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lynn-f

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A member registered Oct 07, 2018 · View creator page →

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Thank you! The scoring algorithm mostly just compares the original and fake pixel-by-pixel, so if you add a small detail but it's a few pixels away from where it should be, it might dock points for that even if the feature itself is correct. The way to fix that is to use an actual image similarity algorithm. They're out there, but I didn't have time to translate one into GDScript for the jam, lol. Thanks for playing!

This is the first time I've seen an idle/clicker style game in a jam, props for the novel direction! There were enough things going on to stop me from getting bored, and I think the mock-OS art style is a cool direction to take this. Well done!

Awesome stuff! Kyveri's visuals are beautiful as always.  I had a ton of fun picking apart the map once I figured out a good system for luring the guards around. It seems like there's a "searching" state where you can't get directly behind the guards when they're stationary after being distracted with a whistle. There's not much visual feedback for that so I was a bit confused at first there. Regardless, this is a great entry!

Thank you for playing! It was pretty rare I got above 75% in testing, so you're not far off.

It wouldn't be a proper heist without an extremely convenient hole in the ceiling :3

I spent quite a while playing this, and it was really fun! Big compliments to the artist, too, the whole sketchy style was pulled off well. I think this concept has the legs to be a full game, if you choose to go that direction.

I hear you, I spent the last day of the jam wrestling with that brush sound. Originally, I wanted to dynamically generate the sound, but none of the approaches I tried gave good results. Glad you enjoyed it otherwise!

This is the only game I've played where petting a dog has resulted in instant death, lol. The platforming felt nice and the graphics + sound fit the vibe well. It would benefit from some additional enemy types or tougher opponents--near the end, I found I could trivialize the guards by jumping in and out of their vision. Regardless, well done!

Great stuff! This is a relaxing vibe. The movement mechanic was engaging enough to keep me going for a while, and the visuals are on point. I do agree with some other folks that additional goals or reasons to explore would be welcome, but this is a lovely entry regardless.

I adore the hand-painted art here. Good challenge level as well, once I got a handle on what the game wanted from me I was having a good time.

This is a really novel concept, well done! The graphics suit the whole "abstract puzzle platformer" thing nicely, reminiscent of Manifold Garden and others like it.

Retaining cards between runs was not intentional. But judging from the comments, it's helped balance the game a bit--even if you hit some harsh rng, you can still collect cards to help later runs. I wish I could take credit, but that's just a happy accident, lol.

This is a good vibe! Very relaxing.

This was great! Definitely one of my favorites so far. The core mechanic feels really clever, and I think it's fun enough to support a longer game if you choose to keep working on this.

I had a fun time with this one! The art is gorgeous and the riding mechanic is quite clever. Good stuff!

Adorable!

Impressive stuff! Top notch graphics and animations. It's incredible what your team was able to accomplish in 9 days. If I were to raise any complaint, it would be over the clunkyness of the climbing at some points. Even then, that mechanic grew on me a bit by the end. Y'all should be proud.

Beautiful! Tons of polish and charm. I'll echo what some other folks have said that the hitboxes can be pretty unforgiving, but this is still in contention for my favorite game of the jam.

Great work! Simple and effective. I'm a sucker for a good word game, and the difficulty curve was laid out well enough that I was having to think hard in the last level.

Well done on an ambitious game--this is such a hard genre to execute in 9 days. The platforming felt good, and I was impressed by the run recap at the end. I would've liked to see some of the main rooms set up so that acquiring new abilities really changes how you move through them. One of the best feelings in a metroidvania, for me, is flying through an environment that was so hard to navigate at the start of the game. Because the layouts of big rooms were rather simple, I didn't get much of that feeling. Still, this is a lovely game with some great technical achievements.

Cool! The movement hits that masterable-but-awkward balance that you want in a foddian game like this.

Thanks! I actually wanted the cards to rotate on a right click, but the plugin I'm using for the card behavior is a bit restrictive and I would've had to do some hack-ey things to override the inputs there. Definitely something I would've done if the time was available. I'm glad you had fun!

Adorable! Like some other folks, I had a hard time parsing exactly what was going on with the catahoneycombs and the mushrooms, but I got there eventually. Great art, fun game <3

Extremely cute! And some solid puzzles too, brought me back to the old miniclip puzzle game days.

Cute!

You nailed the vibe here. Well done on the audio mixing, too. It really helped sell the triangulation mechanic.

Nice! The ship building mechanic is a lovely idea.

Hey, thanks! Yeah, the difficulty swings can be really dramatic--I was hoping to make it a little more linear with some fancier level generation, but didn't end up having time for it. Glad you enjoyed :)