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A member registered Feb 17, 2019 · View creator page →

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Thank you for playing!

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Thanks, glad you liked it!

Wow that was so much content for a 48 hour jam! I like how there were so many weapons and abilities you guys thought of and implemented, and a lot of levels too! I think that the main of rolling the dice for different power ups could have been cool if it had a bit more nuance than just timing it -- like maybe you have to go through the level quickly or else the dice won't turn blue, or you can overclock yourself to gain more benefits but also drawbacks. I'm sure there's plenty of ways you can go, but this was super impressive for a 48 hour jam, great job!

Cool game! I liked the idea that the explosions grow with how far they go. I could totally see more puzzles being introduced with a bunch of different mechanics. I think the controls were a bit weird, involving both the arrow keys and WASD. Maybe you could have it be like holding will enter firing mode, and then aim, and releasing will shoot the bomb? (You could add an indicator then too!) Great work overall!

Super interesting idea being a game where you only live for 6 seconds! I bet it could be a lot more intense with some time manipulation effects, for example if time slowed down as it counted down to 0 so that you could really edge out and get the next power up just before time runs out. Great work with all art and sound effects in the game, it feels great!

Cool game! I like that each of the dice have their own special characteristics. Maybe make them cycle (a queue) instead of grabbing it off the top each time so that you can predict what your next moves will be better? Either way it was super fun to run through the runs and the environments helped make the game feel complete! Great work on a solo build!

Yeah we were definitely taking those as inspiration, I love how wacky they can get. Thanks for playing!

Thanks!

Thanks for the info! Doesn't look to bad to set up from what I see = u =)-b

Haha I'm so glad you liked it! We had a blast making it and charging forth with all our goofy ideas c:

This was super well made! I loved the creativity, the art assets are great, and the post processing feels nice too. The music also fits super well. I think if the gameplay was faster, that could help a lot with the pace of the game -- usually at the start of fights, you set up all the dice you want, and then you just click the roll button a bunch of times. Even if all the dice rolled at the same time, that could be a lot nicer!

I loved the visuals! The various art pieces you did for the game are super nice and exciting to look at :o 

I think with a bit more time, you could really flesh out the depth and mechanics and make it super interesting. I could see so many directions this could go in!

Thanks for playing! The table's slipperiness is something we compromised on in order to make it easier to move around while also fixing bugs. I think ideally we would investigate different models for the dice to solve the issue too hoho

Thanks!

This was great! I liked the idea of tactically choosing what dice side is facing up, and the ultimate was cool how it flipped the dice too. The art was great and I loved playing as Jax, wish that green Ashe and blue Talon could have made it in the game too though :^)

The art was super great! Once I figured out the game and strategy, it was super fun to play. I got like 6 speed upgrades in one of my runs on day 15 and I was zOOMING. This was super great for a jam game, I'd love to see more!

That was super cool! I loved the presentation, and harnessing what dice is facing up for damage. You even went further with the special purple enemies only taking a specific type of damage. I only wish that the power ups had more to them (but 48 hours ofc). I had so many ideas for what could have been, and I'm sure you did too. But the polish you spent the time on was definitely worth it, it feels amazing and I didn't experience any bugs.

Cool game! I liked the different ideas for the various bosses and power ups.

Really well polished! I love the idea of having your game's background match the itch page's background -- I'm gonna have to take that one for later c:

Great game, loved it when my d4 rolled 2730

295 🥶🤝🥵

Me and the boys going for our isekai prince in the discord call 👌👌👌👌👌👌

The art was really nice, between the opening cutscene and the board. The writing was also really fun! There were a few bugs with programming I'm sure you guys know about, and it could maybe help if at the start the game board pieces had more contrast so they're easier to spot. But it was super fun and we had a blast! (I came in second of my group T A T)

best game i ever played, truly the dark souls of aeroplane simulators

Haha yeah a lot of things break when you're supposed to break things. You can watch the video in the description to see the full playthrough!

Thank you!

Lion Manhattan Bomb incoming

Floating leaves for atmosphere was definitely a plan we didn't manage to get to in the jam 😌

💀Thank you LOL

Really nice game! I liked a lot of the world building and different mechanics in the game. The visual text effects were also really nice! I noticed the attack sprite's anchor point is a bit off, so when you attack the character moves back a bit. Other than that, this is really nice for a jam game, great job!

Thank you! I'm glad you liked it and we were also surprised we managed to fit everything in. We got lucky and scoped it like a sniper -- and a programming-wise it wasn't too hard. We weren't really sure what to do for the ending other than have some bad puns haha, maybe we'll add a 4k cutscene in version 1.1!

Thanks! Originally the final slider wasn't randomized, but that sometimes led to unsolvable puzzles, so we just randomized everything until it's solvable :)

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Really nice! I haven't really seen this idea too much and the addition of the invisibility bar really makes it more interesting! I would love to see more puzzle mechanics with it, like maybe tubes or teleporters or some sort of funnel on walls. This has a lot of potential! 

I haven't seen this idea before! The voice overs were a fairly unique touch and I found them to be kinda funny. There wasn't that much instruction so it was hard to discern what happened, but I managed to figure it out and solve the first two levels! (The third was really hard though haha). I think a little tutorial level or two with just one or two guys and a few arrows could be really beneficial to explain the mechanics without giving the player a wall of text! Really good work and great creativity!

Thanks! Can't wait to see you at Game Awards 😎

Outstanding piece, the soon to be award-winning TTT should be in every serious reader's collections. On a more constructive note, the story was really great! It was nice and short and the hint system was really nice. It would have been really nice if there were some sound effects maybe, like when you flushed or found an item, but it would be a kind of all or nothing type deal. Also, I think it would be nice if the background wasn't full black but more gray, and the white text was less white and more gray -- just a bit softer on the eyes. Great work and very charming!

Wow that's a lot! I'll try and respond to each paragraph.

  • We tried to clear the communication fairly soon on with the first set of puzzles, so that by the time you're onto the actual map puzzles you know for sure.
  • I briefly considered the indicator idea but it would have been annoying to get to work with the pixel perfect canvas and also we didn't really have the time to budget towards it at the end.
  • This definitely true, but we wanted to give some new players a chance to look around freely and, more importantly, to realize that there are borders outside the grid. The slider map could maybe use a redesign to show the waterfall, alcove, and beach areas, but we didn't think it was pressing enough at the time.
  • This is true -- we do have a discoloration on the Slider of the tiles and corners with the QR code, which some of our other commenters noticed. I saw that there was some color differentiation issues though and I can definitely see the issue with just walking around. We planned on making the ruins actually more ruin-like, but didn't really have the art assets for it haha.
  • The river guy showed in a lot of problems and we've basically just changed his dialogue to try and be more clear with the player of his goals.
  • The river was supposed to help on the final problem a lot, and Romeo & Juliet being together. Aside from this, there are two possible configurations for the U shaped piece (while leaving the middle empty, which the game doesn't really tell you), but the having pieces click into position when done idea is really good! We hadn't thought of that and will definitely note it for the bug fix release.
  • Collision was just a matter of not enough testing and we have some spots where it doesn't work written down, the knot puzzle really served as an introduction to like "hey the puzzles can be on the tiles too, not just exploring around", and the start tile was intentionally left only top/right so that you would explore the top/right areas.

Thank you for all the feedback! I will be honest and say that a good part of the design was really just luck in things coming together, but a lot of it was also the hard work from everyone on our team. Thanks again for playing!

Ooh we weren't sure which button to make the bring up the map button at first and settled on TAB for that and E for "everything else". At the end you needed to rearrange the entire map which is like solving any slider puzzle.

Thanks for trying to play though haha! I’m not sure if you saw but our web and Mac builds also failed T v T but I’ll look into it after the jam. 

HahA this game is really funny. I felt like Madeline throwing Theo around in some levels and was zooming though. I liked how many different levels there were and all the sound effects associated with all the hitboxes! I did a lot of mid air throws but I don't think that should really be expected of new players. The ending was really funny too, great game!

Yoo thanks for playing! Oohh its a QR code! So you need to scan it either on your phone or some website. It should point you to the next piece!