Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

nDev

183
Posts
8
Followers
6
Following
A member registered May 07, 2020 · View creator page →

Creator of

Recent community posts

I really wanted to like this game because sudoku, picross, and minesweeper are all games I really enjoy playing. After making sure my brain wasn’t just misunderstanding how to play, I think I’ve come to the conclusion why this game is so frustrating for me. The previous games (perhaps except minesweeper via 50/50s) all have the player build towards a solution using specific logical moves, given some subset of starting information. For example all sudoku with 17 squares filled in are uniquely solvable with certain tricks and clever logic. Picross has similar sorts of logical jumps you can make, and minesweeper lets you build the grid out and around existing known spaces. This game largely feels like I’m placing down some pieces and then jiggling them around hoping that the numbers make some sort of sense. I think the idea is very nearly there, you just need to work on logic framework for how to solve these in a step by step process that isn’t essentially guess and check. If you’re able to figure out how to fix this, I would gladly give it another play because I desperately want this to be good!

I don’t know why, but I had so much trouble on the penultimate level. My brain like completely shut down even though the solution was a single block-move right in front of my eyes. I was trying to shove a tall block against the wall but little B-0 just wasn’t quite small enough to fit in the gap. I sat there stuck restarting again and again for like 10 minutes. All I needed to do was move the tall block out of the way because I didn’t need it. Other than that colossal brain fart, I thought most of the solutions were pretty straightforward and had a good bit of fun throwing the boxes around in build mode.

I don’t do well with scary games but wanted to check it out for the jam. You already had my anxiety heightened walking through the corn field so slowly to the house. The buildup there felt pretty good. I think the game captures horror pretty well without using jump scares and loud noises. The end seemed very anticlimactic and not very scary. I kind of expected to be more afraid so I did come out of it a tad disappointed.

The jumping reminded me of jump king but the platforming was definitely not as frustrating. I did manage to softlock myself in I think the 4th stage by jumping out of the knight before using it to hit the switch.

It’s really cute. I always love the vibe of games that let me just sit down and build something nice looking, and this game is no exception. 133690942581057093.png

This train really feels like it could be going somewhere. It felt like a nice mix between portal and maybe like the stanley parable and antichamber. With an interdimensional train, you could go anywhere and I feel like this has a lot of potential for many interesting puzzles.

The game is really addicting despite being pretty repetitive. There needs to be some thing that prevents the sort of snowballing that can happen from just buffing up your body the whole time. I found a really good winning strat and made it so far I couldn’t really play any more. image.png

I’ll echo that the controls felt unintuitive. I did however like the effect of the magnification/minification I thought that was a nice touch. I could see the magnifying glass being used to change the size of something other than the player being a sort of mechanic that is possible with the current setup.

It wasn’t as noticeable when I had first made the earlier levels, but then I had to tweak the gravity scaling to actually allow some of the more floating jumps in later levels. I never got time to go back and explain it until it “mattered more”. Thanks for playing!

Thanks for the feedback! Chapter 1 is a tutorial of sorts that I definitely made a bit too hard/long. Once you get into Chapter 2 it does become more of an action platformer, there’s probably still a bit of waiting here and there, I’ll have to take a look at that. If you ever want to give it a shot later all your progress should be saved. I added a dev backdoor for level choice that doesn’t seem to be accessible from the itch page directly, so I can’t really suggest that. But if you feel comfortable with using the browser’s developer console, you can open up localStorage and find the save file to open up Chapter 2, you could replace your unlocked with: [{"world":1,"stages":[1,2,3,4]},{"stages":[1],"world":2}] to get access to Chapter 2.

I like the direction you took the theme, it feels very cohesive and the different pictures you could make with all the assorted items was really cool. My only major complaint is that filling in the shadows felt a little ungracious at times where I felt like I was really close that it could have just given it to me.

The way the game controls with needing to press multiple buttons for larger notes is really really unique and cool. I had a really hard time getting the rhythm with the music and especially with pressing multiple keys at the same time since I’m so used to pressing a single key for an action.

I think this is a pretty fun small game. Something that would have elevated it for me would to have slightly more variation, maybe allow me to throw away trash to make a getaway, or have the trashbin jump to other locations or fill up. It’s a tad repetitive for me to try and bump my score up image.png

This really kept me hook. About 3/4 of the way through I kind of kept thinking “well just one more level” until I finished all the levels. I figured out later on that you could just snake the platform up and climb it little bits at a time to gain height and skip some of the puzzles. image.png

This is a really good mouse rhythm(?) game. I’ve never really played osu, but it kind of reminds me of that, just with a different representation The music goes really well with the game too. Here’s my score image.png

I got stuck at the rock hitting the glass part and didn’t know what to do, but other than that the platforming felt good and so did the springs. The transition between the size also felt really good as well.

I am not a good mayor, I don’t know why I made a straight line. I absolutely love games that are relaxed like this though. Amazing job! image.png

I had a lot of fun playing your game. My only real complain is I wish I could see just a little bit more of the screen. My grabbers near the top were basically hanging off the edge, but I could see a lot to the sides.

This concept feels like it could make a good puzzle game if you restrict the number of times you can move the level or add some other kind of restriction. Awesome job!

Using a window for scaling the platforms is a neat idea. I had a hard time jumping on top of some platforms, but I really liked that they didn’t just grown and shrink, they moved around with the magnifying window.

I liked it a lot. It feels like it takes some inspiration from 2048 which I think a lot of people enjoyed so I think a lot of people would enjoy this as well.

I liked the 2d style a lot more than the 3d style. I find drawing games like this a lot of fun. I think it could be a good group game to play like how draw my thing works.

I really liked the game, I haven’t ever made one of these small miniatures in a bottle before but for me it seems to capture the essence of the activity with it very well. It matches very well with how I’d imagine it. My only complaint is that I wish there was just a liiiiitle more roomm on the screen to swing your gripper around for positioning.

I really like the concept and especially that there wasn’t a right or wrong solution it really lets us be artistic.

I got to the moon with 44 on the scale. It was fun to stack up all the things.

I really like your take on the slime platformer. It feels nice to grab the walls and hang there while the platforms move you around. Your game feels very nicely polished.

I really like the general vibe of the game. It seems like a pretty good base for a larger game. It kind of felt like I was playing a pilot demo.

The puzzles were all really good. I liked that I could use a hint if I needed it. A lot of the time I was able to get pretty close on my first placement but needed to fiddle around to get the right sequence. I had a lot of fun playing.

I got really stuck on a couple levels and couldn’t figure out what to do, otherwise I thought some of the puzzle were really good and I didn’t mind resetting on them as I built up the steps I needed to complete in my head.

Just chiming in that I got stuck near the bottom like THUNDERLIGHT did. I had fun exploring around with my roots and it felt smooth to control them. I would have tried a bit more, but the game locked up when I undid a root while actively dragging a new root out.

I like the idea of making a big pizza. Some ideas that I think might improve the feel of the game is to make it easier to go in circular motions. When I make pizzas in real life I put a bunch of sauce in the center and then spread it out, then I grab a large handful of cheese and sprinkle it over slowly going over the pizza multiple times, and then with toppings I plop them down. So I’m thinking making the game feel more like that could help in some of the repetitiveness. It might also help to add some variety like 50% toppings or extra cheese! Despite all this, I had fun and didn’t want to stop playing.

Your game’s style is superb. The use of the slime as the platforms was interesting. Slingshotting yourself was also fun.

(1 edit)

image.png

I think this might be the best executed interpretation of this year’s theme I’ve seen so far. I may be hard pressed to find something that will top this.

It took me a bit to realize that I needed to put the extractor next to the button thing because I had already zoomed out a bunch and didn’t see the arrows. I think with some added quality of rebuilding features this would feel much nicer to play so if you make a mistake while placing a building its not as big of a deal.

Thanks for playing! The code is open source and so is the engine that I’m always tuning for the things I make. Here’s a link to my engine and packager https://github.com/NicholasDenaro/node-game-engine

If you’re in Chapter 1 you have to let a moving platform squish you. But be careful for the platforms that moving into the ground, they’ll squish you too much and you’ll pop, which respawns you in the room.

Sorry to hear you didn’t have a good time. I knew the game was difficult and I had a hard time balancing it because I got good at my own game by playing for 4 days. Thanks for giving it a shot!

Your slime platformer is really good too. I couldn’t decide between puzzle or precision platforming and ended up doing precision platforming. Your puzzler is really good.

I really like you take on the blacksmithing game. It fits the theme very well, congrats!