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RedTeapot

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A member registered Jul 07, 2020 · View creator page →

Creator of

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Thanks for reporting. AFAIK we can't change that badge specifically without renaming the jam, so we'll see if we can do that. 

For now, I guess, you can either

  • make a banner
  • move the buttons
  • support fullscreen mode/enable the fullscreen button
  • change your embed options to launch the game in fullscreen

Looks like an interesting perspective on the theme. However, the pins seemed to follow me regardless of whether I'm in their FOV, and I'm not sure about the movement: it felt a bit too floaty.

But overall, nicely done!

Nice entry, I liked watching the attacks unfold.

There are some things I'd like to mention, though. For example, I would prefer if I could see the stats when choosing which cards to give. Also, I didn't understand why sometimes I had to select all 5 cards and sometimes only like 2 or 3. More polish and animations and such would be nice, but I understand that 48 hours is not a lot of time.

These things aside, nicely done!

Into the Breach was indeed one of the games mentioned during the brainstorming process. Thanks for playing!

What a funky soundtrack, and a great game as usual!

I've seen the idea of swapping properties in some other games, but your implementation and the choice of objects works really well. Level design is great, the difficulty seems to be on point: took me a few restarts so not too easy, but also not too hard.

If I had to criticise something, it would be the object choosing control: it worked decently but maybe it could use some tweaking (or be replaced with a mouse-based system).

Don't know what else to say, outstanding job!

A great-looking game! I'd like some coyote time, though. And the frog's jump trajectory seems somewhat hard to predict, maybe an indicator of some sort or more control during the jump could help with that. Overall, great entry!

Thanks for the feedback! I have a question, though.

Not sure how to calculate your strategy when there are so many cards.

Can you elaborate a bit on that?

I liked the control scheme and the stylish graphics, but the game feels on the hard side. And one of the screens, that has a bumper right at the beginning, seems a bit unfair as you have barely any time to react. Maybe making the camera movement continuous instead if separating it into several screens would help with that.

Quite a bit of polish though, good job on that!

An interesting take on the theme, but I wish there was more polish and stuff. And definitely something explaining the controls (at least on the game page) because the right click was not obvious for me.

A nice platformer game with some cool levels. The platforming itself selt a bit hard at times (maybe a skill issue), I was under- or overshooting the platforms quite a bit. But overall, nicely done!

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Chomp!

Simple mechanic, a ton of polish, great fun. My only gripe is with the tutorial that obstructs 2/3 of the screen, I'd like if it was interactive instead of a bunch of text (which honestly made the game initially seem more complicated than it actually was).

But that aside, amazing entry!

This was quite fun actually. Seems like it also has a small strategic aspect where you have to think about the route you take and maybe clear a passage in advance. Took a few tries to win but I liked it.

Besides some white boxes in the level, I don't think I have any gripes with it. Nicely done!

I liked the presentation. The graphics, music and especially comic intros are very nice.

I had some issues with the controls, though. Like, using E to punch and Ctrl-E to interact feels awkward. And in the meat mini-game using E is also not convenient because when it finishes I end up hitting the NPC.

Also, the game appeared to restart randomly a couple of times, not sure why.

That aside, congratulations on your entry!

An interesting take on the theme, especially the part where you have to pretend to be other NPCs and make equipment for your sons.

It's unfortunate that it broke when I tried to make a sword for the second son. And, in general, I'd prefer a bit more polish and testing, which admittedly is hard to get in such a short amount of time.

I liked the art style and music though, really nice!

Thank you for the comment!

Yeah, I tried to balance the difficulty but prioritized the polish and implementing all sounds and sprites into the game, so I ran out of time. Glad it landed on the easy side though.

If we decide to continue with this game (looks like this concept has legs), I think we'll try to make a campaign of some sort or something.

Thank you for the feedback! 

Yeah, a proper introduction of the mechanics is the first task in our post-jam to-do list. And yeah, I'll try to tweak the volume bar as these end margins are kinda ridiculous.

Yeah, I saw that thing, and tbh I didn't notice the connection

A cool twist on the snake game with good graphics and music/sounds. The music felt kinda dark-ish though, but I liked the thing when it said "snake", kinda cool.

As for the gameplay, I enjoyed it quite a bit. I liked how it is hectic but you have to strategize or otherwise it won't work. The snake movement wasn't always as predictable as I'd like but the levels were fair enough for that to not be a huge problem.

Great entry!

That's an interesting twist on the platformer genre, but I think the execution could use some tweaking (which is hard to get enough of in a game jam).

For example, you could try to make the levels in a way that helps to play a decent melody. Or maybe pivot the game so that it's no longer a platformer, as suggested in another comment.

As for the implementation itself, the controls felt a little floaty.

Nice visuals though. Good job!

First and foremost, I absolutely adore the art (which reminds me of Don't Starve) and music.

The concept of being a dungeon master seems one of the more common ideas in this jam, but having to keep the heroes alive is a nice twist. And the chat is funny.

My only gripe pretty much is more polish and stuff. For example, attack animations, health indicators and so on. And maybe make hero deaths more controllable.

Amazing job on the entry!

Oh, for just one day that's really cool. I think I got that I needed to get all 9 items, I think I got to 7 before I moved on.

I'm not a huge horror enjoyer so please take this with a grain of salt.

I liked the aesthetic and atmosphere, and the revealing mechanic added some tension to the chase sequence. 

I'd prefer if it had some kind of an ending (or perhaps I missed something?), although restarting the game infinitely would be kinda meta, lol. And, I think, it would be cool to actually see these false identity enemies (unless again, I'm missing something).

Great job!

Took a while to figure out, and the hints that showed up during gameplay honestly made me more confusing. They seemed like they apply to my current actions, but in fact they are random, I guess?

I believe I got like 60 scores but it reset to zero when the car drove away so I'm not sure.

Quite an original take though, nicely done!

As for the text, maybe hiding it with Space could work (with a proper hint)

I enjoyed the puzzles. They are varied and quite challenging. 

My only gripes would be that the level title text covers the entire screen and sits there for a bit too long, and in the later levels I'd like to have some visual indication of swapping between the characters. Also, the doors when open were easy to confuse with buttons.

These notes aside, nice graphics and a great entry worth updating your drivers for!

Loved the mechanic and the puzzles. My only complaint is the graphics and lack of music/sounds.

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A nice twist on the "dungeon but you're building it instead of looting" concept, and I liked the stylish pixel art. Liked a bit of writing you have here too.

My main complaint would be that the controls feel cumbersome. Like, I select an item I want to place, I click to place it but nothing happens, especially if there is a ton of loot in that place which I can't really remove.

Also, having a win/lose condition would be nice, I think. Maybe they exist, but I didn't notice that.

Anyway, good entry!

I liked the idea of combining a dungeon builder with a card game, and the graphics and music are nice.

However, I think this game lacks some polish and indication of what's going on. For example, I'd like to know exactly where the hero will spawn and where the exit is so that I can place my mines accordingly. Looks like there is a cooldown system - I think, it would be nice to have a clearer indication of not having enough. Sometimes I felt like it's placing units I didn't intend to place, which got me confused for a moment.

Also, for me nothing happened after defeating the hero. Dunno if it's a bug or not.

Anyway, making a game in 48 hours is tough, so congrats!

I think it's a decent idea, but it felt like I had no incentive to use the role changing mechanic at all. I kinda relied upon shooting fireballs and dodging enemy projectiles instead.

The sounds/music were too quiet for me even though I had the volume pretty much maxed out everywhere. Regarding the graphics, if you're going with pixel art style, I'd suggest keeping pixel size consistent everywhere; and the letter spacing on the ability selection screen is all over the place which makes it hard to read.

I liked the particles and damage splashes on enemies, but the screenshake, I think, was sometimes applied even when there was no apparent reason, which made it a bit distracting. Perhaps some off-screen enemies were doing their thing or whatever.

These remarks aside, good job on the game!

ROCK

Hello! Yeah, that's totally fine

It's an endless battle. You are supposed to lose eventually due to slowly rising difficulty but the current balance is on the easy side so yeah, that doesn't really happen

Doesn't load for me either, but it runs if you install it via the official Itch desktop app.

It was indeed

This is quite an experience

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A nice game, and it's cool to have a boss, but the bugs are slightly annoying.

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A cool little KSP-inspired game! However, sometimes the rocket would rotate on its own, as if some unknown force affected it (it was neither inertia nor RCS), and it would reconfigure itself when hitting a wall. The screenshot below shows a configuration that helped me complete a level after running out of everything, using only gun recoil for propulsion.

As others mentioned, having an in-game tutorial would be nice, and the physics might need some tweaking.

Overall, this has some potential, great job on the entry!

Nice graphics and an interesting idea. The enemies might need some tweaking because you don't control the ball most of the time. Maybe they should move in formations or stop from time to time to give the player a chance to attack them - whether this works needs testing.

So yeah, good job on the game, and I think you've got plenty of options to improve it

Nice soundtrack! It's a shame that the build has turned out to be incorrect (to me it looks like a very early prototype build rather than a corrupted one)