Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

rafabulsing

16
Posts
1
Followers
A member registered May 19, 2020 · View creator page →

Creator of

Recent community posts

Yes! Because, like, from 3 examples alone, there are more than one reasonable/possible rule that could fit the that cards were played. If there were one or two more players at the table, you would get a few more examples before your turn, which in turn could help you eliminate some more possible rules, and find the correct one. 

You could argue that it would make the game too easy, but I think the time pressure would still make it quite a challenge.

Yeah, that makes sense. I guess then having more players in the table so you had a few more examples of the rule before it comes back to you would be the path to make it a bit more fair!

That's really just the end of the game! The lap counter says "Last lap" before that, but then it updates to Lap 4 when it actually finishes which I only realized right before submitting and I was out of time to fix it, so yeah, it's confusing, sorry about that!

"Reverse Duck Hunt" was one of the ideas I floated for this jam and I'm so glad to see that someone actually went with it.

The game is good casual fun, even if there isn't much depth to it. I think the main thing missing is some mechanic that forces you to go out of cover, instead of you being able to just hide forever waiting for the perfect timing. If you add that, the game would instantly become twice as enjoyable.

Clever idea with cute presentation! I think having the list of what the rules *could* be would make it more enjoyable, since otherwise it's just too hard to figure out what the patter is from 3 plays alone. Maybe adding more players to the table would help on that front as well.

But the idea really is good and the time pressure for figuring out the rules is challenging and fun.

Like a lighter, fantasy themed Papers, Please. The art is cute, the mechanics are nice. If there's one thing I would add, would be to allow using the arrow keys for enchantments. Of course, some evolving story and more complex requests like in Papers Please would be awesome as well but that's way too much to ask given the short time frame.

All in all, a sweet entry to the contest. Would love to see further iterations on the idea!

Oh man, this is so good! The intro screen is great just by itself. I specially loved the SFX, the Universe "voice" is quite unique and interesting, and it juxtaposed with the *bark*s was comedy gold. Loved the writing as well!

Gameplay wise, I think it's a cool base for a game! I felt it could do with more risk, some way of reversing progress if you screwed up somehow. But also, the progress bar could fill a bit quicker when you do make a successful throw. Strong entry overall and I'd love to see it expanded further!

It's wild the kinda stuff we don't notice sometimes. Making the walls less sticky would definitely be an improvement!

Glad you enjoyed it!

Tricky control scheme that may seem at first like a "just try anything until something works", but once you understand the orbital mechanics of how your positioning relative to the sun and to the craft interact with each other, you can get much more strategic with your moves. The last level was very hard but also so satisfying to complete!

The visuals are great, the music is nice, and the radio chatter at the beginning was a great touch theming wise.

Oh man, thank you so much for the kind words!

I have a couple of ideas for how to incentivize more strategic movement, as I feel right now it's too on the "just move around randomly until something comes out of it" side. Exactly because a full d6 is a bit too complex to think more than a move ahead. Like, "ok, I'm on 3, if I move left I'll end up on 5, and if I then go down I'll be.. I have no idea".

So I've though about simplifying the die a bit (still a cube, but with 1,2,3,1,2,3 instead of 1,2,3,4,5,6), or maybe doing something like, the die starts as all 1s, but strategically placed tiles with numbers on them would "stamp" than number on your die as you roll over it. So movement starts simple and slowly gets more complicated.

In any case, thanks for taking the time to comment. You really helped my motivation to keep working on this game :)

Thank you! Good point on just finishing being an accomplishment, certainly felt like it :D

Thanks! I mentioned elsewhere that I added the SFXs last minute, so I didn't get the time to get properly annoyed by them and reduce them to more reasonable levels lol Thank you for taking the time to play my game, and for your nice words :)

Thank you! I agree that the levels are not puzzling enough, I ended up spending the majority of time just getting the mechanics down, so I didn't get around thinking through some more interesting puzzles. Will definitely work on that on v2!

Thanks for the kind words, and for taking the time to play my game!

Great idea and nice presentation! Although there are only 2 "special moves", combining them feels good, and the mechanic could be expanded to include more. I found the game hit a nice level of difficulty, not too hard, not too easy. It's a bit short, but that's understandable given the constrained time.

Would love to play more of it!

Thank you, glad you enjoyed it! The mechanic did come out more interesting than I expected, honestly. Unfortunately, as it is, I think it's a little bit *too* complex. If I had more time, I would go with a simplified dice (like, with just 1, 2 and 3), maybe working the way up to a full D6. As it is, I find it too hard to plan more than just a move ahead, really (and to create interesting levels, tbh, which is why there are only 3 "real" (non-"tutorial") levels).

Still, as my first game ever, I'm proud of it. Thanks so much for your comment!