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PhindieGames

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A member registered Oct 05, 2020 · View creator page →

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Loved it! I'm not the best aim but it was fun to try. And the menu being controlled with the gun (including the leaderboard) was a really nice touch!

Really liked it! Clean, simple, fun! But I do wonder, is there a way to see your deck? It was a bit confusing to me to suddenly get 13s or 12s (I believe in Blackjack the highest is the Ace 1/11, and otherwise it's 10JQK worth 10?).

Wonderful! I love the walking animation, the music is great, and the loo roll health bar is a nice touch. I do think there could be a bit more feedback when getting hit or hitting other enemies.

Wonderful! I love the walking animation, the music is great, and the loo roll health bar is a nice touch. I do think there could be a bit more feedback when getting hit or hitting other enemies.

I was pretty bad at the game but I loved the art style and idea! The music came in a little too loud for me. I liked the black holes pulling you in.

I like short games in a gamejam :) makes it possible to get many impressions and sample more of the submissions. I did run into a bug where I accidentally dropped one of my KO targets and couldn't pick it up anymore because it was behind an alive target.

Currently the targets get their faces only after you have to hunt them, which makes them stand out a lot. I think it might be interesting to consider giving all the targets faces from the get go, that way it's actually much harder to find the target!

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The visuals and the feel closely match what you'd expect from something like this, well done! But unfortunately, I had trouble harvesting. I just couldn't figure out what to do. The intstructions say to use E, but I cannot tell if my crop is fully grown. And then instead it just puts in seeds. Even after having nothing in my top right slot! I also really liked the book... but then found it a bit cumbersome to use ˆˆ; but maybe that was supposed to be part of the challenge.

Im on macOS :( I only see windows and Linux downloads

Thanks so much! When developing it i had no idea the wanted poster would be the hardest part, but I was quite happy with the result. (Of course I could tweak the numbers to change it, but I was happy with how that played out)

Great music and visuals. I particularly like the scene transitions, how was that accomplished?

Unfortunately I ran into a bit of a scaling issue, and it was also not possible for me to end my turn (it would highlight on hover but clicking didn't do anything).

Very impressed with the visuals! Unfortunately I didn't have the best setup for trying this out (just a trackpad). That said, it controlled quite smoothly! But I did find it very hard to dodge the airborne enemies, partially because it seems you can kind of "stick" to them, but also partially because I feel I need to get out of their way more: I didn't dare to "just try and kill them before they get to me" after they softlocked me out of the game the first time :'D
On the first screen, I liked the use of font because I just thought it was alien haha. When it turned out I was expected to be able to read it, I unfortunately couldn't.

But I don't want to make this too negative, I am seriously impressed with the game! Especially for a solo dev! I feel like the music and art worked together really well, and overall it felt very polished.

I have a 2560x1600 display (M1 mac) and wasn't running full screen. 

Strange, but good to know. Thanks again!

My overly ambitious draft had ten mini-games ^^;;, I knew it was overscoped but I had no idea just how much! But that's partially also due to being very rusty with Godot and this being perhaps my second time working with shaders (for the poster game). Thanks for the kind words!

It was a bug in the renderer indeed, but fortunately I was allowed to upload a fixed version of the game (that avoided using the bugged feature).

Thanks for sharing! I managed to track down the issue and uploaded a patched version! 

It took a while to figure out what was going on, but it is now fixed!

Thanks so much! I had already looked through the devlogs since I thought you'd mention it there. Excuse my ignorance, I'm not that familiar with Itch besides the storefront/jams, but even knowing that it's there I cannot find it if I would look for it a regular way (no button on the profile or creator's page). How would I be supposed to find it? I might be missing out on so much good content!

Great you liked it! Unfortunately if you fail with the poster at some point it becomes impossible with the web export :( tracking the bug down but it looks like it might actually be a bug in the renderer. I'm hoping to do a post-jam release where you can also revisit the games individually :)

Thanks so much! That mini-game was definitely in my mind when I made that. Let's just say that imitation is the highest form of flattery ;)

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I had come back to see last month's winner, and while I didn't play the other games, I understand why it would've won! Great effort :) For my own perspective, if you don't mind, how long did it take you to make this? And from the lack of credits, do I understand correctly that you did art, sound, and coding (or is there some CC-0 stuff involved)? I especially liked the characters! In any case, congratulations!

Unfortunately the game doesn't load for me. You can request to be allowed to fix game breaking bugs on Discord, I'd recommend it!

Great work, especially for so little time spent making it! I liked the cake easter egg. The controls were a bit clunky (I didn't really find a good reason why it would deviate from the "commonly accepted" scroll wheel or 1/2/3 selection) and unfortunately I had some issues keeping my mouse attached to the game (which made me pull up my bookmarks if looking too far left). But very impressed regardless. The second level was a bit confusing for me, I pressed R (or I thought I did?) but it didn't allow me to complete the level. But I'm gonna assume that's on me haha.

I agree with Diluvian, the basis is cleary there but it's a bit hard to play with red-on-red. I also found it hard to read what the other enemy type was, and the bullets of the enemies were very fast, didn't expect that. I think even a few small adjustments would make a big impact on how the game feels!

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Great effort! Unfortunately I had some issues where the text was rendered off to the right, and then later the foraging game was rendered only on the left with a floating button on the right. It was initially also a little unclear to me what to look for in the foraging minigame (e.g., I was looking for the green mushroom but it wasn't in the book. then i learned that the product in the inventory is different from the one in the woods). I like the interpretation of nature's bounty.

Experiencing the same issue unfortunately. The concept could be interesting!

I'm sorry, maybe I misunderstand the goal. But whom or what should I shoot? I tried shooting at the spheres and cubes, and that didn't seem to do anything. Shooting the blue people is bad, and I did not see anyone steal a cube even when the counter goes up. 

I like the idea! It's unfortunate you didn't find time to tune the difficulty, since that makes the gameplay a bit flat. The opening menu rendered only on a quarter of my screen, but the hover animation on the wild cards was cute.

Thanks for letting me know! I'll look into that. It never happened to me before. Could you provide any details to help me reproduce the bug?
(this puzzles me since in principle each minigame is a separate scene which is destroyed and created each time, so it _should_ be independent of previous failures...)

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Wonderful menu and start! The gameplay is straight forward but enjoyable, though I had some issues exiting out of dialogue when ships were shooting at me. The cut content on factions could definitely make it more interesting to establish relationships, maybe add some bounty hunts that benefit some of the relationships, etc. Love the water shader and the commands by the ship as if its being called by the crew.

Thanks a lot! Being able to avoid (some) of the guesswork that is normally so frustrating in minesweeper was one of the goals! Still want to tweak it some more because there's still plenty of guessing, but I guess you can't really control it all with random setups :)

The sound was fun! Otherwise a fairly standard tower defense game, nothing wrong with that. However the balance was a bit off, and it was hard to tell when you can place which towers (probably the cost should be shown somewhere)

killer background track and art :)

have fun with it! I’m sure there’s room for more than one minesweeper rogue like :) (if none exist already, I didn’t check)

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Haha thanks. I was initially going to provide an alternative sound track through the options (I know I'm not the best singer and I agree I would have normally gone with something more ambient) and a roguelike mode was something I considered, but for both I didn't have enough time. I was hoping to explore it after the jam.

Thanks for the kind words! Sorry to hear the green was a bit too much. I still wanted to revisit it but alas, not so much time in a week after all. Same reason I didn’t have a better introduction to the “items” (satellite and red planet). I hoped the text + quick possibility for trial and error in a short journey would help circumvent some of that. 
just in case you are still wondering (or anyone reading this): a satellite gives one use it the radar power which you can use from the bottom left, which then lets you reveal any 3x3 section of the map. The planets gain you an extra life (indicated by a ship on the bottom right, though if you have more than 3 lives it still just shows 3 ships).

Oh that's a great idea to make the end screen more interesting! Thanks for the message!

Haha, the results are sometimes very interesting! Thanks for the message!

Thanks! We agree that should've been in the game!