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Nathan Wiles

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A member registered Mar 28, 2017 · View creator page →

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This was a lot of fun, I liked the two enemy types. The ones that shoot projectiles were a lot harder than the ones that shoot lasers imo. I agree with another comment that the player shouldn’t be able to outrun their own projectiles. The loop of collecting and cashing in components was nice, but there was a particular one that looked like some kind of cart or chassis from the silhouette that I was just never able to find, so I wasn’t able to build a lot of the robots.

This is a great idea, definitely I agree that the Balatro inspirations come through a lot, and probably this should do more to stand on its own visually, but the tetrominoes are a great spin and I personally got more into this gameplay loop than I did Balatro’s.

I didn’t love the unforgiving level system. I would have liked to be able to play as many games as I wanted to improve my deck. As it is, I felt like things were hugely dependent on RNG. I get this is a jam game though, and I’m sure a lot of the focus went to the main gameplay loop and content and less to the progression system. Following, I hope you end up building this into a full game!

This is such a great idea and super well executed. Both of the game modes were fun in their own ways. I feel like I learned a few really good techniques and strategies already but I think I could really get good at this and get huge scores. I would need to experiment with it more, but it seems like the direction you hit the ball from can coax it to where you want it to go, I used that a few times when it was on the edge of two bucket and wanted to make sure it went to the right one. I also appreciated that the hit zones are forgiving, this came would be impossibly hard otherwise, but the shots seem like they’re exactly as difficult as they should be.

If you don’t mind my saying so, the biggest weakness is the visuals. I only mention that because since they’re not as stellar as the design and implementation they could cause people to sleep on this game, which would be sad. I hope you keep working on this past the jam!

I love a good tower defense game. You have some really good quality of life features like the game speed setting and auto start, plus I didn’t play with this a lot, but there seemed to be some control you could have over the targeting method the towers use, which is cool. The sounds and background art had a very Atari feel to them, I see why you chose not to have the foreground sprites also be so low res, but it would have been cool if there was a consistent look to everything. I only played the first level before reviewing, but had a lot of fun with it, going to play one more level after this!

This is great! Had a lot of fun driving around. It does seem like the best strategy if you’re trying to get a high score is to just sit still and let the cops come to you though, might be good to give the player a reason to want to drive around. I thought I found a secret area at one point like I could drive off the map, but it seemed to be blocked off.

So you guys just made a whole ass metroidvania huh? Lol the amount of content you got into this is super impressive. I really had a lot of fun with this. I ended up stopping because I’m pretty sure I got myself soft locked here. I think I was missing an ability. I was able to jump to the first ledge by shooting downward to boost myself a bit (cool feature) but that wasn’t enough to get me out. I also am pretty sure I knew what I had to do to get the secret room in the first stage, but I didn’t have the strength to do it. This was great, might come back to play this some more after the rating period!

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This was fun! I really liked the art and the level of polish to the UI. I got pretty good at it after a few days. It was nice when I learned that you can water before you plant the seeds to get ahead of things a bit. It did feel a bit too easy for a bit, then I hit a rough patch where I made some mistakes and all of the sudden it was game over, so that felt a bit abrupt, that’s my only critique!

Thanks! Yeah, we did some investigation into how it’s doing that, apparently it’s using the browser IndexedDB API, agree it’s pretty cool. Godot seems to handle it natively, I’m not sure how long you can expect it to stick around, definitely it will get lost of you clear your site data.

This is such a cool idea. I love the kind of telephone game element to it. Just the stickers alone would have been cool, but having to draw the suspect first adds another layer to it. I was tempted to just write down the description, but I decided to do it right and managed to get the right one. My only gripe would be that I was expecting there to be levels that increased in difficulty, the lineup had suspects that were different enough that I probably could have just picked the right one from memory. Still had a lot of fun making the poster though, which I think is the real point :)

This one is great, one of the few 3d games I’ve played and it’s really nice looking and feeling. It’s really satisfying to catch a string of breadfruit and get your speed up high. Also found the secret happy (or not) ending! I did feel like during the times when my ship was going slow (because I hadn’t gotten any breadfruit) it was a bit *too *slow and frustrating at times. But I see why you made that decision, it seems like it’s kind of a hard problem to get the balance dialed in perfectly.

This one deserves to win in my book. I would pay for this game in its current state. I eventually had to quit just because I need to get to playing other games, but I 3-starred every level up to 6. That one was tough and I kept having to realize something to solve a problem, then that created a new problem to solve, until I could finally make it all the way though. I’m curious if my solution was more or less “the” solution for that one or if there are a couple ways to approach it. Nice job on this!

This is my kind of game, I really enjoyed solving these puzzles and the art and polish were fantastic, let alone for a jam game. As others said, my initial sensitivity was super low and reset with each attempt which was a little frustrating. In general I don’t love a timer on my puzzle solving, it tends to add stress in a way that takes away from the fun. In this case though it wasn’t a huge deal since most of what you had to collect was information instead of items, so it was easy to get back to where I left off. I would love to play a bigger game in this style!

Really cool idea that coins are bullets and you have to be careful where they end up (not falling into bits, getting stolen by goblins, etc.) The art and animations were just fantastic also, really well done. Shooting felt really good too. My only gripe was that I could not figure out the melee. I just couldn’t get a good feel for whether something was in range or whether my cooldown was ready to swing again. I think some knockback when I hit an enemy would also be really helpful. Even with those gripes I loved this, really hope you keep working on this because I would play the hell out of a post-jam version.

I liked this way of controlling the player character, it was unique. This was a fun quick game, well done!

Haha yes it is gross, especially with the squelching sound effects. Thanks for playing.

:)

The art was incredible, really beautiful, especially for a jam. The gameplay loop felt really good to me too. I’m sure you’re aware of this already, but I ran into a bug where when I died (I was fighting the Harpy) I “respawned in town” but when I left down I was actually standing on top of the Harpy and had to leave and go back to it to fight it again. The Harpy was really tough, I feel like I had the right strategy but died a lot just because of the RNG. I could have been missing something though! I was trying to Aim, then the Harpy used Fly, then I used Evade and finally shot the arrow. Anyway, this was a lot of fun, glad I played.

The art is so good. I was drawn in as soon at the game launched. The controls also felt really smooth and that part of combat was really fun. I may not have learned the game properly, but it seemed to me that the AI were really hard to avoid, and so it was super challenging for me to stay alive. As other mentioned, the font was a bit hard to read. I didn’t mind that when it was flavor text, but it was a bit challenging to make sense of in the store. Even with those two small complaints I had a lot of fun playing this!

I loved this! It was simple but super polished and fun to just blast ships. The warp-in spawning on enemy ships were a good move. I did really well until the wormhole opened, then I got immediately roasted.

Thanks for playing! Good feedback, we talked about adding that after it was too late lol.

Thanks, we really appreciate that! It was a lot of fun to make.

Seconding that I wish this was longer! The art and voice acting were both awesome and I got really into the story, would love to learn more about what happened before and after the game. Hopefully you can keep working on this, I’m sure the bugs can be worked out and this can keep turning into something really well made.

Seconding that I wish this was longer! The art and voice acting were both awesome and I got really into the story, would love to learn more about what happened before and after the game. Hopefully you can keep working on this, I’m sure the bugs can be worked out and this can keep turning into something really well made.

This was hard but fun. I felt like Sam Elliot. I’m not sure I ever figured out the right strategy, with only two hit points I think there were some ways to dodge bullets and fires that I never figured out, so some of it was luck, but I did manage to get pretty far. The art and animations are fantastic and the sounds really added a lot.

It’s a simple game, but it’s fun and plays well and the story and art and sounds really add to the mood. The rain specifically was a great touch, I love a good storm. I definitely wanted these poachers to fear the sound of thunder.

I love the mix of cozy farming game in a sci fi setting. The art and storytelling were really nice. I’m not sure if I was good at it or not, I didn’t really ever settle on any kind of strategy besides just making sure to use all of the items I was given and hoping the bounty hunters didn’t destroy my plants lol, but I may have been missing some things! Either way it was fun to play.

The sneeze sounds were so cute! I really loved the art and sounds. It took me a bit to figure out how to play (mostly because I didn’t read the directions very well at first :D) but I had a lot of fun once I got the idea. The only small thing I would like more is if when I sneezed, the flowers didn’t end up too close to the obstacles, so I could collect them again and keep speed.

My first run I had bad luck with the RNG, never got any kind of gun besides the pistol. My second round I had a lot more luck though. The sound, art, and effects are really great and they all come together to make the gameplay really satisfying. I love the firing animation. I did keep running into a bug where the game seemed to freeze after firing (before my animation could reset), I was only able to keep playing by restarting the game and going through the tutorial. Even with that issue, this was a lot of fun.

I love the feel of the words, the art and color choice was really nice. The audio also made the gameplay really satisfying. I wasn’t able to figure out what the map does, maybe this isn’t implemented yet?

My first run was pretty bad lol. On my second run, Glue Gobstopper got me at $42500. This is pretty addicting, definitely nailed the ps1 era feel. I’m not sure if there’s an end to the game, but the floor I died on was pretty brutal. Everything felt really good, the only thing I would comment is that it would be nice if I could see how much longer my powerup was going to stay active so I could plan better.

Pretty dark ending lol. This is so polished. The UI is super satisfying and immersive, same for the gameplay, blasting asteroids just felt so good. I regretted extending my range early on because it made it challenging to control which asteroid I wanted to target, but that got better as I become more powerful and it didn’t matter as much. Really nice job on this!

This is so good. I felt like two games, first a puzzle to just figure out wtf was happening, but then the game itself which was a fun strategy game. That coupled with fantastic art and the bizarre humor, chef’s kiss. No notes.

I really had fun with this one, each ability felt good. It took me a while to get used to the controls, but in a good way. I lost a bunch of my progress at once by falling, but because I got the parachute it was pretty easy to get back up and start again, so the challenge wasn’t too punishing. I think the bloom was a bit over the top but that might just be a me thing :) I would have played more of this game for sure.

Thanks for confirming, can’t wait to check out the sequel!

This has been so much fun, thanks for sharing this! The puzzle has made a claim to me in very clear terms that seems to give me closure, but I can’t tell if it’s being honest or cheeky because there is definitely a very specific type of information on each page that I haven’t even begun to dig into yet. Should I keep digging or is that redundant information?

I’ve heard a lot of compliments about this game and I see why! This feels like a complete game, I don’t think I could give any critical feedback, just great Halloween vibes. I particularly loved the music, jazzy and spooky!

This one is really well put together. The art is fantastic and the audio was really nice too. The whole thing feels very polished and has kind of a classic Halloween cartoon aesthetic that nails the cozy Fall vibe. I found it a bit difficult to tell which lane a firefly was supposed to be in though, maybe something like a lit spot on the ground to signify what spot the firefly is hovering over would be helpful! I hope you keep working on this because I’m sure with more time you would have animated the net swing which would be so cool. Great job on this!

Really well done. I love the art color choices and UI along with the cozy lofi music, just a really nice experience. I’ve played a few leaf raking games on this jam (I made one themed around that too last fall lol) but this one had a unique feel to it and I found it a bit easier to get the leaves to do what I wanted them to in this game. Great job overall!

Really nice game, a chill maze is the perfect way to relax in the fall. I love sprites and the colors, it it all worked together really well! The UI was really well done too. I think any potential critiques have already been brought up, I do agree it’s a bit challenging and there are some great ideas below for addressing that, but this is overall just want you want to play in a jam like this, great work to you and your husband!

Haha very fair point! And that’s what matters.

Lol! They do for sure, but my concern is that it doesn’t make sense. You’re walking “south” of the trampoline, not under it really, so it doesn’t make sense that you would bump your head on it when you jump.