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LukasWho

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A member registered Jan 16, 2021 · View creator page →

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Very cute, pretty decent level design. These fall-down-ragey type of games are unfortunately not quite my cup of tea, so when I fell from the clouds, I rage-quit. Controls are tricky, but I think that's the point of the game. Visuals are quite nice, only the hamster itself feels a little underpolished.

Haha, as a fellow European, relatable. Hope things are better now.

This is an interesting concept, but yeah, pretty frustrating. I can believe there's a way to influence which side the coin lands on, but for a "casual" player, any jump that is larger than a single flip is gonna end up feeling like, well, a coin flip. And once there are multiple platforms in a row, you have to win multiple coin flips in a row, too. Even without the flipping mechanic, I feel like aiming your jumps isn't quite easy, especially since you're pretty zoomed in the enitre time -- would love if the game zoomed more the stronger I aimed. Maybe this game would be more fun if you could spin the coin mid-air? Would obviously be less physically accurate, but eh. Might also be fine as a rage game, though, though that might also need a bit of a different style of level design.

Huh, interesting. This feels like a game which tries to teach you about musical tuning and overtones and stuff, which I like a lot because I'm into that stuff a lot. But in the end, I just fiddle around with my mouse until my number turns green and I hardly even hear the intervals I try to play because the BGM drowns them out. I think I'd personall prefer a game where you have to try to tune the notes by ear and have a larger margin of error. That might not be for everyone, of course, but I think it could be a nice ear training exercise for people who are into music. The waveform display is very nice, though.

Interesting little game. Not sure I'm following the plot here (Why do I have to stack cards to climb a lighthouse? Why does the cat not want me to do so?), but eh, a little mystery is alway nice. I quite liked the cozy vibes of the visuals and the music, even though it was a bit of a contrast to the somewhat frantic gameplay (at least the way I played it). All in all, pretty solid entry!

I'm a simple man. I see a Slay the Spire reference, I click. The game is a little weird, if you play "fair" (i.e. just spin the wheel and hope for the best), you seem to be pretty much out of luck and also have too little control in my opinion. If you play "unfair" by carefully spinning and trying to manipulate the result, the game seems to be much more about skill than strategy (apart from the silly strategy to farm gold on the chicken). Which is okay, I guess, just not what I expected.

Aw man, this looks so cool but my crappy low end laptop can't even remotely handle it :'( any chance for lower graphics settings in the future?

huh, using water flow to control a water wheel is actually a pretty cool idea, would be interesting to see this developed somewhere!

My favourite incremental game of the jam so far, probably because it never turned into an idler. I dig the stylized aesthetics. I wish I was as good as rock skipping IRL as I am an the game, but alas, I have not yet mastered the secret technique of rock duplication :(

Fine little auto runner, I like that you added a bit of a difficulty curve. 180 s feels a bit on the long side? Was deeply focused, figured three minutes must have passed now, took a quick look at the timer and immediately died at 170 s. Overall, not too bad.

Cute little idler. Didn't realize you could buy additional wheels until I looked at the images and also needed a bit to figure out you could reroll the rat shop, maybe some clearer communication would be nice. Managing the rats kinda became a chore after a bit. Spritework is very cute!

Oh hey, another time-trial racing game with a weird control scheme, I dig it! Spent way too much time with this, but still missing 2 gold stars. The camera spinning is a little dizzying, but I'm not sure a static camera would have been better -- maybe this is one of those rare cases where I would have preferred a 3D game over a 2D one. Still, had a lot of fun with this one :)

Sorry, should have been a little clearer. I did download the local version, but I still couldn't get a good overview of the cube because of the FOV. I also think the "lowlighting" effect on unselected faces is too strong and I couldn't figure out a way to get rid of my selection, so I had to move my mouse around to see what colors I was even looking at. It might just be that I'm too used to physical cubes, though, I don't know.

This obviously lacks a bit of polish, but I quite enjoyed the vibes, well done! The default godot icon as a sword made me chuckle. Not sure if you're aware, but you can just run through the levels before the final boss without fighting the enemies, which seems a lot easier. Better communicated hitboxes would have been nice. Sometimes I couldn't attack, not sure if that was because I was stunned after being hit, could also be communicated more nicely. The spider itself felt a little unthreatening. The reason why all enemies of the same type flash when one of them is hit is probably that you need to check "local to scene" on a resource somewhere, probably the sprite texture. Overall, though, you did a pretty good job, congrats!

Heh, pretty funny. Didn't even make it past level 1, though, oops.

Heh, cute quickie! Not the biggest fan of twin stick shooters, but I had fun with this one. Most of the modifiers are fun to play with, not too fond fo freeze, it's funny the first time it happens but it's not really fun to play. Good level of polish and the whole thing felt nicely responsive and juicy. Overall, well done!

Decent idler. In the end, I made money much more quickly than I could possibly spend, which felt a little weird; kind of strange to have the only endless upgrade not follow an exponential cost curve. Also wish there had be some more fluff. Overall, I had fun though.

Well-intentioned piece of advice: I'd be much more likely to play your entry if I had the feeling your comment was there to actually give some sort of constructive criticism or feedback and not just to promote your own game. Not that there's anything wrong with promoting your game -- in fact, it's a somewhat important skill that I very much lack -- but please don't do it on my rating page.

Heh, yeah, let's go with "true artist", sounds better than "someone too stubborn to listen to feedback" :D

Haha, I might have gone a little overboard with the medal times I have to admit :D Thank you!

Yeah, that would've probably also done the job :)

Alright, take my first 5 star audio rating, you deserve it! Very funny little game, though it maybe slightly overstayed its welcome. As a non-native speaker, I'd love some subtitles to the song, with all the other noise going on I sometimes found it hard to hear the lyrics properly. Also, another pro tip: For maximum immersion, have a fan blow air into your face while playing this game. Very serious stuff.

Thanks! The game is actually meant to feel a little frustrating to control, somewhat inspired by games like QWOP, so it's actually nice to hear it seems to have worked. Not the best strategy for placing well the jam of course, but eh, I'm just happy I managed to put something together despite the heat :D

Heh, cute little game. Clever framing for a mini game compilation. Took me a while to realize what to do in some of the mini games, really wish I could skip the opening cut scene so I could retry more quickly. Some background music would have been nice, of course, but I know it's a jam and there's only so much time in the day. Other than that, not many notes. Happy monday! 

Interesting little game. The paintings are very well done and I quite like the idea of using exhibits within the museum to learn about my enemies. I think the whole thing could be a little more immersive and mysterious and the battles felt a little low-stakes. Have the exhibits a bit more spaced out. Maybe add some that are more for flavor / worldbuilding and don't give actual hints. I probably wouldn't even tell the player where to look for hints and that the beasts have these weaknesses. Maybe find the stuff you need to defeat the enemies somewhere in the museum instead of just having a spinning wheel (though I guess that would completely detach the game from the jam's theme). The standard Godot UI also feels a bit out of place, but fair enough for a jam game. Anyway, I think this has potential to be a nice little narrative puzzle adventure with a bit more work :)

Very pretty game! Could probably be a little faster. Got stuck on the slingshot tutorial for a while, had the right idea but needed a while to figure out I could strengthen my shot by clicking longer. Having worse aim with stronger shots also didn't help. The boss fights were kinda funny but also felt sort of out of place, considering how chill the entire atmosphere is? Still, played it to the end and had a pretty good time with it.

Huh, interesting, a Rubik's cube from the inside. I've got to admit I gave up pretty quickly -- it's just much more fun to solve a real cube than to hassle with somewhat clunky controls. That's not necessarily a criticism of your implementation, as someone who dabbled with making a vitual cube puzzle game myself, I just think the medium is not super suited for it. Still, props for making it!

Hah, cute! Not much to say here. Very serious game. I like it.

Oh, this is cool! Not sure I fully understand all the systems at play, but I had a lot of fun dancing around. Animations flow super nicely and the game generally looks very nice, well done!

Pretty fun idea, a little hard to control. I feel like having the game play entirely with my mouse except for jumping was a bit weird, I think I would have preferred to use LMB for jumping and RMB for latching onto a pin. Eventually got stuck in the ground and softlocked, but until then, I enjoyed my time.

Very polished game, and pretty fun, too. No notes here.

Cute little puzzler, pretty simple but a lot of fun. Could have been a little longer. I like how you introduce the controls, even if it feels a little overkill for how simple they are to grasp. One thing I'll note as a QWERTZ user is that using the character Z key instead of the physical Z key tends to be a little annoying, since X and Z are a little far away. Still, overall, I quite enjoyed this one.

Very neat idea. I got stuck in the room where you teach the spin boost, no idea how to use it to get anywhere, until then it was pretty fun. I kinda like the classical music, but it does feel a bit out of place with how intense the game play is, I feel like there might be a better fit? Anyway, quite enjoyed my time with this one, well done!

The suprematist artwork of the jam :D

Pretty neat, though I never quite figured out that perfect attack system, sometimes I managed to hit it, other times I didn't and I have no idea what I did different. Definitely could use a little bit of polishing, but I could see this turning into a fun game.

Very cool idea! I also quite dig the level design, though it feels very unforgiving, especially considering that the controls are a tad on the loose side. Gave up on the first three-cycle level, but quite enjoyed my time until then!

That's not really how unit conversions work. Joule is a unit for energy and measures an absolute value. °C is a temperature unit that is, in lack of a better word, somewhat local to the system. If you put energy into a system, it heats up, but the amount by which it heats up also depends on the mass of the system and its specific heat capacity. There are certainly specific masses of specific materials for which the two values are "equivalent", but you can't just generally convert one of them into the other.

There's actually a different energy unit the shows the connection between energy and temperature a lot better: The calorie (cal) is defined as the amount of energy needed to heat 1 g (!) of water by 1 °C. In everyday speech, when we say calorie, we actually mean a kilocalorie (kcal) which is the amount of energy needed to heat 1 kg of water by 1 °C. 1 kcal is the same amount of energy as ~ 4200 J. 99999 J are approximately 23.8 kcal, so roughly enough to heat up 1 kg of water by 23.8 °C. If you have 333 g of water, 99999 J would heat them up by ~ 71.4 °C -- so in other words, it's roughly enough energy to boil a cup of tea.

Air does have a much lower heat capacity than water of only about 1 J / (g * K), so if you only had 1 kg of air, 99999 J would be enough to heat it up by almost 100 °C. However, the entire earth's atmosphere has a mass of about 5.5 * 10^18 kg,  so 99999 J would heat up the entire atmosphere by a measly 0.0000000000000002 °C -- and that doesn't even account for the earth itself and the oceans and stuff.

Another comparison to put the 99999 J into perspective: Our global energy consumption in the year 2023 was apparently around 620 exajoules, which are 620.000.000.000.000.000.000 J.

Sorry for being a bit lecture-y. I used to be a physical chemist and bad unit conversions are a bit of a pet peeve of mine. I also think when talking about something as important as climate change, we should be aware of just how ridiculously large the numbers are that are in play. As beautiful as the idea is to just cool down the earth by spinning the fan a bit (or, in other words, by changing our individual consumption behavior -- which we absolutely should, don't get me wrong), the reality is that we need a concerted global effort immediately that severly restricts energy consumption and CO2 emissions especially for the industry, without whining "but the economy blah blah". And for that, we'd need some more competent people in charge than there currently are.

Sorry for the rant, this has gotten a bit off the rails. Your game does of course not have to have the accuracy of a scientific paper. The important thing is to keep people thinking about climate change and what we can do about it. Which, as you can see from my wall of text, certainly succeeded for me :D

Very cool idea and impressively polished. I did find the controls a little too clunky and it's not always quite easy to see which enemies are attacking. Something like an attack timer might be nice? Overall, very impressive, though, would love to see where this goes!

This is a cute idea and I'm a sucker for mazes. I feel like the controls are a bit clunky, having to click buttons to switch between spinning and drawing mode felt a little weird. I'm not sure why, but sometimes I found it hard to tell if something was a wall or not on first glance, wouldn't mind a little more visual clarity. There are probably ways to think about this more logically, but I solved the first 9 levels using trial and error and then quit, maybe picking up the pace a little quicker might be nice for a jam game where people usually don't spend a lot of time on your game. All in all though a cute little start

Perfectly fine little execution of the game, though I feel like having it single player massively reduces the stakes. The atmosphere you went for worked pretty well I think. There were a couple of times where I thought the game registered my click wrong, but probably I just misclicked.