yeah, it would be pretty confusing if you see the move animation but there was nothing to indicate it, lol. Thank you once again!

Oh! That must be because of my spawning logic; it it essentially screen size + random distance from 50 to 100 pixels, I believe. Relative to the player, of course. I'll push an update tomorrow.

WHAT IS HAPPENING

Very fun game! Intuitive controls (other than I though Space was to confirm movement). Cute graphics, and the puzzles are... well, puzzling!

I had originally planned on upgrades, but I didn't really have much time. I have an empty "powerups" folder in the game files, lol. Maybe I'll add them after the jam; I still want to somewhat keep the base feel of the game that was there with the original submission.

For the enemy thing, that's quite odd. The way I set up enemy AI is that they just spawn every 1-3 seconds and immediately chase the player (with some minor tweaks to avoid overcrowding) though. There shouldn't be any issues with having to find enemies since they'll look for you. If possible, can you provide more details? Also, thank you for playing my game!

Fast enemies? That's not intentional... well, at least not quite. For enemies with higher numbers I add a small multiplier to their speed (ex. 20 = +2% or 1.02x). Is their speed that bad?

As long as you keep the original submission as a downloadable, that is fine from what I've read on the rules. Go for it!

Thank you! I was keen on having the ambience be like a dystopian world or similar, and the CRT shader also added a really nice effect.


I gave the player only one health because, well... they are the number One. But I should have make that clear; that's on me! Maybe in a post-jam update.

Oof, yeah, the selected enemies were brought over to the next game. This is very likely because I commented out one line of code... I'll be fixing that! Thank you for playing my game! Yours was pretty fun as well; great puzzles!

Sweet, thanks! I set the enemy spawn interval as 2 at first that gradually went lower and lower so they spawn faster over time. I was thinking the game would seem pretty slow if I didn't do so. You also mentioned modifications—do you have any ideas in mind? I'm glad to be taking any suggestions!

Thank you! And I'll be pushing a fix to resetting selected numbers in a while. I'll also take into consideration your RCLICK idea; that's neat! The objects were mainly for navigation so you knew that you were actually moving on the map, but I had some plans for that that I couldn't properly implement.

Aw man :(

That is fair. Well, maybe you could just add a small note in the book that states the ratios aren't accurate 1:1? As a placeholder for now, anyway.

Artwork and music are great—love them! Like TributeGames, I thought the numbers on them were their health, which wasn't it apparently. Truly a missed opportunity.

Hello, yes. I just checked, green is a lot clearer now. Thank you for changing it!

I'm guessing Warlings is a mobile copy of Worms, then. Both are good!

I see. The clues as they are right now is a bit misleading; I thought you had to exactly line them up. Do you have any ideas for that?

Yeah, on the site and in-game. This is max zoom out in-game:  

WARLINGS ARMAGGEDON? I love that game! There is a very striking resemblance between your game and Warlings! I enjoyed playing Warlings, so it's a no-brainer that I would also enjoy this. Though the timers are frustratingly slow.