Skip to main content

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

FONKY

11
Posts
3
Followers
3
Following
A member registered Feb 08, 2019 · View creator page →

Creator of

Recent community posts

Nice entry, I liked being able to destroy the environment using the rocket arm and there was some interesting platforming. At some point the arrows pointed me through a lava pit and I assume I should have found a new ability to be able to pass through but I couldn't find it.

This is a charming and atmospheric game! I love the visuals and the narrative elements, however I couldn't progress past the first boss since the door doesn't open after the encounter. I think the controls being stiff kind of plays into the whole claustrophobia idea, however the game has a lot of other bugs/soft locks that can be ironed out with more time. Overall a great accomplishment for this game jam!

Pretty cool game! I liked the horror elements and the lighting, and the enemies are spooky for the first encounters. I found the combat to be pretty easy once I got the hang of it, shoot and retreat to reload. It would have been more challenging if the enemies would alert each other once combat starts. Overall, a fun game!

Had a lot of fun playing the game! I really liked the jar ability and solving puzzles using it. Unfortunately, I kind of got stuck after getting the second ability and couldn't complete the game.

Fun game! I loved the movement and the background music got stuck in my head

Fun game challenging puzzles. I don't really understand the purpose of the timer, though, and it felt weird that I was able to walk over the top edge of the wall but not any other wall. Still, a really interesting take on the theme!

Interesting game. I think it would have been better to have the game more zoomed out, so you would have more time to react. The difficulty would then increase by the fire rate of the dye, instead of a smaller reaction window.

The art is impressive considering it was done in such a short amount of time. The gameplay was also pretty fun and interesting at first, but at one point I realized I could just choose to defend every time, which resulted in me winning every fight without even getting damaged, which made the game extremely easy.

It took me about 15 minutes to figure out what I had to do, but once I did I did find the concept to be pretty interesting, though not being able to see the faces of the cube on the cube itself makes rolling it around pretty confusing. The instructions are also vague, so I had a pretty hard time understanding what was really killing me (especially in level 2) or what the icons on the cube's faces do.

All in all, a pretty interesting puzzle game which would really benefit from a better presentation.

Response incoming :D

  1. Thank you! Even though most assets weren't created by us, we did spend quite some time choosing assets that fit and make the game look consistent.
  2. We had a pretty hard time coming up with an idea for this theme, and definitely could have been more unique, as this is mostly just luck-based Plants Vs. Zombies.
  3. Unreal can be quite heavy if not optimized properly, and unfortunately we had no time for it. :(
  4. Some pawns are stronger than others and you can see their hp is represented by their color, which could have absolutely been better communicated through the tutorial.
  5. The bar at the top shows your current dice. You can buy different dice (d4, d6, or d8). D4 are the most expensive but also the best ones since having more of them gives you a better chance of getting a "yahtzee" or "full house". So let's say at the beginning you want to buy a lot of d8 dice because they are the cheapest, but later on when you get more resources(by buying more candles), you want to get more d4's but your inventory is already full, so you have to choose which dice to take out. Again, this should have been explained better in the tutorial.
  6. Oof, very true. This is what happens when the developers are also the playtesters haha. Having the game be more of an action-defense than a tower-defense is intended, as we tried to get a more fast-paced feeling where you get better by buying better dice (resulting in better dice combinations), rather than getting better by building stronger passive defenses. This is of course an issue when the game's difficulty isn't balanced correctly though.
  7. 100% agree, if only there was more time haha.
  8. Yep, we planned for more variety, but as you also mention, the time constraint limited how much we could do. We had a lot of fun working on the game though, so who knows, maybe we will add some more stuff after the voting period is over.

Thank you for the review! A lot of great feedback here.

Known Bugs are already in the readme file. But I've added them now to this post as well so that they can be easily found