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polygonalcube

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A member registered Jan 19, 2022 · View creator page →

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Hello! Commenting here, ‘cause I didn’t participate in the playtest. Great job! I like the improvements made. The only odd thing is that I got the good ending that references the fox’s advice before I even talked to the fox. Perhaps make it so that the rose only appears after talking to the fox?

Hello! Just giving my thoughts here, ‘cause I didn’t participate in the playtests. I like the new additions made to the game. This isn’t at all necessary, but one thing I’d consider adding is an interruptible jump, where you can let go of the jump button to fall earlier. Besides that, great job!

I think the zoom should be fixed now. Also, the game’s not a platformer, but I don’t blame you for thinking so. It’s much closer to Flappy Bird.

An interesting control as challenge game. Gives off some Getting Over It vibes. Well done!

Played before video release gang.

Linux version? Also, how is the game progressing?

Thank you!

Thank you!

Very cool idea and great execution!

Thank you for seeing it to the end!

Good luck to you as well!

Immensely creative idea and astounding presentation! The gameplay itself is somewhat unclear in the beginning and gets repetitive quickly.

Cool idea, but it gets a bit trivial when you realize you can just spawn asteroids in front of the player ship with no consequence.

Like the idea, but it crashed on me.

Thank you for the critique! We actually considered removing walking altogether, but struggled to figured out how that would work.

Always good to see Godot get used in jams. Was expecting to be playing as the treasure chest, but playing as the map is more original. The adventurers are a bit too aimless, causing long periods of time when nothing happens. Still a good idea!

Fair critiques all around. It's not impossible to make it past that section without attacks, but it is very difficult, and I don't blame you for thinking it was impossible. In retrospect, wall jump probably should've been a separate button, but I figured we were already asking the player to remember a lot of buttons and wanted to simplify things a bit.

It actually is possible to make it past that section without any attacks, but I made it way too difficult to do so. The idea was that it would incentivize players to keep the ground pound. I don't blame you for thinking it was impossible. Definitely should've raised the ceiling up.

Good points on the deceleration and wall jump height as well.

Also, don't worry about sounding too negative. It's critiques like this that make games better!

It becomes a lot to manage in the later levels, but I enjoyed the concept of controlling the towers themselves. The game clearly has lots of polish.

Very cool idea! I like the cutscene and spider animations. There are occasional bits of slow down, but nothing major. I feel like the book section require a bit too much memorization to clear.

Quite addicting (at least for me), and you really nailed the level clear screen! I feel like level 2 is the toughest of the bunch, but besides that, good job.

Thank you for the critique! Yeah, we wanted to give the player a lot of options for how to use abilities, but lost track of the keybinds ourselves. Glad to see that you enjoyed the idea!

The Linux version is much appreciated!

I'm not sure how this game is meant to be played, but there seems to be no punishment for tip-toeing through each level to never launch passengers and get a max score. It's a very optimal strategy, which is a shame because it's not a very fun strategy. I don't know how I feel about fun equating to high risk, low reward, meanwhile safety and assured victory is low risk, high reward. That seems backwards.

Linux version?

My main gripe with this game is that you have to mash to move. Mashing isn't fun, in my opinion.

Wow. I don't know what I was expecting, but this might be my favorite entry. The presentation (especially the music) gave it a huge boost.

Very interesting idea, or at least the framing is. The artstyle is pleasant. Music or sound effects would be a good addition.

Always love a good tower defense. The game does get quite easy, with minimal effort, which hampers enjoyment a bit. The game doesn't do anything particularly new or noteworthy for the genre, which hurts concept. Presentation and limitation are as close to perfect as you can get in my opinion.

Such a cool concept. I agree with others that the game would at least benefit from some music. Also, some of 2048's original game essence is lost with the ability to wipe out weak islands.

For jam purposes, multiplayer is something I said nope to immediately, but I'd be interested in returning to a project like this and adding some multiplayer. Could make for a good online multiplayer test (not sure if that's what you meant from the get-go).

Regarding strats such as bodyblocking the CPU, that's exactly what I wanted to push players to do: use superior intelligence to beat an otherwise superior opponent.

I think the use of the limitation could be stronger (perhaps the "grids" themselves spawn according to a grid), but overall, it's a pleasant game.

That's fair, regarding the decrease in scope.

Godot also won me over for the same reasons.

Thank you! I wanted the player to have quick acceleration and decel without it being instant.

You can thank Pixabay for the music!

Simple concept, but a lot was done with it, and it has a good amount of content, as well as a smooth difficulty curve.

Understandable. When the opponent was the same speed as the player, it was very easy, so the speed buff was meant to balance things out.

I like the idea of a find the right object game. Unfortunately, I ran into the same error that dg did, but after the second level.