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A member registered Dec 13, 2020 · View creator page →

Creator of

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It’s pretty ok, I was confused for a few seconds on where to go to actually play a level but I got it in the end

Neat idea, like how simple it works

Really good set of mechanics, like how they interact with each other

…This is just so good, crazy fun and the vibe is the best. Also I like how easy it is to understand with the tooltips for every interactable object

Great game, hate how I didn’t think of those words and I love the cool mechanic of the spell’s meanings…

…This… I have… erased them…

Great short game

Crazy fun idea, lags badly for me tho(still playable but it sometimes double inputs)

…Yeah this is a really badly programmed prototype, I didn’t add an undo. Also why the game is fairly short, since lockpicks are a design problem…

I’m so sad I can’t play frog game due to graphic card stuff

Saw this on YT, immediately went to play. dsafghaheyh THE MOVEMENT??? LIKE IT’S SO GOOD??? Also, I see the easter eggs you put in. Only thing I have problems with so far is that Wyrm 2 assumes that the movement you got is always either purely vertical or purely horizontal. I can also see how hard it would be to design not only a broad enough movement mechanics but also design the level gen behind it

Loved all three games.

A Jackpot of Skulls was sort of weird but I did get the whole story idea, interesting to play.

Bird Watcher was a very enjoyable Metroidbrania (or Discovery Game for people who don’t agree with the term) which actually was a bit broken, the counter for some of the elements didn’t sync up until I grabbed a certain bird, can’t explain how to replicate it though. I loved the introduction of mechanics and my sudden discovery of the “other” birds.

Frogwell was an amazing puzzle game, though I did wish there was a quick reset button for each screen. The controls were a bit confusing at times(I kept accidentally using Move instead of Tongue and vice versa) but it was still fun in the end!

One of the best and most fun simplistic and minimalist puzzle gamez I’ve played to date.

Thanks! I wanted to come back to this specific idea and I personally think I did it justice!

I’m not a fan of TD games but DAMN am I addicted to this. Also I like how instead of just giving you the same pokemon for the same attacks, pokemon share similar attacks but can vary in placable locations and stats. Nice TD!

YOUSA SICK BASTARD FOR THIS, THOU HAST CURSED THY BLOODLINE

(Real nice game ngl, cursed as heck tho)

I love the game, I was looking for games similar to literally the original first Zelda game since I’m making my own. Gonna 100% this game and start designing my own game afterwards, love what you did with the game!

Found it, currently dying inside completing shrine 4

…I’m so diggidy dang lost, I FOUND DUNGEONS 5 THROUGH 7 AND EVEN SHRINE 4 BUT I CAN’T FIND THE DANG 4TH DUNGEON AND 3RD SHRINE

okay, crazy good idea with awesome game design behind it. I am stuck at like the last hammer and damn is this game so good, especially love the vibe.

Sadly, I had some more attack patterns to utilize the boost but I wasn’t able to add them…

It actually accidentally serves as a secondary skill check

Well the charging was supposed to help you get away from certain attacks I wasn’t able to add. But also the charge up slows down the player so you can control your speed more

Fun puzzle idea combined with great UI and execution. No explanation of how a puzzle works but you figure out along the way! Awesome game, love it to bits.

Okay this was an awesome puzzle, also I got the best ending

Ah, a beginner. Sorry if I sounded a bit rude, it’s good to know though that you are receptive to the feedback and accepted the feedback nicely. Hope you figure out your way around the engine. It’s nice to know that there are still new devs out there!

Okay the game is not really fun? Like there’s no feedback for collecting coins, holding space is just basically a sprint mode. Also my biggest complaint is really just the fact not only does the game not fit on screen without zooming out the game page, but you could’ve at least allowed full screening.

Okay, while I want to say it’s a neat little idea but the execution isn’t really fun. It’s understandable tho that the difficulty really isn’t balanced with it being a jam and all.

Okay so like the idea is good, the execution was okay but could need with some work. The level design is nice and open too, so good work.

If you check the game page, it shows my PB, it’s actually possible to get a sub 3

okay that’s actually a fun easter egg, nice on you for adding it(or more rationally, you used it as a debug mode)

Ahhh, you using the diversifier makes sense, but you could’ve made your own swing animation you do know that right? The diversifier was you limiting to a certain palette and use at least an art asset pack from the challenge, it didn’t say you couldn’t make your own swing animation. I don’t judge you however since it’s easier to use an already made animation than make your own for a jam. The slime does telegraph but it’s a bit too subtle, also the eyeballs were ok I guess. Lastly, totally understandable you went for just finishing the game, jams are about the experience after all with the results just being a bonus.

Ah, very understandable. It’s not really uncommon for devs not being able to submit something more to their liking due to irl obligations. I didn’t beat it, but I do like the idea. Like the distribution of stats, makes good sense.

Thanks, I am really meticulous about my game feel(so meticulous that I would rather not finish a jam than send out sub par movement controls). The “unpredictability” of the fall is really just my good estimations of where and how you’d bonk. Any fall on the left side of the screen is more than likely going to send you to the bottom but falls on the right are more forgiving.

Thanks! The edges are weird and I did try making it less friction-y but I figured it would help the player more to have a more forgiving floor detection rather than the player falling just because they were 1 pixel off the edge. Also I don’t really think it was much in theme but I did try to get closer to the focus.

Aww, thanks. To be honest there was a little air stall thing mid-development that pulled you out of the “bonk” state but in the end I decided to remove it since the idea is that you would only bonk if you hit a slope, making it a game of precision and full mastery.

Okay the game has a great concept but only has the basic player controller holding it back, it felt like I was trying to control a car and not like a racing game. Awesome level design and bomb idea tho, a bit wonky to use at times but I think it’s just the player controller messing with the bomb physics

Okay the idea was good but there was a massive lack of visual feedback to show what was actually happening, not even a sound cue. A suggestion I have is that you could’ve added the flash effect on the arrow when the player actually hit the space bar while on the red instead of just flashing when on the red. Also the dmg text for the player’s attack was flipped. Nice idea but a bit lacking in execution.

I love a good typing game, but also the sound effects are funny.

Well the grappling and speed boost mechanic, even if they were added as a good additional mechanic they weren’t as needed to go fast and have fun. I also didn’t play past the first level the first time I played due to me missing the “next level” button on my first session(I have no idea how I didn’t see it in the first play lol). Still, the basic mouse to aim, W to dash swim forward and the strafing seemed enough!