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Thinker

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A member registered Oct 01, 2021 · View creator page →

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Wow there are so many levels!

Very polished and fun to play, I love how you introduce new mechanics little by little, and I'm impressed by how much content this game has, including a boss at the end.

Visuals are top notch. Gameplay is quite straightforward, yes, but it definitely gets the job done. The only minimal feedback I'd give is that the running button being the same as the picking up items button sometimes make you regrab items accidentally on your way out. Oh, and the movements of the boss perhaps should've been telegraphed a bit better.

This is one of my faves so far, it doesn't explore the theme wildly but it does an incredible job of creating a full-fledged and cohesive piece of art. Great job! It reminded me of old-school pc-engine platformers.

This is seriously amazing (especially when I read that it's your first game!)

I like the theme interpretation, and the game overall is incredibly polished. Very good audio, song, and visuals. As others have said,  the only feedback I have is that there should be a visible grid (maybe faint, semi-transparent, but there), because at times it was difficult to measure distances.

I think there's a bug on the last level. I pressed <-, then ->, then up, and won lol. It seems I bonked into an invisible wall and got right next to the hole. It didn't take anything away from my experience tho, as a matter of fact it was kinda funny.

Really nice entry, one of the coolest I've played so far.

I really like the overall mood of the game and the questions. I also like that isn't a objectively right or wrong answer for lots of cases. 

The music is soothing, it's a very chill game. Using reincarnation as the loop was a creative usage of the theme.

I don't know if my playthrough bugged but I got to age 10000 with the enlightened being and then I couldn't select any more options. The cards were also repeating. I think I embraced the unrealized too hard lol


Hehe holy mother of jumpscares, batman!

The mood of this game is pretty cool, plus the puzzle mechanics. It took me awhile to grasp that I could keep doors closed, but then I started carving my path in a clever way and got to the ending. I had to restart the game as well because I accidentally used the water mug as a key lol.

It's weird. The monster isn't THAT scary looking, but for some reason, I would always jump when I saw it haha. Maybe it was the camera, the sound effect, I don't know, but it seems like you nailed it.

Good job!

I like how the knowledge you get from past runs becomes so useful for the next ones. It's neat how those knowledge-based games can make you feel like you had progress even when everything is reset once you die. 

I didn't get to the end but I got 25 steps! (I miscalculated them so I didn't have enough to go back).

Also, congrats on the first game jam! Keep at it!

So creative and wacky, haha! I found out that focusing on Mr I's eyes helped me guide the balls through the loops, because the alignment is very close. 

I like how the physics and the mechanics work in this game. The difficulty kinda snowballs if you miss because the ball bounces back, but I think being precise is part of the challenge. Is the highscore working? I got 100 on both my tries but I'm pretty sure I was better when I played it again.

Good job!

This is a neat idea. I couldn't get that far though (I think I got to level 3 or 4), because I couldn't figure out the nested repeat. It would be interesting to have some feedback (audio/error msg) in case something was wrong in the syntax.

That being said, I can only imagine how crazy it is to make all this programming syntax work within the game environment, so kudos for that. 

Another cool thing about this is that I felt smart whenever I made a working solution. These kinds of game have potential (programming puzzles), but at the same time I feel they're tough to get it right. But good job!

The concept of this mechanic is solid, even though the controls here are a bit rough on the edges. The visuals are simple but get the job done. 

I almost got to the ending, but the last challenge was pretty difficult. I loved the stairs one though. Very well thought, easy to understand, and fun to perform.

A few constructive feedback points, if I may:

- A dashed trajectory of the recorded movement would be great to predict what's going to happen. It could be just for the first movement repetition, as to not trivialize the game, but it would greatly improve the first steps of the game IMO.

- When you die, your previously recorded trajectory is deleted. I think it should be kept. Sometimes I got the perfect setup, but ended up playing it a little early and went straight to the spikes.

- I know time is of the essence during game jams, but a few CC0 sounds could make the experience a lot more lively.

- Sometimes you get stuck into the "non-walkable" zone. Another way to solve this would be teleporting the player back if you don't move for x amount of time while in the non-walkable zone. The R key is a saviour, though.

Keep doing game dev! This game was fun!

Interesting idea! I feel like you captured the addictive mojo of suika games haha, I kept playing and playing. Very fun game.

The visuals are simple but cute. One feedback I have is that feeding the knight has a snowball effect that makes you unable to recover: Maybe if when they ate the ball their  power could be decreased by that number instead of increased, I believe it would keep the game going for longer and give you a chance to come back on top. 

I feel like there's an untapped style of games here, suika-likes with an extra layer of depth. Good job!

Very cool visuals and music!

The concept is indeed interesting, I think a count of the total loops would be a good way to know your highscore, also some stats such as amount of enemies killed and what killed you in the end (something like killed by yourself from loop #5). A health indicator would also be nice (besides the vignette). Controls feels sharp and good, and it's very satisfying to shoot enemies.

The character models are well done and the game has a cool mood. Good job y'all!

Pretty cool puzzle platformer! The visuals are great. 

The gameplay is simple but so satisfying, it's like transforming troll levels into puzzle mechanics. Level design is something I definitely need to learn/practice more, you made so many different things with the same elements! Difficulty was at the right spot too I think. Great job!

The music choice was nice, and I like the overall idea of the game.

Some people have already mentioned this feedback I think but some i-frames would be great, and also ensuring a fair spawn of enemies. I think it would be more fun if the bullets didn't destroy each other, because it became a matter of who insists more in the correct position to be able to destroy the blue enemies. That, and also sound/visual feedback when you hit the enemies.

But other than that, a fun game! Very chaotic indeed! Good job.

Haha nice! The third minigame was my favorite, with the second one being close. I could keep playing the whack-a-not-a-mole forever!

The first one had a bit too much RNG for my tastes, is it truly random? Or is there a way to figure out the right chests?

Visuals are solid and cohesive, and I enjoyed the mood of the game. Very good job!

Hey! I really liked the message. Amazing entry. Super cool idea with the star wars like crawl text. 

You know... I love to see people starting making games. This may sound silly, but it took me SO. MANY. YEARS. To finally complete something, to put something out there and see people playing it. It was a monochromatic card game, with no sound but a lot of sweat haha, on a Ludum Dare a few years ago. I never stopped since, and I don't plan to. I have nothing commercial yet, but I've been joining so many jams, making good and bad games, and it's always such a fun playing lots of entries and joining new communities. It fulfills me.

Great job with this one! Keep at it!

Amazing storytelling and game idea! Very polished. I love the mix between keyboard and mouse usage. Have you played Toggle yet? It's not mine, just a gem I found in this jam. That game also had keyboard + mouse controls in an interesting way, worth to check out!

I dont' have much to say regarding feeback because I think you did an amazing job, but I think the control scheme wasn't entirely comfortable because of the directional dash. I like the level design, and though some levels are challenging, I think the one with the balancing pole broke a bit of the platforming rhythm of the game.

Nonetheless, I really enjoyed this one. Great job!

Fun clicker game! The spicy text is the cherry on top, good job!

Really cool concept! I finished it yearning for more!

I wonder if allowing you to use cards from your deck instead of using them in a specific order would be better or not. I like the idea of sequencing actions but I feel like sometimes I was hindered by it, for example, I wanted to use a heal card that was in my deck before meeting the next group of mobs, etc.

The idea of mixing a RTA with automatic movement with a deckbuilder of sorts piqued my interest instantly.

I want to say that I had a lot of fun playing this.

Great job!

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And regarding feedback: sometimes controls can be a bit confusing, yes. And the platforming movement could be improved upon, but it's still pretty good nonetheless. The core idea and implementation is rock solid.

Wow I wholeheartedly agree with lunastela. This is SO cool! The theme interpretation was the best I've seen so far, the dialogue is amazing and the character and level designs are incredible. 

Let me give you one piece of advice Hexafoil, you can still update the game page with info about it, screenshots/gifs and a nice description/theme. This game really needs more attention!

I could absolutely see a creative puzzle platformer like this being developed into a full game.

Great job! One of my favorites so far!

I like the visuals and the whole concept behind the game.  Despite having a tutorial, I somehow didn't get how to make a coffee at the beginning, so I offered plain water to some customers haha, which surprisingly worked (well I didn't get gold for that, but they took the drink)

Then I learned how to make it, but I ground the beans first then didn't know how to get the water. Do I need to get the water first?

I think it'd be nice if I could hold/drop items at anytime, so I could organize myself better (like, pick up the mug, put water, leave it at the table while I get the coffee, etc). I don't know if it was possible but I didn't figure it out.

Pretty cool idea, though

Cool minimalist platformer! I like the small details such as the bushes and the squish animations. 

The boss was indeed difficult but I was very glad that there was a checkpoint there. Speaking of which, it'd be nice to have more checkpoints across the level, I think, since everything is 1-hit-KO.  I eventually beat the boss after about 6 or 7 tries. 

Another small feedback would add coyote jump (or, if it's already there, make it a bit more lenient), because sometimes I would try to jump off a platform and just fall down into a hole. Oh, and another minimal one: I'm a dirty WASD player (my mini keyboard doesn't have arrow keys) so I had to switch to another keyboard to be able to play. Not a hassle at all, but something to consider.

The sprites and animation for the boss were real nice, the visuals overall are great. The controls felt good (other than the thing about coyote jump). Good job!

I don't know if I did something wrong, but I won the first minigame and then wandered off to the other scenes. I found dad, and then got to an x-ray room. I couldn't figure out that one minigame, so I left and messed around with the batteries. 

The game visually looks a lot like those simulation games, but maybe a bit of UI would help the player understand the mechanics better. Nonetheless, good job!

Oh sure! Not the crafting stations, but rather the ones that give you materials. You first have to activate them, and then click again to pick up the object. They have a delay to give the material that's kinda too fast to do something else, but too slow to wait for. It was a small thing, though.

I like the SMB nod at the end with the stairs hehe! The sword didn't seem to work properly, so I just avoided the enemies. Nice platformer nonetheless, good job!

Cool game! Lots of mechanics there, throwing objects, activating switches, not to mention the mood. The moving platforms could be a tad bit faster, but it was pretty fun experience overall! 

This mix of metroidvania, puzzle solving and platforming looks like an interesting avenue to explore

Good job!

Yay I defeated the dragon! I was actually surprised that the game had an extra minigame at the end after the Overcooked style crafting.

The crafting is simple but chaotic, and I enjoyed that there wasn't any "explicit" penalties for skipping items. I prioritized the ones I thought I was able to make, got to the dragon with 6 pieces of equipment and defeated it. I like how it helps you in the final fight.

If I could give any piece of feedback, I'd say that double clicking the stations was probably unnecessary (we could just get to one, click it once, and then go to the other).

Pretty cool, good job!

Hi! For some reason, the game seems to be stuck at the loading screen 

Hehe what a crazy game! The visuals are pretty interesting, I liked the idea. The UI on the main menu is mega fun.

The game is a bit troll-y, which is okay by me, but checkpoints would be great here. I got to the second level, the wacky hellscape, but I ended up getting hit way too many times and gave up.

It'd be cool to let the player get hit at least a few times, or make it so you respawn at a checkpoint. 

Pretty interesting nonetheless. Good job!

Hey this is a pretty fun asteroid mining game! I dig the explosion hehe

The game is pretty challenging with the ammo management, but I like it, there's a tension because the enemies keep multiplying. I found that the best strategy was to save the bombs for the spawners, since it takes too many bullets to destroy them.

Pretty cool, good job!

Yeah,  those were some issues that came by trying to do so many things and not having enough time haha.  The health system is indeed not working properly, and the levels variance is way too low.  Thank you so much for playing!

Visuals look pretty, and the music fits the game.

The gameplay reminds me of pikmin, which is nice, but I couldn't understand the theme interpretation in this one. Is it like, "doing actions cost time and you have limited time to manage?". This is the closest I can come up with, but even so, the cost of going in a direction rather than other is not that much impactful.

That being said, collecting food with the ants is fun, and the game is incredibly visually cohesive. I feel like the movement speed could be increased by default (without having to increase the game speed to 2x or 3x), because 1x is pretty slow.

Good job!

The gameplay is pretty fun, and I dig the visuals. The UI was a bit confusing at first, and also the controls: I didn't know if I had to drag the mouse, but I eventually figured it out.

The shop is a nice addition (but as other have  said, it's very op) . The music was a good choice, but the SFX could get a little repetitive after some time.

It's a fun game to play, figuring out the best path to recover your attacks and collect the most coins was an interesting loop. Good job with this one!

Simple but nice concept. The game starts at a fair difficulty, but I wasn't able to clear level 3. It seems the platform is too high to jump on top and I can't seem to be able to use any skill to help me there.

It'd be nice to have WASD as an option for the control schemes (my keyboard has no arrow keys, only if I hold FN, so I had to plug in another one to be able to play properly)

A background music and a jump/dash sound would also be great.

That being said, the character controller is solid, and I like the wavy effect on the bottom of the screen and the stars. Good job, keep at it!

PS: After playing some more, I learned a glitch trick that allowed me to finish all levels (the speedrunner in me had to try lol). Depending on how you dash against the wall, if you press right and then left at the right height, you can get to the end of the level. Here's a gif:

I love the theme interpretation. This game is a very cozy puzzle, and I feel like it could be a game to spend hours on a full-fledged polished game with this mechanic. 

The choice of music really fit the game.

Here's some feedback:

- I wish there was a way to "zoom out" before you start sewing. Being able to plan ahead would drastically reduce any potential frustration about things you did not see beforehand.

- Maybe this is on me, but I took way too long to notice the numbers would show up based on the distance. The game became so much more fun and puzzle-y after that

- The difficulty ramped up a bit too fast

- The transition effects took a bit too long, to the point that they became part of the "punishment" for failing haha.

That being said, I had a LOT of fun playing this. I really think it has potential. The game would benefit very much from a visual overhaul into a "cute-sy" art style and UI improvements, but the core concept seems rock solid for me. Great job!

Very fun to play! I like the leaderboards, I kept playing for some time until I got a pretty decent score. The tower one, surprisingly, is the one that took the most money from me haha.

I kept playing with the objects, I feel this has such a "wario-ware" esque feeling to it. Great job!

(PS: I wonder if it's possible, and if so I wonder how long would it take to underflow the money by doing the opposite and purposefully wasting it all to the negative)

Also, the chosen song matches the game very well.

Also, wait, on the spin the bottle one, can I keep holding the bottle? (I thought I had to throw it up, make a 360 and make it land upright. I surprisingly could do this twice and it counted)

This is such a cute game, I love it. The dance off minigame was my favorite: in fact, I wouldn't complain if every encounter was a dance off hehe.

Interesting theme interpretation with the steps. I failed the first time, but played against with the newfound knowledge and got to the end. The random encounters are fun, they're like a double-edged sword: You can win and earn coins, but if you lose too much it's game over.

Visuals are a blast.

If there's any feedback I could give, is that the dance off minigame feels so good for me that the other ones pale in comparison. Also, once you figure out you messed up, it's tough to recover (like going into a room, regretting, and then coming back to a very high number). I don't know a good solution for that, though.

This game is super charming, great job with this one, I just started rating entries but this one is already a fave.

Thank you for playing and the kind words! The fake 3D is definitely fake haha, the game is full 2D with z-index based on y axis. The car parts are separate sprites, but they're skewed together when you turn. There are lots of smoke and mirrors to make it work hehe, I'm glad the result has been enjoyable :)

Thanks for the feedback! The obstacles are randomly generated based on a few parameters but the rules certainly needed more fine tuning to prevent generating this kind of scenario. Ty for playing!

Very interesting concept. It feels like walking in a non-euclidean space, it's a maze shaped in the form of dividing paths.

I know I could use pen & paper to solve the puzzle, but I think it'd be nice if there was a way to do that in-game in some capacity. It would then start as an exploration game, and then become a "calculate the path" puzzle style game. Maybe after getting the 5 gems, the tower would start to collapse and you'd have to get out of it quick. At that point, knowing where to go could be trivial, and the challenge would be executing the path without getting confused about directions. But I digress.

Unique interpretation of the theme, I like it. Good job!

Super fun game. I think the mechanic of moving towers around is pretty interesting, it gave the game a micromanaging aspect that adds to the traditional TD experience. Visuals are simple but so pretty! For a moment, I forgot I was playing a jam game and was just having fun with a classic tower defense. If I were to give a feedback, I'd say that it could expand a bit on the theme (maybe keep moving your towers forward to avoid an incoming danger or something, idk), just to give it some more edge. But it's an excellent entry with great gameplay and graphics. Good job!