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philbgarner

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A member registered Mar 05, 2017 · View creator page →

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I hear you man, always too many features for the time available in a game jam.

Yes this was written with React, 3d parts with react-three-fiber and the poimandres Drei helpers/utilities.

I use React every day in my day job so it was a natural fit and since it's web-first it's perfect for gamejams. 🙂

Love your graphics and the concept is really unique, I did find the controls a little difficult at first but I got the hang of it quickly.  I wish there was an animation when you finish your spell that shows it hitting the enemy and visually indicates if it was the ideal type for that creature or not and then some floating damage text.  Nice work!

This was fun, showing the path you took and the action log in the end game screen was a nice touch.

It did get a bit repetitive, but overall I think you did a great job.

Appreciate your feedback, we plan to use everyone's great suggestions to improve it after the jam.


Thanks for playing!

Man this is really slick, animations and movement are really satisfying and your visuals are excellent.  Really love your environment assets, so nice.

After the office mission I was still short on cash to advance to the next one, I must have missed some important loot.  Still though, a very smooth experience.

The multiple tools element was a nice touch, gave me a reason to backtrack to pick the lock on the safe.  Great work!

Yeah once the idea was suggested I couldn't get it out of my head!  I really enjoyed your submission also, thanks for playing.

Really cool vibe and I love your graphics, those monsters are legitimately creepy.  Love your designs.

I find it difficult to get the RPS to work so I think I wasn't really getting the most out of combat.  

Your sound design was great, those environmental noises were creepy and ominous and worked really well.

This was fun, I enjoyed the esthetic and the soundtrack was great.  I did have a hard time reliably drawing the sigils but when I got one it was pretty satisfying.

The UI is well done and everything is so cohesive.  I would have loved a difficulty setting, or maybe failing a sigil still does 2 or 3 damage so it's not quite so punishing.

Really nice work!

Thanks!  We appreciate your feedback.  Imaya did a great job on the sprites and tileset.

Thank you so much for the detailed feedback, you're absolutely right the summon mechanic is critical and we didn't do enough to make it clear to the player how it works and how to summon them.  We had a tutorial planned but as jams go we ran out of time. :P


I really like your idea of having an overall map, we'll be sure to address this in patches after the voting period.

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It was quite the challenge to take a unique mechanic like this and figure out how to make it fun within the allotted time, a lot of good ideas that had to be cut due to time.

Thanks for playing and for your feedback, we have lots of ideas for improving it after the voting period ends. 🙂

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Thanks for the feedback, glad you enjoyed it!

I hope you also figured out how to dance with them...

Thanks for the detailed report. lol  I'll come back to fix these bugs I just can't look at that code right now.

That was fun, the "walk me somewhere" feature was a nice touch.  Saved the trudge back to town and it helps get some direction.

Thanks for playing!  Appreciate the notes, I'll make sure to fix those issues when I update.

I was considering an 'autoexplore' option where you just press A (like Caves of Qud) but ran out of time, I can give that a go also in the bugfixes patch.

Wow, this was so much fun.  Amazing work!

Thanks for reviewing, you're absolutely right about having a bunch of weapons that do the same damage but have different names.  There's no point.  I like your idea about making them have extra abilities depending on the enemy they're used against.  I appreciate you taking the time.

hah Amazing, I thought that might happen if anyone made it that far but I ran out of time to make extra content.  I can definitely patch after the jam to make the camera angle adjustable.  Thanks for playing, and for the review!

Amazing artwork, and I love your lasso mechanic.  Great job!

Wow, incredible work here.  Made me nostalgic for playing Warcraft I way back in the day.  I love the artwork and you nailed the retro RTS gameplay. 

Love this game! Simple and fun gameplay that gets progressively harder, you did a great job.  Graphics are nice and there is just the right amount of juice.  I really like how you show how far the player made it when they die, keeps you motivated to try again.

Thanks man! Yeah I definitely will need to budget more time for playtesting next jam, build early and test on multiple devices.

Man, this was very fun.  I was looking forward to trying it after watching your progress on discord.  Simple but addictive gameplay, really nice graphics too.

Love your graphics, and I enjoyed the fighting with enemies though I feel like they could use a slight kickback when you damage them.   Overall very enjoyable!

Solid concept, amazing artwork.  Really enjoyed it

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This is quite a charming game, love your pixel art.  I can't believe how much detail you managed to get in there, this kind of game is so hard to do in this amount of time.

I had a crash after Sprinkles died where the dialog repeated but Spyro had already appeared, and one after Spyro died.

Weird to see kitties instead of dragon flies after watching your progress on discord.

Appreciate the report, I'll make sure this gets fixed after the rating period.  Thanks for playing!

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Love the concept, as others have said the minigame is slightly too difficult but the graphics are great, and you made a tremendous amount of content.  Really enjoyed it.

Wow, that was fantastic.  Died 189 times.  Great job, I can't believe you finished this so early there's a lot of content here.

Amazing work, this is really fun.  Loved the music too.

My own personal line on this is if the assets are CC0 and freely available to anyone else online then it's fair-game because everyone would have the same advantage.


In this case, I personally wouldn't use them because it gives only yourself an advantage.  Seems like it's counter to the spirit of the game jam.

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Thanks for playing and for your feedback!  I think the movement could be adjusted easily, I have player speed, velocity  x/y and max velocity x/y variables that can be tweaked.  Are you thinking it needs a little more acceleration speed so you can react more quickly?

This is one challenge I found from the 64x64 size: how fast should the player object move so that it doesn't zip across the screen.  If this wasn't a game jam entry and I had more time I would have liked to have asked people to do playtesting and tweaked these values before submission but such is the nature of a game jam. :)

Got some strong Little Nemo: The Dream Master vibes from this.  Well done!

This is very well done, nice job!

Very well done, the gameplay concept is simple and innovative.  Graphics are awesome, I really enjoyed this submission.

Hi, sorry for the delay but after a bit of a hiatus Yes I am still working on this.  I'm going with a paid asset for the world map now and will hopefully make faster progress now that I'm not bogged down implementing basic stuff like that.

I'm really enjoying this! Looking forward to more updates and content such as conquering (and perhaps founding?) settlements.

That was fun!  Good thing you gave us unlimited lives...