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Nathan Powless-Lynes

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A member registered Jun 19, 2017 · View creator page →

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I like the idea of controlling a bunch of little guys, very unique and chaotic in that respect! I just wish I had more control over when they change size, there were so many times where I was just sitting around waiting for them to scale down so I could move them. I like the art style though, very cute :)

I like the idea of controlling a bunch of little guys, very unique and chaotic in that respect! I just wish I had more control over when they change size, there were so many times where I was just sitting around waiting for them to scale down so I could move them. I like the art style though, very cute :)

The style and atmosphere of this game are cool! I love the hints at worldbuilding that tie in with this time mechanic, would have loved to see more of that. And the art and music are really pretty :)

I wish there was more consistency in the look of objects that are young vs old. I was usually just guessing whether an object could be aged or made younger, and I often ended up just spamming both clicks to see what worked. Having a visual language that matched the player's aging as well would have been nice.

One or two of the levels have satisfying puzzles, the level design is better early on, but most of the levels are less interesting and easy to brute force your way through by just guessing what you should age or de-age. For a game jam like this, it would have been better to have fewer levels that were more thoughtfully designed, and required a bit more careful thought from the player.

Moving fast with the little rat was fun. It took me a while to understand what was going on with the red platforms, but I got it eventually. I'd love to have seen more levels that explore the uses of the different sizes even more.

Thank you for everything you've done for the rats!

I could see this concept being a fun arcade game. I kinda wish the controls for scaling were more intuitive, but I got the hang of it eventually! With more polish and juice, it could be really satisfying to fit the shapes exactly to the holes.It'd be cool too to see the game get faster the longer you play. Of course, you'd have to make the upcoming hole be more visible and not blocked by the one you're passing through -- maybe the walls could clear or blow up as you pass through? That'd add to the game feel too. Anyway, nice job for 48 hours!

I like this game! The simple goal of searching for the sword in each dungeon is a stroke of genius. It means at the start of each level, you are powerless and in a lot of danger, but when you find the sword, you get the catharsis of returning to all the areas you sneaked through and destroying all the enemies! It's kind of like getting the item midway through a Zelda dungeon, where things open up, except your barriers are mainly fear.

The controls are a bit iffy, with you getting stuck on corners frequently, and the hitboxes on enemies are unforgiving, but somehow that genuinely added to the tension! There are situations where I didn't know if I would make it past an enemy, and that made success feel better than it would if the controls were more reliable. Who would've thought?

The level design is good too, especially in areas where you have to get the sword. In the Dark Pantry, I had to weave between two hand-creatures to reach the sword, then turn around quick to hit one before it got me! And in the Chapel, I was low on health, so weaving through several waves of mummies was fun and tense.

Great job! Overall this game is simple mechanically, but it makes up for it with great design. Also shoutout to the beautiful explosion .PNGs :)

I like the concept, I was really hoping to get to swing around those churches as makeshift weapons, but the game ended before I got big enough. It also would have been nice to be able to see my sword swing while attacking, and to have some other objects aside from swords to pick up, even if they acted the same with different models. And for showing the player's change in scale, it'd be nice to have some texture on the ground, you kind of don't have much as a frame of reference as it is. 3D games are always the hardest for game jams, so kudos for trying!

Aw thanks! Sorry, probably not gonna return to this one, but I'm really glad you liked it! Means a lot :)

Ha, thanks for playing!

It's a combination of a joint and raycasts. Every time there's not a clear shot to the joint anchor, the anchor changes to what blocked it and reduces its limit by the distance from the old to new anchor. The visuals are just a line renderer.

Thank you! We put a lot of effort into giving them personality :)

This game is so sweet and cute and wholesome! It's so simple and nostalgic it's like comfort food. I teared up a little at the end... :')

This game is unlike anything I've played before! The breathing section at the beginning is so trippy, it really took to me a different place.

Thank you!! That's so nice to hear :)

I mean, wrapping your tongue around stuff is pretty eerie. Trust me, I've been there.

Nice work! I like the lighting effects, your game has a certain atmosphere. Keep on jammin'!

Very cute game! I love the feeling of throwing the dice, it will feel even better when you make the number match the real outcome -- just like a real tabletop game. The art and atmosphere are very charming, and the random events are fun.

Nice game! It feels so good when you combo the gravity switches and just weave between spikes. I honestly would love to see this game without the random element, it'd maybe feel even better if you could rely on your jump height a little more. But hey, that's just a constraint of the jam. Good job :)

Cool game! Good concept, and it's very well balanced, I always seemed to have the right amount of time to achieve the right pattern. The slowly growing dice shots adding to the difficulty is a nice touch! Be proud.

This game is awesome! I ran into a glitch a couple of times where my cube duplicated itself and I couldn't beat the level, but I restarted the game and it was worth it. You have to be super thoughtful and plan your jumps, on top of being super precise and executing right. The colour mechanic is tricky at first, but satisfying once you master it. Good work!

Awesome game! The core platforming mechanics are crazy good, there's a huge difference in how quickly and efficiently you can move once you get good at them. It feels great to pull off a throw-jump-catch-boost maneuver. Also your main character has a really cool look!

Mmm, this game is so good! I love the variety of puzzles and mechanics, and the meta dev humour is much appreciated! Almost feels like I'm playing Portal again for the first time.

Cool game! I love how it naturally gets harder the longer you play, and the map shifts organically. Throwing the bouncy pucks is a nice level of strategy to overcome the randomness. I like it!

Cute game! I like how the dice are hidden, they're fun to find. Classic 3D platformer goodness.

Cool game! I love how the dice timer is in time with the music, the music just feels awesome.

Wow, this is a really fun game! The puzzles are very well designed, and the core mechanic makes such a unique use of the 6 sided dice. And the music frickin slaps

LOVE the art in this game! Very polished, and the different parts are wacky and freaky

Love the visuals in this game! I wish the controls would line up better with the camera though, it's often counterintuitive which direction your input will move the cube. Interesting puzzle mechanics though!

Ha! You weren't kidding when you said this is a bouncy platformer! It gives it a very unique feel, where you've gotta keep moving all the time. The level design makes good use of the bounciness too, lots of enemies to dodge, devilishly small platforms, and those spinny platforms got me good. Well done!

Very creative concept! It's nice once you get a feel for when the beat is supposed to be, but it's very challenging to be right on time. For the second level where the beat pattern gets changed up, it would be nice if the drums in the background music matched it so you could tell when to move just by listening. I'd love to see a more polished version of this game!

Gotta say, I love the crunchy demonic aesthetic to this game! It's also very satisfying when you manage to deflect a whole series of dice. I'd love to see a longer and more polished version of this

Cool game! I wish there was a little more to the core gameplay, but I enjoyed getting lost in the architecture! Nice aesthetic with the greenery and concrete.

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Ha, the game was fun for the 40 seconds it lasted! I know you didn't make the casino assets, but I like the perspective you gave in that setting with you being really small and running around on furniture.

Your next jam will be much easier!

Neat little game! I like how depending on what platforms you roll, your path and difficulty varies slightly. It'd be cool to see even more platform variations with greater differences to work around.

Good stuff! The art and music are very cute, and my favourite part is the 3D platformer where you get to knock down towers of stuff.

Thank you!!! I'm glad you enjoyed it, I had a lot of fun making it.

I love this game! It's crazy ambitious having 6 characters, and all of them feel relatively well balanced! The art for their faces is adorable too, they each have their own personalities. Well done!

What a cool game! I love how the dodge roll (I see what you did there) is multipurpose, and it can either benefit you or disadvantage you to roll out of the way. I had a lot of fun getting bullied by poker chips

Cool game! Pretty luck based, but it's very easy to understand and strategize with. I could see this being a classic board game kinda like Sorry or Risk. Also, very polished UI!

Cool concept! I like how going into your inventory and rolling dice is kind of time consuming, it makes it thrilling to try and get the right roll equipped before the enemy slowly reaches you. The art is adorable too :)