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MattressD

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A member registered Jun 13, 2020 · View creator page →

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Good to know! I didn't notice that, but if that's the case then I think the only issue is a lack of explanations in the shop. 

I also forgot to mention in the original comment, I really enjoyed the game and played through it to unlock all upgrades twice. It's such a simple idea but still feels so fresh and exciting compared to existing incremental/idle games

Aside from the suggestions below, I don't think the money ball should have a damage upgrade. It should be speed or a damage reduction instead.

The purpose of the game is to break blocks and generally the faster you break blocks, the faster you can make money. That money helps you break more blocks faster and the progression continues...

But the purpose of the money ball is to make money and because money is only given when they hit blocks, they work best when there are many blocks they can bounce between. The ideal scenario is having a money ball start in the middle of a clump of blocks right at the start of a level. They can accumulate a significant amount of money this way because they bounce so many times in a very short period of time. 

Having higher damage reduces the effectiveness of this strategy because they'll break free faster. So as a player I have no incentive to purchase the damage upgrade because it nerfs how much money I'm making. 

I would even prefer to pay for an upgrade that causes them to ADD hits to a block rather than remove them.

This is really cool and fun! I had a similar idea for a jam that had the theme "Light and Dark", but I didn't end up finishing it, so it's really nice to be able to play someone else's version of this concept! Part of the reason I didn't finish was because I didn't find it very fun, but you found a way to make it interesting. And your idea is also much more complex, so this is a huge inspiration for me. I might go back and work on my old prototype to see what I can do with it :")

Thank you, that worked! 

Amazing game and exactly what I was hoping it would be from the cover art and music. No criticisms because this is a work of art :")

I really love the gameplay and how you can almost create your own strategies for navigating through the level.

I think this kind of game would also be great for speed running, where players can upload their fastest scores for each level and make it competitive, similar to Super Meat Boy. I ended up playing through some levels twice just to try out different strategies (like jumping, dashing in the air, and then swapping between dimensions really quick to maintain altitude and not die). 

I had a lot of fun playing around with the mechanics and I think this would be a great start to a bigger, more polished game. Great work!

Sorry to hear that! 

I'm not able to add anything until the game jam voting period is over (four more days), but I think afterward it should be easy enough to include options to toggle each visual effect.

Thank you! This was something I considered while making the game and the reason I decided against it was so the player needs to balance the amount of time spent in each dimension. I was hoping to make the gameplay go back and forth smoothly, and really show how what you build in one dimension affects the progress in the other one. 

But in hindsight, you're absolutely right. It just becomes frustrating that you have to sit in a dimension and wait.

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Am I missing an obvious roll-back or skip dialogue mechanic when I hit a bad ending? I just want to be a statute and I'm being punished for it :"(

Edit: I really enjoyed the game and it's an impressive amount of content, I just wish it were easier to explore all narrative branches by quickly skipping parts I've already seen so I can get to making stupid decisions faster.

Edit 2: Just discovered you can press and hold the continue button to skip dialogue, although it's still a little slow to get back to your previous choice so you can choose something new.

As someone who has terrible depth perception and often loses his marbles, I found this game a little too relatable. 

And I really enjoyed it, enough that I think it's worth the headache it gave me!

I really like how different gameplay elements were introduced one at a time through the levels and how intuitive the controls felt. 

And I would love to play more levels!

I really want to give this game a try because it looks like it's my style but when I load it up and press "Continue" I get stuck in the menu and can't do anything :"(

That's okay! For a short experience like this, the player choices don't need to impact the game in a major way. It was just really fun and interesting to read about how both characters described and thought of the different objects in their own dimensions.

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Thanks for playing! Unfortunately while trying to get the game working for WebGL, the tooltips on the shop got messed up. There's actually a third cost of 100 mysterious orbs before the last building unlocks. 

 

If you want to see what the last building is without playing again, you can check the screenshots in the comments on the game page. 

SPOILERS! (Just kidding)

That makes me really happy to hear. I was wondering what people would think about that part of the game, using dinks as resources. Because I was trying not to make it too dark, but I wanted it to be a subtle part of the world building, where dorks die and become entities in another dimension. Just another way to show how the two dimensions were connected. Hopefully it came across well :") 

Cool game! I like how the player's able to interact with the environment (buttons) using the mouse. It made me feel more like I was actually part of the game.

Thanks for playing! 

There's a known issue with the UI where some of the required resources for that building display off the right side of the tooltip. So you may have not met the requirements yet

Hello fellow "dork" game creator! I really like the way you designed the level. It took me a few attempts to figure out a good path, but it was an enjoyable problem solving process 

Thank you! Means a lot that you played for as long as you did. 

I'll have to look into why the last building didn't unlock for you. I know there's an issue with the resource cost not showing properly in the tooltip, but if you had all resources full it should have been available.. 

Thank you! All valuable criticisms. I actually did have animations on the shop buttons that popped them out as you hovered over them and they stayed popped out when you selected them, but it broke while I was adjusting to get the WebGL build working. And I ran out of time for SFX which would have helped.

I also planned on more complex interactions between the buildings in each dimension, but I wasted too much time procrastinating throughout the week.. My original idea was to have buildings in one dimension produce resources only in the other dimension. e.g. A tree grown in the light dimension, produces fruit in the dark dimension.  But it was getting too complex overall and I had to reduce the scope of the game.


But thank you for taking the time to play and provide great feedback! I really appreciate it and I'm glad you enjoyed the game. 

I have a strong feeling that this will be my favourite game of this jam. I saw it yesterday during the GameDev.tv stream when they were scrolling through submissions and I immediately wanted to play it. I just didn't find time until today.

It's a brilliant story and without spoiling anything, I absolutely LOVE the mechanics you used to progress the narrative. A masterpiece from start to finish. It was such an interesting experience and I played a few times to see how my choices affected the story.

Sorry, you can look up "Unite Austin 2017 - Game Architecture with Scriptable Objects" on YouTube!

Thank you! I'm honoured that you played it for so long, because to me that's the best compliment my game could get.

I'm not sure how well links work on Itch, but this Unite presentation helped me get to the next level in terms of writing more complex code. I didn't really understand the point of ScriptableObjects, but they make it really easy to develop quickly and keep different game systems separated while still allowing them to share information. 

This is an impressive amount of work done in such a short time. I think I might have encountered some bugs, but I enjoyed going through the quiz questions to "hack" robots. It's a really neat concept to be able to take controls of enemy units in the game, but once I was controlling the robot I wasn't able to move around or do anything. Would love to see how this game is improved in the future!

I really love the idea of this game and had fun playing it, but it's extremely difficult for me. I think the most frustrating part is having the controls be W, A, D, because it feels like a game where I need to use two hands. I would have liked to use one hand to rotate and one hand to shoot, that way I can press the buttons much faster. 

I played until I got a new top score of 13, my favourite number, but I'm sure someone will come along and beat it soon!

Unfortunately I couldn't get this running. It opens the splash screen and then I see a flash of red and the word "Start", but I'm not able to click it before it loads the splash screen again. Seems to be stuck in a loop

Nice! Thanks for playing!

So far my fastest time was 7m15s, but I wouldn't be surprised if someone finds a way to go even faster.

Accidentally spent all my money on cows right at the start, but I enjoyed the challenge!

I knew destroying the first tree might be a problem, but I didn't expect the very first player to discover it! hahaha

You can even delete the starting building to get more room, but let's pretend that's a feature ;)

Thanks for reminding me of Plants vs. Zombies though, I completely forgot about that game but it was a big part of my childhood. It must have subconsciously been what inspired my idea for using sunshine as a resource.

Really glad you liked it! It was a lot of fun to come up with the descriptions and lore and I wish I had more time to add even more silly details. 

I really appreciate how polished the game feels and I agree with other comments that the controls feel smooth and agile. 

My constructive feedback is that there should be a cooldown/invincibility period when getting hit. I purposefully flew threw three ships at the same time and lost all three lives immediately without any visual/audio feedback to show that I actually got hit.

Overall a really solid game!

I really like the aesthetics of this game and the contrast between the regular world and the purple world. The sound effects and appearance reminds me of the upside down in Stranger Things which I really enjoyed. 

I also really love the enemies on their own. The concept is so cool and creepy.

I really like the concept for this game and it looks amazing. It was clear when to switch characters based on the enemy weaknesses and the special ability where you have both characters out feels really powerful. 

This is impressive, especially for your first jam! 

If you decide to spend more time working on this game in the future, I think it would be cool if you added a way to upgrade your characters between waves. Randomized upgrades would make it a lot more fun in the long run!

New record B)

Once you get the hang of the mask mechanics, it's fun to try to see how fast you can go. 

My first attempt was 466s. Second attempt was 174.


Good to know! I didn't actually give up and made it to level 24, but now I think I will stop.. maybe

I was really hoping to be able to make as close to a perfect sphere as possible, but level 16 was the best I got. After that, it seemed to reset and went back to being a cube at level 18. I made it as far as level 20, so who knows, maybe I just need to get to level 21, but my clicking finger can't take it anymore. I give up. You win.

I really love the concept and how your dice have letters instead of numbers. I'm a big fan of word games, so it immediately appeals to me.

I think what prevents me from loving the game is the fact that you can roll the dice and not get any words. Not only do I need to wait for the timer to run out, but there's just no fun in losing to pure randomness.

I would prefer it if there's always at least one word that can be spelled, and then replace the timer with a limited number of rounds. e.g. 10 rounds for the player to come up with 10 words and get as high a score as possible. Longer words earn more points and provide more rolls for the next round (same as how you have it currently).

I really liked the aesthetic of the game. It fits the gameplay and makes it all comes together. I did find myself rolling the same three dice after a while. I didn't roll a stun once after using green 10-15 times, so I gave up and rolled red, blue, and yellow for the rest of the time. Overall, a really fun and interesting game!

Definitely a lot of potential, as Hubert said. I had a lot of fun flinging the ball around and trying to get it into the goals in as few clicks as possible. There are lots of wall bounces and tricks you can do to make it more fun as well. Great job!

What a cute game! I played solo as both players just to see what it's like and I was pleasantly surprised by how much fun it was. Player 2 ended up with a strong 50 health ship and crew before Player 1 even had a captain, but the RNG shifted favour later on and my Player 1 captain was eventually victorious!

I really love the death animation for the crew members, it's hilarious watching them get thrown back on their own ship. Overall, a really fun, unique game. Glad it popped up in my voting queue :)