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pixelberk

169
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10
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35
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A member registered Jul 21, 2022 · View creator page →

Creator of

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Yes, I mean showing the player the best possible score on that round. Rerolls aren't dependent  on an explicit seed (maybe they should be). The best possible score would be recalculated after rerolls or even maybe after an ingredient is dropped into the cauldron. That would give the player immediate feedback as to if their action was good or not.  I wasn't thinking about normalizing the score depending on the BPS though. I set out to make a luck based game, so in my mind the BPS would be more like an indicator for the players not to spend too much time calculating that round and preserve their cognitive stamina for a round where they would actually be rewarded for it. 

Thank you for playing! That's a very interesting take. My gut instinct is that making sure the demand is always exactly matchable is not mathematically trivial.  I'm positive the players would be able to fairly easily deduce which ingredients are needed to get a perfect score. With that being said, how would you feel about having a "least possible discontent" display? I think it would be especially fun to see how it changes after rerolling an ingredient. The player could also be able to better tell how well they did in any given round. Thank you for your comment. This is fun to think about :D

Yeah, I might come back to this project in a couple of months to add exactly those things. Thank you so much for playing!

Thank you for playing!

The game bugged out on day 3 once, right after I submitted the potion without any ingredients at all. It also bugged out once on day 6. Can't get enough of the music. The visuals are so good too. 

plaguebringer was scary looking. I was sure I was going to die but it didn't take many hits to take them down. The art is top notch. It would go a long way, in terms of playability, if the player didn't have to drag and drop the spells to the bottom and instead they could just click them to put them in the first empty slot. What would be even better is if you could click a spell, then use the numbers on your keyboard to put it down to a slot to mix it.  Also, the mouse input is quite laggy, maybe because of the way the custom pointer is implemented in Unity? Overall, it's a very fun game.

Very cool creatures!  I wish I was able to open up the "egg and baby creature holding panel" on the left while looking through the book. 

I got 652! Cute game :D

yeah, I get that. I didn't have enough time to animate the scoring equation the way I wanted to. Thank you for playing!

Thank you for playing!

Thanks for playing! I didn't do as good a job as I could have done demonstrating the how the score gets calculated. I will be adding and modifying a few things once the voting period ends. 

yeah, unfortunately I wasn't really able to work on the game this past week so I couldn't implement win or lose conditions. I didn't have enough time for the audio either. Thank you so much playing. 

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Thank you for playing!

fun game, catchy tunes. 

Glad you enjoyed it. Thanks for playing!

Thanks for playing! Thanks for the feedback!

Thank you for playing!

Thanks for playing!

Thank you for playing!

Thanks for playing :D

Even if there's a web version?

thanks for playing

Nice game but the controls were a little too buggy and difficult. 

fever dream of a game

Thank you for playing :D

Gregory messed me up even though I lit him on fire. I can see why you couldn't get to everything you wanted to make. Because there's a lot of content in this even as it is. I really like the cute 3D town. Overall, nice entry!

I love all the posts, I want them on my walls.

The art is so great. I wish the game had rebindable keys or at least an alternative control scheme. 

Thanks for playing! I like your profile pic :D

Very cute game. There has to be a downside to opening a frog's mouth, it is easy to spam everything currently. Alos, trying to time four frogs is too overwhelming for me.

great art style. I found the game to be way too challenging especially for a jam game.  

love the art style, loved feeling the progression viscerally through the scale. Very nice entry.

It'd nice to have the hardware mouse rather than a sprite that follows the cursor, the sprite following the cursor is always will be one frame late. You can change the look of the default hardware cursor too. Very fun game. I died at level 52. The visuals and the audio are great.

This is a short and simple game that feels very sincere. I like it. 

I forgot about the 5 W's until the very end. The reveal was I little confusing probably because I was fiddling with the controls as it was happening. However, I do feel it wasn't properly foreshadowed either. The link to the actual collection of photos and the essays was very cool and unexpected. I'm very pleased to see a type of game that feels way outside of the usual stuff seen on jams.

I love the premise and  I love what you were able to do with the assets. The character controller needs a lot more work though. It doesn't feel good to fly as it is. I would love to be able to align myself without having to hit a dedicated button for it. The strength of this  game really does depend on how it feels to fly and I think it has a lot of potential.

I really enjoyed the levels where it felt like a mix of puzzle and action rather than a game of pure mechanical finesse.

cool game

Very cool game. I love how the character is strong enough to kill themselves if they run into a wall. One annoying thing about it is that them dying even when the door is open for the next level. I kept intuitively walking forward and dying instead of waiting. :D The game is underrated because of the lack of a web build I think.

I don't understand what digging actually does. It seems you set the display resolution way too high. In my opinion, it'd be much better to keep the default resolution on itch and turn on the fullscreen button option. It's a really cool take on the theme.