Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Garrit

130
Posts
7
Followers
A member registered Apr 02, 2024 · View creator page →

Creator of

Recent community posts

Thanks for the kind words pdil. I'm glad the visuals are some what cohesive, I'm not an artist but when time allows (or sometimes if it doesn't) I try to throw things together quickly in blender.

I wanted the one-click approach to be really streamlined and user friendly but I wasn't able to do enough fixes in time. 

If you're curious my original idea was a game where you grew your wrestling promotion by playing wrestling matches out through a card game. So it was a complete 180 to this, I wish I had settled on this initially, but I'm still happy I got it done to some degree.

That's awesome. Learning is probably the best part of doing these jams. The ability to take that onto your next projects is invaluable. An ever-growing character would be interesting, maybe over the course of the game you can match the size of a giant boss you see in the distance. Lots of possibilities!

A really solid adventure. I really loved the art style and the overall ambience. The minigames were fun and not too long. Fun characters and a nice compact story, great job!

You've had tons of feedback already so I don't want to repeat any of that. Platformers are definitely my weakest genre in games haha, it took me like 5-6 attempts to make that jump. So my only wish would be restart the level and not have to return to main menu.

I think it'd be really cool if the player shrunk after using abilities or just jumping so that you can add the loop of eating > growing > shrinking. Another thing to make the jump feel a bit better would be "coyote time". I had no idea that existed when I made my platformer but it certainly helps those that aren't as skilled at platform *cough* me *cough* :).

Thanks for the kind words Turb. I absolutely wanted more visuals to show the health state of the raft and perhaps tie the max health to the rising water levels so the situation grows more and more desperate. I also wanted to have a narrative based around escaping this situation with a community of others so expanding/upgrading the raft would certainly fit that.

An "atmosphere" rating would be great actually! I'm glad you enjoyed it. I've yet to submit a game with some of the extra like options and keybinds but until I nail the planning aspect of my jam dev they'll stay a dream haha.

Thanks for playing!

A really interesting idea this must have been really satisfying to make. I'd love to make some sim like this but I've yet to do it for a jam. It took me a while to get a feel for how the flag system worked but I got there in the end. Kobold factory builder next :)?

Really well presented great visuals and audio to go with it. I had a lot of trouble at first trying to figure out what the game wanted from me. I might have missed it but I didn't know the garden was for entering the sequences you found, I just assumed it was a puzzle for another level.

When I eventually got it it was fun, I might try it out again when I have more time. Great work!

(1 edit)

I'm glad some of the atmosphere I wanted to inject into the game is there despite the presentation. Unfortunately I started one idea for 4 days and didn't love it so started this game instead. That lead to me trying to do a lot in a very short amount of time. I think I sorted the camera day 1 and never touched it again so you're absolutely right that it needed more love.

Thanks for playing, I appreciate the feedback.

Great atmosphere in this game from the visuals it would have been great if there was some foresty ambience and some subtle music to go with it. I really like the idea of not venturing too far out of the light and being able to grow the play area.

I'll echo some of the other feedback here that interactions could be improved by making their areas larger.

This is a super clean entry. A bit more audio when gathering would have been nice but that's only a minor gripe. Well done!

Thanks for the feedback. The damage is timer based for the most part. I had to drop the narrative I wanted to add which would explain that you'd barely thrown together a raft in time to escape the first storm.

Cheers for playing!

Thanks for playing. I certainly would have liked to refine the input if id started work on it a little earlier.

A really solid game and unique idea. I love the office-ness of it with the usual jargon.

If I have to give any feedback it's that the sound of making a mistake is a little too "positive" but that's a very small nit pick.

This achieves what you're going for but it does lack some audio. I think a lot of people will relate in some way to how the character is feeling.

I quite liked the art style, really gels well with the type of game.

This was a really fun take on the theme. I really enjoy sim games where you have some sort of influence and but the outcome can't be directly controlled so nice job!

My bees had a bit of a death wish though. I couldn't figure out how I'm meant to take out wasp's nest. Those wasps are nasty!

I really like the idea that you can custom create your plant with specific stats. A few more SFX for bullets/enemy damage would have a good addition.

I'm really glad you enjoyed the ending. It was probably my favourite part to do, writing the music, then syncing it. Thanks for playing! 

Thanks for checking it out Jim.

I 100% agree, especially the clipping and input issues. I had worked on a completely different game for 4 days before I started on this idea so sadly I ran out of time to fix some of these bugs.

My interpretation of the theme was based on a situation that's growing worse\deperate. It maybe doesn't translate well enough as I dropped a lot of narrative in favour of finishing.

Thanks for trying the game out!

This is an excellent submission. I had similar thoughts about combining dice for a game (in terms of numbers not classes) but I couldn't figure out a mechanic around it. Really simple to pick up and play.

Really nice art and some light puzzles. It took me a bit longer than it should have to final the solution at the end but I got there!

Thanks for playing Dan.

The scanning mechanic is based on increasing power thresholds. It should have had some text to display the next threshold but I didn't get it done after rushing a tutorial in on the final day.

Totally agree on hexes, they somehow make a game feel better than it is. Flat topped hexes all the way!

An insane adventure and so full on content. I wanted to keep on playing to see what next crazy thing would happen. It's great how all these threads start and they keep progressing and progressing, great work. The voices of the insects and the human was a nice touch.

I was playing for ages but I accidentally got stuck. I wasn't trying to break the game or anything but I jumped into the basket ball hoop in the ant nest lower tunnels. I thought there might be a funny easter egg or something, oops. I wont mark this down at all because there are so many positives that outweigh this.

Awesome work.

Really great idea and tons of mechanics to play with. I'm not very good at the game or platformers in general, I was a constant silver level player. I got through 3 of the levels but I found the dash and then press to grind of the URL a bit trick at times. I think a different button to go into waiting form would have worked a little better but that's from a low level player so take it with a grain of salt.

Cool ideas all round, awesome.

Really excellent visuals here. It reminds me of that kind of style that Thomas Brush uses and something I'm attempting to learn myself.

Others have mentioned the Z/X control scheme so I wont go too much into it. I think ledge grabbing should maybe be a default and use up/down to jump up or release. I'd definitely consider WASD in additional to arrows, I say this as a lefty who used the arrow keys for every game for the first 20 odd years of his life :).

Climbing the last hill with the larger scaling on the parallax was really effective and a cool moment.

This is a bonkers take on the theme and I thought it was great! Splicing a human and a sword fish as well as other combinations definitely rewarded you with a delightful abomination.

Well done for getting a turn based combat game as well as all the attribute mixing done in this amount of time.

A really solid game. The art and lighting were great and really added to the ambience of the level. The idea of constantly changing characters each with distinct gravity/jump etc was really nicely done.

Getting caught in middle of a jump was always a slightly scary for moments. The only thing I'd change which is probably more of a personal preference would be the timer UI somehow represented closer to the player character. I found myself so focused on the platforming that I'd often be caught unware by the timer. Either that or a distinct ticking sound or something like that.

A really nice aesthetic here and well suited music to go along with it. An interactive tutorial would have helped understand the cards a little more though I do appreciate there was a section explaining the game.

I wouldn't feel fair rating it since I can't play in my browser. You can still edit the game page to allow itch display a full screen button. If you do that then let me know and I'll give it another try.

The soundtrack is chill though. It's a success in itself to submit a game on time in these things so congrats!

I can't take credit for any art assets outside some particle hexes and the hex meshes, that's about my ability level in Blender! I animation the crash landing so thanks for that feedback. I'm my hand at art and animation when time permits :).

You should have played when I hadn't tweaked the dice sound it was a constant barrage of loud noise let me tell you!

I'm glad you enjoyed and thanks for playing.

It took me a while to figure out how to play. It felt like I was doing well for a while then a big wave came along and I wasn't able to beat it. The art style was really nice and the interaction of dragging and dropping the gem was a really cool idea.

I think a mini tutorial would have been welcome and giving a little animation to the player and the opponent during the battle would have been great.

This was really interesting. I wasn't expecting to go from a shooter to a point and click / FMV style game.

The ending is a little abrupt but I suppose that's probably by design. I like the detail of the music pitching/slowing down on game over and the camera transition during the 3D phases were satisfying.

I enjoyed the dice rolls when each building completes its gathering "tick". I wanted to introduce rare tiles that gave multiple dice etc to make it more exciting but decided against it to make the core game more solid.

I'm glad you enjoyed it. I wish I'd got a few more of my plans in to really optimise your resource gathering but it turned out alright.

Thanks for the feedback. I can't take any credit for much of the art as it's mostly free assets I found on itch io aside from the hex tile meshes haha. 

Thanks for playing. I wish I'd thought of a nicer way of doing the dice animation but was convincing enough at least :)

The tutorial is a bit rushed so it misses some details, sorry about that. The ability to scan requires more and more power. The scan icon will animate when you have reached the next threshold.

Thanks for playing anyway!

A really unique idea and feels quite polished. The main menu being a board was fun.

I enjoyed that the heavier the tree gets the louder the landing becomes. Nice work on the AI chase/forget system. I got quite a good looking tree out of it!

Thanks for playing and your feedback. The snowball pushing should have been improved but it's one of those things that I didn't manage to revisit unfortunately.