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mintypython

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A member registered Dec 03, 2015 · View creator page →

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Of all the "roll dice around a game board" type games in the jam, this one clicked the most with me. I think the display that lets you see all the sides of your dice helped quite a bit with visualizing how to solve the puzzles and plan ahead.

Interesting cross between soothing and agonizing, haha! Very unique concept executed competently.

Nice and simple, on point with regard to theme. Pretty impressive for that mouse to unhinge its jaw like that to eat the cheeses whole, haha.

The rules of the game are simple enough to be immediately intuitive, with lots of space for interesting decisions. Do you focus all your dice to kill the big beefy minion or spread the damage around to finish everyone off next turn?


Presentation-wise, you've done a phenomenal job, too. Great entry!

I really like how the dice affect the way you move around, seems like sometimes it's in your interest to avoid picking up a die to more consistently use another one. The only real issue is that it seems like you can pretty much completely ignore the enemies and run through them while taking pretty minimal damage, focusing exclusively just on movement. But since the movement is fun, that's not such a bad thing!

Excellent job! This is loaded with good details, like being able to pet the dog, the screen transitions, the faux-Z-axis that lobbed mailboxes use, and the conveyor belts. Using the dog as a weapon by marking enemies is very unique and intuitive! The enemy attack patterns are also cool, the boss fight at the end particularly was very dynamic and kept me on my toes.


I also very much appreciate the introduction sequence and the stats page at the end, they really help a lot with giving the game a distinct start and finish, which makes the whole thing feel like a very complete experience.


I think it would be cool if you could bounce the ball once off a wall, to be able to hit enemies from behind corners and to open up interesting options with how you dodge.


I also think that enemies would benefit from being faster and having less health. I played the game on Normal and the challenge level was interesting when many enemies were on screen, but by the time you get to one enemy left, they present very little threat yet still take a while to KO. If enemies were faster with less health, they'd be able to still be a threat even when one is left without making cleanup take too much time.


Other than that I don't really have any other suggestions, this is a very solid game!

Samich

This is one evil version of Simon Says. It's a good thing that the game says Winner! at the top constantly to remind me of how great I am, or I woulda been discouraged.

Modifying the board feels good, the puzzles strike a good balance between not too simple and not overwhelming. Great job!

Havik is a master at the art of pushing your buttons. This game is lovingly crafted to make you think it's unfair when in reality there's always a logical and calm solution.  As someone that revels in the suffering of others, Havik knows exactly how to aggravate you just enough to want to beat the game to spite him, but not enough to make you want to stop playing.

The sound design is very unique and modernistic, there's a lot of visual polish with a fleshed out animated opening tutorial and lovely particle effects.

The online leaderboard just adds an extra level of engagement to the game, because you're not just fighting against the devilish trapmaker that is the game's designer, you're now also competing against everyone who's played the game as well.


There Are Five (Stars).

This game is made by a sadistic jerk with a penchant for misery and a nose for quality.

Of course you can use the project, that's the purpose of its existence, to give people a head start building a system.  


In regards to the menu thing, with no supporting information, it would be impossible for me to tell you why the menu disappeared.  This was written in GM:S a few years back so there's no import support.

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Pardon, sir, but it seems that Cookie Cat scored higher on the criteria chart, thus making it the winner!

A week's a pretty long time for just seven people to vote.  Guess we'll  wait and see.

Thanks!  That is a good point, it might have been a good idea to make them spawn a bit less irregularly, sometimes there can be none and sometimes there can be tons.  I also could maybe prevent raisin cookies from spawning so close to the sides, where your paws are more likely to accidentally scoop them up.

Groovy!  Love the fluidity of the snake, the music is chill, and I like the little extra pop when you eat an apple.  Being able to move backwards is unique for a snake game, makes it feel like a puzzler.

My only real concern is that when you grow, your tail seems to momentarily snap to the bottom left corner for a few frames, which is a bit jarring and hard on the eyes.

I think I just saw GoD for a moment.

Ah, yeah, seems I was unable to extract it for reasons unrelated to the game.  Thanks for letting me know so I could retry.

I'm not really sure what happened here.  Did something go wrong with this entry?  There's no content to the page and the downloadable is an unextractable .rar file.

This game made me rethink what games really are.  So often do we overcomplicate our lives, filling it with meaningless flashing lights and thunderous sounds.  But games are a reflection of life.  Games remind us about our own human experience.


I can tell you that I've dunked the cookie more than a few times in my own life.  And during dark times I can look back and smile.  I'm glad Cookie Dunk reminded me of that.

Current version appears to be broken.  Everyone is experiencing the same issue Majbeef did.  Always be certain that an instance exists before attempting to access its properties.

Oh nice!  I'm glad that you're improving it, just tried out the newer version and it seems more streamlined and less cluttered than before.  The timing of stuff happening feels more natural too.  All around a better feel to it.

It's got potential.  Customers came flooding in overwhelming numbers almost immediately, which didn't give a lot of time to familiarize yourself with the controls, but abusing the pause button and restarting a couple times helped. 

I like the tooltips, and I dig the additional pages for potential features in the future, but I think that the current main page is a bit too cluttered with stuff to really take in at once, and could probably be broken down into a couple pages (like a customer interaction page + a cooking page).

The reviews after making stuff and customer requests is very flavorful.

Sweet!  Very expansive world to roam around in, and lots of stuff to interact with, it feels very organic and natural.  The crafting menu took some time to get used to, but it was intuitive enough to use properly and gave a nice sense of progression.

I'm not sure if the health is there for an intended enemy encounter system or not, but that would be an interesting thing to add in the future!  I like the extra environmental elements like darkness and rain too.  Felt very good for a jam game.

Wicked!  Reminds me a lot of Civ, or Crusader Kings.  Really thinks of crafting on more of a zoomed out level, digging more into acquiring resources and managing where they are at one time.  Very fleshed out mechanically for a two week jam.


I think the controls can be tightened up a bit, like dragging a line from one node to another instead of left/right clicking, and maybe dragging the mouse across the ground to pan would be neat too.  But the game itself works great and the enemy nations seem fully autonomous.  Well done!

This is definitely a good starting point that could be expanded upon.  The task system and cutscene-esque tutorial setup is nice, and could definitely serve as a way to add story elements to the game if it were ever fleshed out further.  The interface looks good and the sounds are quite fitting too.

Sorry to hear that you guys weren't able to get it all finished in time for the jam, but I do like energy, the up-front honesty, and the basic gist of what the game would have been!  Wish you luck in the future.

Nicely done!  The concept is cool, the behavior of the siblings is interesting, and the gameplay is very interactive, requiring a bit of planning ahead and escape maneuvers in order to "win" (or at least break even).  I like to think that every time you win you're not actually shrinking, but competing with equally massive beings from a further zoomed out perspective.


I really like how the siblings are dynamic and will choose to chase down smaller siblings or run away from bigger ones, but I noticed in the early stages that "dances of death" would regularly happen, where two equally sized siblings will pair up and endlessly circle each other.  I had a game where every sibling paired up like that, leaving me free to eat the entire board unopposed.  Perhaps a bit of randomness in their behavior would help with that?

I really like the theme and the setting.  The exploration is nice, but it's a little difficult to determine what you can walk on and what you can't, making some of the platforming sections into a bit of a guessing game.  The customization segment at the end has potential, was there any plan of driving the finished product around at the end?

Great work!  The music is very reminiscent of the old Pokemon games.

I love the crafting here.  It's interactive, and surprisingly deep, with different elements coming together like the condition of each ingredient, their unique cooking properties, and discovering recipes for different jams.  I love the minigames for preparing the jam!

There's a bit of a "trial by fire" aspect to gameplay that I like.   I started my first run by throwing away all of my cooking equipment just to see if I could, and then starting over.  The map is way more expansive than I expected.

The combat UI could use a little work, as the timing for messages, attacks, and status bar updating seem to be inconsistent, making it a bit hard to see what happened over a turn.  But the gameplay all works very well.  I'd also like to see more enemy diversity, but this is very solid for the result of a game jam.

Keep it up!

Very cute!  Those villagers are so stingy with their money, haha!


The crafting aspect of this game is great, I love the fact that it amounts to more than just dragging all the items into the pot.  You can organize the way you craft in puzzle-like fashion to make better versions of what you're brewing, which opens up more in the way of gameplay.


The UI is very effective and clean, my only gripe with it is that the arrows that mark collectibles on the ground don't disappear when the collectible is picked up, leaving them pointing at nothing.


The exploring nature of finding ingredients is relaxing and gives the game a nice sense of pace and progression between brewing potions and going out to collect.  Great job!

Fun little game, and very aesthetically pleasing!

Score is only gained from killing zombies, so there doesn't seem to be any incentive to craft things that aren't weapons, but that's okay.  Zombies seem to be able to occasionally dodge forward instead of to the side when shot at, which occasionally leads to unavoidable death since they move at the same speed as you, but other than that fighting them off seems fair.

The crafting elements make sense and the UI is very clear.  Solid work.

Music was excellent!  The idea of growing buddies is cool and interesting, and providing incentive to clear dungeons to get supplies gives the game a bit of a survival element.

Occasional array indexing crashes occurred when combining seeds together.  Window was resizable but I would not recommend doing so, as the GUI does not scale.  Combat decisions are simple but the fun of the game lies more in gaining strength by growing companions.

Oh weird. There's supposed to be a script for that, but there isn't. This project is a mess when it comes to making things clear for people, gee. I'll just show you what the script is SUPPOSED to do.


Sequential events are handled by a ds_list contained within the object Event. Each event is composed of two entries in that list; the name of the script to execute and the arguments to pass to it (if there's more than one argument, they should be stored in an array).


So to add an event right after the NPC finishes their dialogue, you place this chunk of code after creating the text box:


with (Event) {

ds_list_add(event_list, SCRIPT_NAME_GOES_HERE, ARGUMENT_GOES_HERE);

}


Once the NPC is finished talking, Event will run the next item in that list, which will be the event you just added.

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Ah yes. Sorry about the rather stark lack of documentation. It was promised, but I have been doing spots of work on other projects.


Text must be passed as a string array instead of a string, with each entry in the array denoting one page. Even if you have only one page, you would still pass a single entry array.


Thusly, text = "String here"; would become text[0] = "String here";

Certainly, go ahead and use it.

Hopefully it'll integrate well with what you already have.