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Ryan

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A member registered Mar 03, 2019 · View creator page →

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This was really challenging, but in a way that made me want to keep trying. Overall really polished, solid gameplay. Great work!

I can’t say I know much about clickers myself, but this was cute and felt very polished!

Not gonna lie, I still didn’t understand even after reading the comments. It looked and sounded nice though!

Nice work – really impressed with the hand-made models, that’s really cool. I did wish you could move the camera faster, though maybe rushing wouldn’t have helped me.

That’s exactly what I do – I have some scripts to generate a grid of binding buttons for actions, that I can just drop in the UI: https://github.com/rcorre/wildjam84/tree/main/bindings

Hah, I guess that should have been more obvious. I’m amazed you managed to smush any bugs without breaking a wall!

The creeters were crawling on those walls, you don’t want to touch them.

Glad you liked it! Yeah, it does tend to be a bit much for a browser.

Thanks for playing! “working” might be a strong word, if you didn’t see any spiders floating in midair you got lucky :)

Really interesting concept! The sound was great, and overall I liked the design, though it was a bit hard to pick out towers against the background.

The level of audio/visual quality was just incredible for a game jam. The animations too, and even the loading screen! As others have noted, the backtracking was probably the biggest issue, though control customization would have been nice too! (I’m a weirdo that doesn’t have ctrl easily accessible when my keyboard is in gaming mode)

Nice RTS take on the theme. It looked and sounded great, overall really polished.

Wow, this one was epic. Quick, fun, really satisfying destruction. All the “lizard” sounds at the end made me laugh.

Neat idea! Judging the throw was hard – showing an arc for the initial throw might have helped a lot. The sound was good and felt generally chill.

Fun game! I was reckless and did $26,000 damage. At some point the spiders stopped coming, it looks like they got stuck on a wall just outside the room. Based on the screenshots, it looks like there should be multiple rooms, but I only ever saw the one – I guess I needed to “beat” that level, but I always lost.

The room looked really good though, and based on the screenshots the other ones did too – nice job with lighting.

We had a similar idea for our game, but instead of trying to avoid damage, you’re just wrecking everything on purpose.

Simple but fun. It wasn’t clear to me if there was a reason to spin the broom one way or the other, or if there was a reason to not spin the broom all the time. Other than that, it looked good and there was good feedback that you were hitting the critters

I liked the 2D/3D blend, and the sound effects were amusing (especially the “slap” when you fell off the arena). Some feedback to know you hit the enemy would be good, at first I wasn’t sure if I was missing entirely or just not getting enough crits.

Neat concept! It wasn’t immediately clear to me that you had to click on the boss when interrupted to get charge, or what caused an interrupt (the boss seemed to be repeatedly interrupted when you had no goons left, allowing you to quickly fill up charge, not sure if that was intentional. The sounds effects did get a bit repetitive as well. That being said, it was a fun idea, and pretty satisfying to get a massive army of critters.

Thanks for playing! You actually caught this a bit before the final version was up, so the upgrades issue and a nubmer of other issues have since been fixed.

Thank you!

Thanks, glad this could be of help! Please do post if you end up making anything with it!

The spellcasting mechanic was awesome! A few times I felt like I made the symbol and it didn’t take, but in general it worked pretty well. Mind sharing how you did it?

Thanks for playing! I wanted to generate a random map each time, but didn’t get around to it. A few people have mentioned the spell range indicator, that’s a great idea.

Thanks for playing! Good point, range / area of effect visualizations would have helped a lot.

I love a good resource management game. It can be hard to balance in a jam, but you did a great job. I felt like I had to keep an eye on things and carefully decide where to travel, but it wasn’t too hard. The writing really helped build out the world and keep you engaged. I especially liked the singing berries.

I lost all my seeds early on and never figured out how to get more. The music was a bit repetitive.

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The bird vision was a neat way to have a really cool visual effect that was relevant to the gameplay too. The movement was neat, though a little clunky. Having A be both launch and flap might have made more sense. I did appreciate the controller support though.

Overall it was chill and I enjoyed flying around and exploring, but it got tiring eventually.

Oh, and when you pause it only pauses you, the rest of the birds keep flying around :) Also, it would have been nice if Start on the controller also opened the menu.

Excellent work! I was really impressed by how expansive and beautiful the world looked. The music gave it a nice chill vibe. I did find the light in front of your character a little distracting, it actually felt like it covered up your view a bit. I was also confused how to visit the research station at first – I kept trying to climb the ladder.

Was there a penalty to dying? It sent me back to the research station with my knowledge, so blowing myself up on a mine was actually the fastest way to get back to the station :)

Nice puzzle game, I really liked the aesthetic. The mouse sensitivity felt really high. I tried switching to a controller, since I noticed the (A) hint in the dialog, and figured out it wasn’t talking about the “A” key. The controller look sensitivity was really low. Having a sensitivity option would have helped. Other than that, nice work!

Nice work! It might have helped to have a little exposition in-game about the time-travel bit, to explain why you’re running through this library collecting scrolls. Other than that, the movement felt a bit fast and abrupt, but I don’t play too many runners. I was glad for the checkpoints though, not having to restart from the beginning made it much more approachable.

Great game! I liked the mechanics and the style. I was a bit confused by some of the synergies between tiles … I managed to create some “water channels” but I had no idea how I did it. Overall an excellent entry though!

Thanks for playing! For sure some music or ambient noise would have helped. Glad it worked for you on Ubuntu!

—Minor spoiler—

Cause I finally found the great recall but yet I can’t recall anything

The implication is that you have been stuck in a loop forever. The spell you think will restore your memory is actually what erases it, and you wake up only knowing that you need to find the spell. Maybe that wasn’t obvious enough though :)

Sorry for the delay, and thanks for the suggestion! I’ve uploaded two zip files, containing individual blend or glb files.

Thanks, so glad you came back after the jam! The music came from this really incredible (free!) pack on itch.io: https://xdeviruchi.itch.io/8-bit-fantasy-adventure-music-pack

Thanks for playing! A few tips I meant to include in-game:

  • Bats have high attack but low health. The merchants to the west sell arrows and a bow upgrade, which make the bats easy to take down.
  • Transforming fully restores health, so timing combat around the day/night cycle can give you a life boost when you need it.

I loved the art and music, and I think you did a great job with the level design, especially working in the wildcard about revisiting areas.

I liked the environment design and the music. Maybe I missed something, but it took me a long time to figure out you were supposed to shoot with the arrow keys, I tried almost everything else first. Arrows aren’t the most convenient depending on the keyboard, so another option would have been nice, but other than that good work!

I loved that the controls and mechanics were simple enough that you could jump right in, but still created some challenging gameplay (though I’ll agree with another comment that keyboard controls might have been more ergonomic). The upgrade system kept things interesting. It seemed to just freeze when the moon was destroyed.

Nice work! It had a chill vibe with nice music, and worked well with the theme. It was great that you could customize controls, but it seemed like a lot of the controls were missing, and one you could customize (jump) didn’t seem to be used at all?

That was certainly different :D Apparently none of the characters liked me very much, though I liked all their dialog.

Fun game, and the insomnia mechanic was a nice touch. The jumping felt a little too fast and hard to control, and the attacks could have used a little “punch” like a knockback effect or hit animation.