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lim_ak

58
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A member registered Mar 27, 2018 · View creator page →

Creator of

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Thanks for giving it a go. Yeah there does need to be something to do if you're completely tapped even if it is you try and run to the surface. I definitely did want you to be kind of screwed if you ran out, but not being able to do anything at all besides hit buttons until you die feels bad.

Thanks for playing it!

Great job on your first jam game! It's a simple idea but it works well. Plenty of very obvious ways to go if you decide to take it further.

Really had trouble trying to figure out what was going on. I do like the moody music and the 1 bit art style

Good work on the game! I think the variety of stats is neat, but also might be too much, or that pick 3 is too few. It's a bit too easy to spiral where the negatives on a stat can stack up too much but not get a corresponding buff to round it out. Not sure if it's pure random or not but some fudging to make sure things turn up at least sometimes would help alleviate that.

Really like the idea of a village sim for the jam. I know you said you didn't quite get as far as you would like for the ideas but I like even with the framework you can get little bits of stories between the villagers. I think the daily income could've used more explaining though I couldn't quite figure out if that was tied to villager happiness or not, but there's room there for like keep your woodcutters happy because you used up all your wood the previous day.

I definitely got lost in mechanics work and just decided to give up on sprucing it up entirely. I kind of knew I over scoped this one, but refused to drop the idea so you get to see the results of my hubris instead.

Thanks for playing it. I do have a Windup enemy that does charges up twice before hitting you, so the shield is to guard against that. But also it turns out the solution of kill things faster also works for them just as well. Staggering attack is something I hadn't thought of. But I think I ended up skewing too much into large pod sizes which is a thing that needs balancing (which I think also doesn't help in figuring out enemy attack patterns because they just get lost in the log). Pods are also lightly randomised just with a float chance of spawning so you might even have been doubly rng screwed on that as well instead because I needed to put in a better enemy generation system.

I've spent more time thinking on the death spell since the jam and making not cost 0 was absolutely a mistake, it already punishes you for using it by making everything else more expensive to cast. It didn't also need to cost 50 to cast as well. 

Had to bail out before the end because it was getting a bit much, but what a cool puzzle game. Great work getting that all done during the jam

Really enjoyed the drawn tutorial. The jumps feel a little off,  got caught on the edge of the floating platforms multiple times and needed to just fall off into the abyss. But the doors and hazards are cool, good bit of push your luck with the door picks. Nice work.

Really well put together, just a nice little atmospheric plate spinning game. The environment brings a whole lot to some very simple mechanics.

Encountered some bugs with the shooting with bullet speed being variable. As others have said charge laser feels good to fire. But doesn't quite feel like it hits hard enough. A neat idea

Nice work! The core idea is sort of there, and very apparent directions to go time willing. I think the weapon upsides or downsides need better highlighting at least for the jam, what it's supposed to be doing is hard to parse but I don't think is an issue in general if the intended point is for what the weapon does to be a surprise and screw over the player. 

Yeah I definitely flip flopped on making the death spell cost 0 coin as a get out of jail card. I think if I got round to making another boss battle I think it would be better as a build up your money to one shot it, but probably the wrong call for what I managed to get done. 

Hey thanks for checking it out, and sorry for not including any instructions whatsoever :D

This is brilliant, just really captures the experience of being terminally online.

I think the 3 second loop is too short, especially when you need to have multiple clones of setup you have no leeway to course correct. And if you miss on your completion loop you need to do all that setup again. It's a solid idea though

Cool little arena shooter, I think getting the paella spinning is probably a bit too fiddly but it pairs well with making navigating the space more challenging

Thanks for trying it out. And yeah it's something I plan on getting back to and develop, a lot of things on the work list that just got dropped for time.

Love the art on this! The actual puzzle is very simple, but I think it's a good base to do something really interesting.

This is just extremely clever puzzles. I think the only minor annoying thing is when you have a multi loop setup and you mess it up you need to do like 3 loops over again so a reset to previous loop would've been handy, but this is well good, great work.

It's pretty tricky to wrap your head around the mechanic of carrying your checkpoint and the looping character around being the same action. But there are some cool puzzles in here. 

Great little idle game, I think the upgrade pricing is probably a bit off I found that Motor and Magnet were very expensive for very little income gain.

Thanks! The map changing as you go round the loop was really the hook that got me excited to work on this over all the other concepts I had at the start.

Just number in the bottom right just isn't enough, should've had an icon or something else to draw the eye. But thanks for checking the game out

Thanks for playing! I said to myself before the jam that I wasn't going to do a 3D thing because it takes me too long. And well it did take too long but I managed enough to submit so good enough for me.

Maybe it's needed later on but the camera tracking with the jumps is extremely disorienting especially when it's just this is how you move all the time. I mostly just found it difficult to control and couldn't get past the multi jump segment in level 2, there's probably a timing for it so you don't need to readjust mid air but I just fell into the pit over and over.

I think the loop is a double edged sword in this as a hard fail, forcing the full reset is probably too harsh a penalty given that using a word that's later on in the loop just isn't allowed. On the flip side that it does eventually need to complete a loop it does provide some hint as word in this direction. Which is very neat.

The simple loop of a cat's life, silly domesticated human

Ended up stuck on the two demons, two blocks puzzle in your screenshots. But it's a neat little puzzle game

I'm assuming there's more planet info under the cutoff. I think from what you've said that info's probably less important than I thought. 

I tried both the web and PC version and couldn't get signatures or the stamps to work

I found is just really hard to get a loop going, it definitely felt more like I was witing for it to gift me a 2x2 circle than anything more complex and the connections I'm just making to clear rather than clever setup on my part. 

Ah you're right, I forgot to cap mouse y to stop when you look straight up/down. Should work so long as you don't go that far, my bad.

Really liked the atmosphere that the little big guys give it. But the puzzle logic wasn't gelling with me, I brute forced 2 of the doors

Oh that's a real bummer. Did it not capture the mouse correctly? or was it mouse sensitivity related.

Nice work on your first game! Getting that scope right is always tricky.

It's a nice concept but agreeing with the difficulty. If there were fewer enemies or if they were slower it might alleviate that.

Not quite sure how that fits the theme but it's a classic pathing puzzle