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pwdl

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A member registered Jan 23, 2025 · View creator page →

Creator of

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I enjoyed this one. Good implementation. The visuals sometimes overlapped a wee bit too much for me and made it more difficult as a result. I've not really played rhythm games since the days of parappa the rapper and other similar old school games - so was good wee reminder. Especially the tutorial and 'dialogue' delivery. The distorted visuals and sfx were spot on too.

Well done on a great jam submission team. Kudos!

Thanks for the thoughtful feedback. I appreciate it.

Your game definitely delivered on the strange places theme and kept the foreboding atmosphere up to the end. Thanks for playing and the review.

This freaked me out somewhat and as that is what you were going for kudos! Great use of the dialog/narrative pacing, was purposefully slow keeping me on the edge of worry. Great game jam entry. Good work.

Thanks for playing and the comment. Aye - the controls are a bit finickity and that's a common bit of feedback and so need/want to address that. Glad your take on it was that it made it stressful/thrilling rather than frustrating.

Thanks again.

Thanks for playing and the comments. Cool that you managed to get out and thanks for sharing it took a few attempts. The enemy/monster spawn trigger is related to tile count and the 'hunt' behaviour again triggers based on either tile placed count or the existance of the exit (depending on difficulty level as well).

At the moment there is no way to deal with the enemy, but toyed with a combat mechanic and a fear of the light, but need a lot more time to work through the behaviour and logic.

I also had a mode that included the exit you needed to build towards, but the tile/shape and orientations sometimes caused that to be quite difficult to get to and often in testing, I overshot it and so couldn't quite get to it... that was more annoying that enjoyable so I backed out of that design choice rather than try to work through and solving it.

I did add/leave a few hidden keyboard controls (G) to generate a random dungeon and (Backspace) to spawn additional enemies. One of those helpful dev/debug features that I left in cheekily and tbh can make it pretty tough to escape.

I really enjoyed making this one and hope to find/make time to develop it further.

Thanks for playing. I daftly removed the 'Tab' button message and went for a 'Build mode' label when it is active instead as the game sort of enters a pause state when you are in build mode. Maybe I could slow down time instead of completely pausing it... oh that might be a good vibe. Your comment got the brain thinking. Ta.

Agree with your other comments about controls and again I had the doors auto opening when the plate is stood on, but I switch that to an 'interaction'... some poor design choices in that last sprint for the submission deadline. :)

Thanks again for playing and the feedback.

I have played it and enjoyed it thoroughly. Definitely took a bit of inspiration from that and was going to include a foot step counter at one point. :)

Thanks for playing.

Played and rated. Thanks for sharing - I have never played loop hero, but had heard of it. So it took me a few mins to understand your game. But once I got it - you have a solid wee game loop there. :)

It took me a few minutes to get an understanding of the mechanics and goals/actions. But once you understand the interactions / dynamics it clicks. I like the visuals too. Simple and clean!

Congrats on a well made game jam submission! Kudos!

I really enjoyed your tetris-like! Kudos on a solid game!

I really liked this scoring take on a Tetris style game. I think a wee warning as you are playing when a row is no longer accessible about missing rooms might be good and then maybe being able to take a penalty to 'refactor' a floor to repair things would be cool. I think that this would be a fab wee puzzle game.

An excellent game jam submission. Well done mate.

Hi Barrie - I'd really appreciate some constructive feedback and comments.

Going to check out your game just now...

Have a wee look at Drawn Down - https://itch.io/jam/brackeys-15/rate/4310870. Thanks!

Played and rated. I really liked the vibe and design here. Visuals and sound were fantastic and very well designed. Kudos on a great wee game.

I really loved the visuals and vibe. Very atmospheric and engrossing. 

In terms of improvements and feedback, the intro fonts were probably a bit large and colour balance a bit off for readability and I wanted to just click outside the upgrade overlay to close it... but other than that the game loop is solid and engaging.

This is a superb game jam submission! Well done indeed.

Have a wee look at Drawn Down - https://itch.io/jam/brackeys-15/rate/4310870.

I'd really appreciate any comments and feedback!

I read through some of your comments and feedback and you are really being a fantastic help to folks. Kudos mate - will check out your game too.

Have a wee look at Drawn Down - https://itch.io/jam/brackeys-15/rate/4310870

I have lots I wanted to get in there, but time was not on my side and I just about got the game loop working and submission ready. (Literally down to the wire). I would love your thoughts!

Reviewed and rated. I liked your game more than I thought I would. Simple pixel art visuals, but the underlying random-ness and then giving the player back control to take the snapshots... sweet game mechanics there!

Great job!

I liked this one. Took me a wee minute to work out what I was supposed to do - but then it clicked. I liked the random-ness and then having to choose a good 'snapshot' that was inspired and gives the player control over the results. Great concept and idea there!

A fab game jam submission. Good work team!

Great visuals and script. I liked this one which surprised me as narrative games are normally not my fav. Rated and added a wee comment. Thanks for sharing

Reviewed and rated. Thanks for sharing!

This narrative based game isn't normally my jam, but I was intruiged and looking at it from a developer pov too. Characters and art work is great as well as the general theme/story. The shifting map was perfect for this jam too! Kudos. The script really got me laughing as well... television privileges, not tasting ice cream... ha!

When I finish with the dialogue and say 'Bye' you could probably take the player back to the mansion screen automatically - at first I was looking everywhere for something to hover over and click, but it was just waiting for me to click the Back button.

Music was a great fit, but I wanted a few more sound effects I think too.

All in all a great jam entry though. Good job team!

Cool wee game. I was surprised when the timeframe changed and I needed to ground myself in all of the new visuals. Nice mechanic!

I think having a phased approach to collecting with awards along the way is need to make the game more engaging. E.g. at 100 coins, reward the player with a bunch or keys that appear or even a new skill/behaviour. At 250 coins, just give them an award or achievement (doesn't need to modify the game tbh - just modify the game space in the player's head.)

Great work on building out all the maps and levels too! I need to do some good wee puzzley exploration.

Well done!

Thanks for the comment/feedback.

The enemies can open doors, but the behaviour is sometimes a wee bit erratic and they decide to patrol again rather than hunt. You might've been 'lucky'.

As with a few other comment, the placement is a bit frustrating (especially all the options with the combination of placement and rotation/orientation). I know I can improve on that and plan to.

Thanks again and good luck with the jam!

Thanks for the comment and feedback. You are spot on... I was wrangling trying to unify controller/gamepad controls with the keyboard/mouse set up and the next/prev placement options I ended up with are janky and annoying when you know where you want to place the tile/card. I need/want to work on that in the future.

Thanks again for playing.

Thanks for playing and the comment. Exactly the vibe and inspiration I was going for. Did you manage to escape?

Thanks for the comment and for playing! Love the comments on the camera and 100%, the 'auto zoom out' to show you the dungeon (without the zoom back in) is crap to be honest and I should've got that in for the jam submission. I just had a few too many ideas flying around and that ended up either on the cutting room floor or left on the drawing board in the end. Just managed to get the game loop working before the close of submissions.

Glad you enjoyed it.

Thanks for the comment. The control system is a bit overly complicated and understand that spawning into a dimly lit room with no backstory or guide is not the most intuitive and helpful starting position. :)

Glad that you stuck with it and sussed it out. Did you manage to escape?

Thanks zobara. I appreciate the comment and feedback. Especially from fellow dungeoneer. :)

Did you manage to escape?

Thanks for the comment and for playing. There is quite a bit of randomness and as you build out the dungeon, the exit might end up spawning in a difficult escape location. I'm sure you can get out/down.

I also added a few hidden key controls (G) to generate a random dungeon and (Backspace) to spawn additional enemies... can make for a bit of a mad rush and again with the randomness - you might struggle to get out.

Thanks again for playing and good luck for the jam!

Aye - the door controls are a bit hit or miss, especially when you are in a small corridor. I experiments with auto opening (i.e. a simple pressure plate) and that worked quite well, but I went back to the press E to toggle for my final build.

Thanks for playing and the comment! I am very keen to keep working on this and have a tonne of ideas on the drawing board and the cutting room floor. If you have anything you'd like to see, ping me a message and I'll see what I can rope in.

Thanks again.

Aye - traps placed for the monster and traps you need to avoid. There is so much on the drawing board and cutting room floor for this one. :) Ran out of time and only just managed to get my arms around it to build out an end-to-end gameloop that worked. I really enjoyed making it  though and working with procedural gen and 3d.

Thanks for playing.

Thanks for playing! Appreciate the comment.

Thanks for playing and glad you got the 'huh' moment when the enemy spawned in. Your comment brought a smile to my face.

I definitely want to work on the card/tile placement, even with the player controls of next/prev position and orientation, it is a bit janky and overly difficult to get the tile where you want it. I'll look into the T junction bug you spotted. Thanks for calling it out!

Thanks for playing. I did have the doors opening/toggling automatically, but wanted to add the jeopardy of having to press a key (I also played with auto-close as well (especially when you are trying to escape) - but I would need to allow the ability to interrupt a closing and allow the player to open again.

I had/have a 'collect' coins mechanic as  you walked around, as well as having to 'collect' your next set of cards before you can use them, but to be honest, with the random tile selection and the 'random-ness' of a player placing the tiles, that will take a lot of time to balance correctly and so I just allowed the player to request more cards/tiles at any time and it auto fills when down to the last one too...

I really enjoyed working in 3d and exploring the procedural generation side of things.

Thanks again for playing.

Thanks for playing. I need to try out that Yarr Escape room again. I had a quick look when I spotted a notification about your comment, but will take a proper look.

Thanks for playing. I haven't quite settled on the controls (was working on how to unify gamepad controls as well for far too long). Glad you enjoyed it.

Thanks. I had added a few hidden key controls as well to generate a dungeon (G) and to spawn enemies (Backspace) ... makes for additional fun wee escape attempt too... but it is completely random and more often than not... impossible.

Played and rated. Another dungeon game and a wacky attack mechanic. Definitely needed my mouse rather than track pad. Thanks for sharing.

Played and rated. This was a great one and got lots of laughs. Thanks for sharing.

Played and reviewed. I really enjoyed this game. Thanks for sharing!