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Necktiedog

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A member registered Aug 22, 2015 · View creator page →

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Heh, it's fine x3 I might remember those suggestions if I make another adventure game ~

There are 5-6 different endings to explore if you're interested (if I remember correctly) each are very different to complete and ranging with difficulty. I've made it so that 2 of them, the golem and the door, are very easy and the most likely ending people will get while the rest are a bit more unlikely. The guard is actually an ending that does not require any items or equipments to complete, but it is a hard puzzle. The crow though, while it is an ending too, is actually one of the hardest ending to complete so I don't expect anyone to solve it, ahaha.

<3 Maybe one day when I have more ideas for the mechanics, but thanks for giving it a whirl ! And yea dude, love whatever the heck you want to love too !

For those who joined the jam, it was the bestest fun ! I tried to go through as much as I could to rate but there were still many good ones I missed. But really, thank you all for making such good games, it was a pleasure to play them all. (For those who're here for fun, hit up the (post) version, it's very slightly better, ahaha)

No way ! This is such a complete and polished game it's really impressive ! The spritework and transitions are so crisp and the music is pretty upbeat. I don't think I've bumped into any bugs outside some of the save issues, but I do agree in terms of UI during the battle scenes next to the 'action!' call there could be a 'use item' too to remind players that they could use items during fights. All round great job !

That policeman is such a jerk ! I think I ran into all the bugs that was mentioned previously and some areas like the code of the rock pushing could use a bit more polish, but what you have here is still pretty impressive with the length ! (I think the sprite for the ghost maybe shouldn't be smiling considering that it knows its dead, and the scene with the mirror, but that's just a little nitpick, also that ominous ending though ~)

Ah, I got that error too ! Apparently it's because of mac's very stringent security. To get it working you'll need to pop into the terminal and disable the gatekeeper from there (but turn it back on after you're done). This will allow apps from 'anywhere' other than the app store and identified developers. After that you might also get an 'unable to find game' error to which just move the iron ferret app to any other different folder and run it. It should be fine after that and you can move it back to the original folder. Thanks for checking it out too <3

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This is like, the perfect scope to make a game jam out of ! Very short, very simple, and I appreciate that there's no hard fail if you accidentally launched yourself back a few barrels, ahaha. The spritework is gorgeous and the music feels very duck, but it's pleasant to listen to :3 All round great job !

I wish I'm just as athletic when I hit 90 like that nan, ahaha ! This is such a good little game, although I feel the dash meter should be a fixed UI on the screen like the cigarette counter, maybe a thin megaman-esque bar above it, and although you can dash through cardboard boxes and not safe-boxes both of them being square makes them a bit hard to tell at first glance. But what you have here is a very solid and surprisingly polished endless runner ! The spritework is great and the music is very fitting ~

If there was a criteria for virtual tangibility this would def get all the marks ! There's so much potential for level and puzzle making here, like high exits where you would need to pile up the corpses in a specific way to get to, different types of zombies like bigger ones which dispenses 5 times more gore, or an acidic zombie which dissolves corpses in a radius, and even exits that are blocked so you must only shoot certain zombies as not to further pile over the exit. What you have here is a very solid sandbox and a very good base to build something upon !

I really appreciated the fact that the effort to stay true to authenticity were kept to the graphics and sounds and not for the controls ! It feels really good and responsive and I like that. And this is actually very nice and polished considering you had four days to work on it !

I liked that you could ride any horse, so I stole many horses and scattered them across the map. It's a bit bare bones at the moment but there's so much potential to give the game some world building elements to it ! There's a little nook in one of the mountains that's really a dead end, there could be a skull there, it could be a deceased relative of the prince. Maybe one of the houses was ransacked and burned down, did the royal guards do it ? Is the emperor a kind and just ruler and would you still save him ? There's a lot of space here to work with to build a story and give the players an incentive to go exploring, but what you have here is a solid groundwork to build good stuff on !

Much approve for thumbs up buddha ! And the fact that being disturbed by the birds only results in a loss of progress instead of a hard fail is such a welcomed quality of life design. I think there is something going on with one of the initialization variables as the first 'death' pops up an error window, but after that it works fine with the buddha quotes coming up. Other than that it plays solidly, the sprites and colours are very pleasant and the music is aptly soothing ~

Definitely agree, the starting animation is fantastic ! I think the distance of the attack could be a slight further so it's more comfortable for the players, but other than that the game plays solidly ! The spritework is very crisp and there's enough variety in the level places to make them distinctive ~

Lovely ! There's a slight issue with the collisions where it's a bit hard to tell what's going to hit you, and at the end of the first boss where you would need to have positioned yourself without a wall in your path so the ship could leave the screen and not get thrown in a loop. But other than that it's a nice 3 stage shooter, the sprites are very well done and the music is fantastic !

It's actually kinda charming in its simplicity ~ I feel there should be a short pause when the player dies before the next ship respawns, but other than that it's quite well put together and it plays rock solidly !

Aw heck this is too cute ! I definitely like that the battle mechanics are very streamlined. Outside some the mentioned issues I think some players including myself would very much welcome a map as it's quite easy to get lost, but other than that the spritework is super charming, the music is pleasant, and the game plays very solidly !

I'm really impressed with the amount of polish here ! The spritework is crisp, the controls are tight, and the music is upbeat and fitting. And the passwords are such a cute nod back to the pre-save era. It might be just a simple plaformer but by gosh this is such a great simple platformer.

Aw gosh, glad you enjoyed it <3 That's a fair point though, I think if I were to change anything about that it would be to make the screen bigger, maybe one day after the jam ahaha ~

I like the idea ! It's almost like pokemon 'but for adults' ahaha. I would propose giving those who got 21 their attacks do critical damage to give the number a bit more punch, although as one previously mentioned the frequency of the opponents getting a 20 and a 21 might need to be toned down a bit. It's a very solid and interesting concept though !

This is quite a neat take on the rhythm genre ! The mechanic where you have to switch the arrow keys then time the buttons (along with the banter and visuals on the side) really sells the idea that there are four cowboy pilots there that has to work as a team. And the music which is not too fast or beat heavy is very fitting to introduce the concept. There's a part later down the track where the arrow keys are packed a bit too tightly to quickly see what to switch to, but overall the game is very solid and great !

Samus is the chubbiest cat I love them already ! There might be a few missing assets and a couple of places where the controls are stiff but I don't think it's buggy at all and it's quite a complete small game, good job ! (That being said I reached the end where the saucer is, but underneath the platform instead, but it still registers the win so I'll take it ~)

I think it's quite a novel idea ! I like how you used the limitation of the graphics and sounds to add to the creepiness and atmosphere of the setting. Without spoiling I have reached an event that causes the game to close but I don't think it was the intended ending as I haven't yet 'killed the witch'.

I like it ! A bit of balancing might be needed to accommodate for the players limitations, but the characters are very charming and the music is pretty spot on ~

<3

I like the simplicity of the concept ! I think it will help a bit if there was some visual indicators of which encounters would not reduce your health or which fights would regain health, but overall it's pretty solid ~

I see a goat, I rate.
An addition of a retry button would be very welcomed, but other than that this is quite a nice short and pleasant game ~

There seems to be a few visual feedbacks missing and the addition of some sounds would be welcomed, but what you have here is very solid in gameplay and the spritework and animations are very well done !

Aw gosh, thank -you- !

It was a fantastic jam ! And it was such a great pleasure to see so much creativity, work, and effort with each entry I've gone through. Even though I personally saw the rule very limiting for making new game mechanics that hasn't been done, all of you managed to come up with something neat and novel regardless of how small it is.

Yes, there were people who were more talented; better artists, better coders. Yes, there were people who could afford more expensive engines, who had industry experience. And yes, there were people who could market their games like selling water to a fish. The whole jam is built against you from the start. But here's the thing. -You- pressed that "join jam" button last friday. -You- pressed that "submit entry" last sunday.

-You- did it.

You have worked up the courage to try something new. You have earned a bit more experience coding, arting, musicing, or even time managing. You made some new friends. You made people smile. You joined a milestone jam in itch.io.

-You- did it.

It was never about the scores, the competitiveness, the winning. It was all about you. It always was from the start. And if there was anything to take away from this jam. The only thing that is important.

It's you. You're the only one that matters to you.

The voting is over, the dust has settled. Play all the games and enjoy them. You're all beautiful.

A huge shoutout to leafy too who was right with us from the start and even beyond the end, helping to improve the backend of itch.io and balance a rating system that is sisyphean in nature. We all appreciate your efforts.

I don't think I've ever felt motion sickness being stationary on a computer but yeeeap, this about does it. It's actually pretty fun though 10/10 would drink again.

It's a slight on the unfinished side like I can still continue even when the game's over, but I am very intrigued by the idea ! There's a lot of mechanics you could play around with here because of the shared draw deck and discard pile, such as cards that draw from the discard for a chance to get the strong card the opponent used, or sabotaging cards that you put back to the pile but has the chance of you yourself drawing it. Hold on to the idea this is definitely worth keeping.

It's transformers but a snail in disguise ! It took me a while to figure out that's salt on the ground but I like the whole concept of it, there's potential to make a bigger game with more snail puns ~

Fair point ~ We might be thinking of adding proper goal posts and colouring them to match the players or a number on the ground. Thanks for giving the game a whirl !

I actually like the little added touch of venting your frustration on a puzzle by having the character bonk their head on a wall x) It's a solid concept and can definitely see that you had more ideas and mechanics you wanted to build upon towards the end, keep it up !

I was kicking myself so hard at the second last level because I was so primed to go through all the rooms, ahaha. Solid idea and really good work with the level design in teaching the mechanics !

This is actually very emotional and sweet ! Even though we can sort of guess the gist from the title, this game really shows that it is the journey of experiencing it to really feel how impactful the message is.

Quite an interesting take on the one bullet idea ! A couple of people have mentioned that at the beginning and start of each wave the bullet spawns too closely and at a random place to the player, I might suggest the bullet initially moves away from the player and then after a second or two revert back to following. This gives the player a few extra moments more to prepare for the bullet while also giving the impression the character is firing the bullet to begin. But other than that the controls are tight and the characters are charming ~

I like the concept that carrying the torch is your only way to see but it also attracts danger. The tension is a bit lost though as the zombies are only attracted to the torch, you could make it such that the zombies are initially attracted to the torch from far away but will target you if you're near. Adding ammunition scattered throughout the level would also encourage and reward players to explore the map. Simple and could use a bit more polish, but otherwise quite a solid build ~

This is actually pretty novel ! It took a couple of games to figure out what's going on but once it's understood it's pretty deep ! Like there's pros and cons to picking different shape sizes, like you can grab more with 4 but have more precision with 2 (6 tile shapes might be a disadvantage). It's not so much luck based like bejeweled or match 3s, and I can see a player going almost indefinitely if they have the skill and patience. Well done !

A very interesting idea ! I'm more impressed with the level design as there must have been many layers to think about and take into account for, but the end results really illustrates the concept you're going for !