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A member registered Apr 09, 2020 · View creator page →

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Short but sweet, controls are rather floaty but its a generally enjoyable experience nonetheless.

I like the concept behind the game, but at the moment the gameplay feels rather lacking with very little player input. I love shop management games though, so if this was expanded upon in the future I wouldn't complain!

I hate subscription services, it's not worth it in my opinion.

Very good game, the juice is on point here and the difficulty of the levels is just right. Well done!

Cute art, neat concept, but the lack of a definite goal or score to aim toward is unfortunate. The game is very repetitive, although with more dev time I'm sure you could've added more.

Fun idea and good presentation, however there are some serious bugs that drastically lower the difficulty, such as invincibility frames preventing the pickup of hearts, and the ability to delete and reuse objects already in the level.

I liked this a lot, despite being so simple and short it still managed to leave an impression with the art and music. The concept itself is really cool too, beau travail les gars.

This was good fun, while it may be a little lacking in juice and the controls are too floaty, I enjoyed the dialogue and premise enough to make up for it.

I had a crash, but thankfully it only happened at the very end once I lost. Really fun, and the sound contributed to the arcade feel immensely.

toujours cool de voir un autre dev belge :)

Thanks for the quality feedback!

You can speed up the game with shift, that is explained on level 3 iirc. As for the later puzzle levels, I totally get where you're coming from. Difficulty was hard to get right, the rank system was meant to allow for less concise solutions to still work but it seems it didn't work for everyone.

There shouldn't be any RNG, I think there is a text box that says that nearest the attacks are targeted first, although I regrettably forgot to mention that once something is "locked on" it won't change targets unless the attack is destroyed. That part is poor tutorialization on my end, and it made later puzzles seem less intuitive that I'd hoped.

Glad you could still enjoy it despite some rough edges here and there.

Graphics were simple but fit very well, I really enjoyed the submission. Despite the lack of tutorial, things were relatively intuitive, honestly it gets a little too easy once you know what you are doing. Some QOL stuff like showing the attack range of a unit when hovering over it would be nice, but as it stands its still a solid entry.

Readability so far has been one the biggest problems, if I ever continue the project I'll probably rework the sprites so everything is clearer. Thanks for the feedback and for playing!

If I had more time to fine-tune balance, I would definitely have added ways to kill the carabineers and destroy the barbette guns. If I ever continue the project that's definitely something I'll consider. Thanks for the feedback!

Good presentation, however the gameplay leaves a lot to be desired. You literally just loop in circles until you get bored and stop. In the future though I can easily see it being expanded upon.

Visually it looks nice, the sound effects fit well and the overall juice is pretty good. Larger buttons would have been nice, as well as an indicator of which tiles your ability would affect. Also right clicking instantly spawns fire for free, I believe that might be a thing you used in testing that you forgot to disable.


My end score when I won was 136 houses, 88 roads, and 12 civilians.

This was a lot of fun, the concept is very unique take on the theme, and although I wish there was more juice, for a 48 hour jam this is really good. I encountered a bug where I was on the same tile as a pawn, but neither of us captured each other and the game continued. Aside from that one instance everything ran as normal.

That seems to be the general consensus. It's hard to fine-tune difficulty with so little time, I thought adding bronze silver and gold ranks would remedy this but I guess it didn't work for everyone. Thanks for playing though, I'm glad you could still enjoy it despite the difficulty :)

I like the idea of a reverse stealth game, with more polish this could be something really special. At the moment though, you kinda just run around shooting. More juice could help propel this game up a bit, but even now its still a solid entry.

Very cool concept. I like how you kinda have to just roll with things and do your best under the circumstances, but it feels like there isn't much player choice or input in the gameplay.

I love the voiceover, this was a really good submission. There are a couple bugs with overlapping voicelines, and I find it odd that the best strategy is to eat hay but not finish it until in view of the player, but aside from that it was an enjoyable experience.

Good art, good music choice, unfortunately it looks like your scope was too much for 48 hours. I would love to see this expanded on post-jam though, I've seen a lot of murder-solving games before but I'd love to try to cover up a murder in one instead.

Phenomenal entry, good juice, fun core gameplay, everything works well together. It gets repetitive fairly quickly though. I kept going to see if anything major would come to shake it up but at around day 13 I just stopped even though I was still earning over a thousand dollars. For a jam game though, there is a ton of fun here and its a really cool take on the theme.

I love the aesthetic, I just wish there was more audio. The dialogue was a bit much for me, but thankfully you made it skippable. The best strategy I found was to just surround the ship with the larger slow asteroids, since they were easier to prevent from colliding with each other and could be spawned right in front of the ship to kill it.

This was a pretty creative take on the theme, so big props for the concept. I enjoyed it a lot.

This is a crazy concept. The baby making felt jank at first since I didn't realize you couldn't make babies while moving, but after reading your reply on how it worked it become pretty slick and easy. Music fits perfectly, gameplay is fun. Stepping on kids was a bit broken, if another thing covered the baby tile stepping on it did nothing, but aside from that it seemed bug free.

It looks very nice visually and is definitely not lacking in juice. My only real gripe was how the ai character wouldn't take the obvious routes, and so to make progress you had to repeatedly die to their odd decisions, memorize the pattern, and try again. While by itself that's not an issue, having the replay the beginning bit over and over again every time you make a teeny bit of progress got tedious.

I've seen a couple of games so far where you play as the cameraman and I think this one's my favorite, good work!

that's actually hype as hell

I can definitely see this in the top 100, it's very simple but in a charming way. The only issue I have with it is the lack of difficulty, I was at a little over 15 minutes still at full health before I decided to stop. The upgrades make you unstoppable, to the point where the game loses the frantic feeling that makes the early minutes fun.

Health regeneration is too easy and too frequent. Even without the upgrades letting you automatically regenerate health with kills, you get the option to regenerate 2 hearts via a different upgrade so frequently that the former isn't even necessary.

No new enemies are introduced as the game progresses, so enemy firing rates remain slow. At a certain point your bullet can smash through a ton of fodder enemies when they barely have a chance to look at you. The only thing stopping them is the shields, but with explosions and the bullet heaven nature of lategame that isn't an issue. Not to mention when the bullet explodes, certain upgrades let you reload near instantly making it a non-issue.

You run out of stuff to do way too quickly. I was getting bored at around 5 minutes in, but seeing the minor progressions in bullet speed and maneuvering kept me in. I was disappointed that nothing ever got more challenging, which sucks since adding new enemies with better fire rates or movement speed should have been fairly simple.

That being said, this game is still very good and well polished. A ton of jam entries forget how important sound effects are to juice, and although yours are mostly chiptune stuff, it still does the job wonderfully. Only audio issue was that the music got very grating, a music mute button or something would have been nice.

Fantastic work!

This is very much like Papers Please in presentation, the menu music is very clearly meant to sound like the Arstotzkan anthem, and the whole "Glory to Zabovia" is a reworked "Glory to Arstotzka".

I think the inspiration is a little on the nose, but still enjoyable. After rating the first two divers it would have been nice to be able to skip them on subsequent runs. The parallax effect on the clouds and such is a little strong and off-putting, but overall the neat presentation as well as unique take on this theme make this a solid entry.

Got to the final level where coins instantly killed you and it was there where I realized the models are very misleading and are not even close to hitbox sizes. Squeezing through visually is easy, but lining up the invisible hitboxes which are much larger than the visuals is way harder. Aside from polish related stuff and a bug with colliding multiple times on the same bear trap, I think that this game had solid execution. Good work!

Spamming the uranium grapeshot works for bronze and maybe silver. Grapeshot is used in the strategy for the gold rank but it's not the only thing (carronades are fast enough to distract both carabineers and barbettes in one go, and the slow nature of roundshot makes it work as a decoy and lets you time distractions).

Should've mentioned it in game, but rank is determined by your extra francs at the end of the level, so it can be better to use roundshot as a distraction instead of carronades or grapeshot in some cases.

Ah I see. I think that might've been mentioned in the tutorial, I was probably just being dumb then.

I quite enjoyed it, graphics were simple but effective, the visual effects made it feel quite polished, and the puzzles themselves were just right in terms of difficulty. Well done.

if there was I didn't notice any lol

Good concept and solid execution. Some QOL life things like maybe a grid visualizer, or an indicator of where the block will be placed could be nice. I can definitely see this being expanded upon into a proper endless runner with powerups and such.

I'm a big fan, the game is simple but fits the theme very well, has no jank and looks good. Well done!

Short but sweet, nice take on the theme. Everything just works, no bugs from what I could tell, well done!

Music would have been nice as well as a way to stop sheep from going off screen, but this is still a unique concept executed well. Trying to keep the black sheep to the end seemed to be a good strategy for stacking combos more easily.

I've seen a lot of submissions where you play as the invaders in a tower defense but in terms of concept and strategy this one has been my favorite so far. There are actual pros and cons to each toy you can send and enemy towers are very distinct from one another. Could use some more polish and QOL stuff like a speed up button, but overall this was pretty solid.

It was fun, although I can't help but feel more could have been done to differentiate the gameplay from that of flappy bird. Even if you play as the pipe instead, your role and actions are essentially the same.

I like bullet hells, however this one feels a bit off. Whether its animation windup, lack of weighty sound effects, or the slow dashes, there is a definite lack of "juice". The visuals are pretty and interesting, and the dialogue is fun. Overall it was still enjoyable, but there are certain things that if tweaked even slightly would massively improve the experience.