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revort

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A member registered Apr 18, 2021 · View creator page →

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Bummer! I'll see if I can replicate and fix it post-jam!

Fun little swarm of enemies game, I liked the use of pips as enemy spawners.

I really liked it; I wish there was a button to press to pop the pan up in the Y axis and bounce the dice around instead of just sliding. Really chill music to go along with a challenging little game. Nice job!

conkratulacions on making perhaps THE greatest game of all time

Agreed with the other comments on the isometric camera making the map of input to movement a bit non-intuitive. Reminds me of old bloxorz maneuvering mechanics. I reaaaaaally dig the music!

The little square eyes (or single cyclops eye on a 1) looking back and forth depending on movement was a nice touch. 

I liked the little puff on jump effect.

I liked the idea of both damage and clip size being associated with the current die. Would be cool if the die thrown showed the roll to give the player a bit of feedback, instead of having to look in the top right of the screen to see how you're doing.

I liked the cracked die faces and general vibe of the game. The place I clicked on the die didn't always seem to line up with which face was removed.

I liked the attack charge and die rotation speed being connected--I had a good time trying this one out. I almost wish the waves came a little faster if you've knocked out all the enemies, especially when you're still running on a 6 and want to take advantage of it.

I couldn't get past the third level, and it was a little unclear what I did besides press the right arrow key to get past the first two. I think a brief tutorial could have gone a long way, if there was something I missed. That being said, I liked the idea, punny title, and the art style!

Nice job, really clean platforming and I like the camera shake on dash. I didn't love getting stuck on corners from time to time, but that can probably be ironed out pretty easily. I also took a long time to realize that you could dash UP with W held down, haha, but that's probably more my fault.

Cool idea, wasn't able to beat it after a couple tries--the yellow cards are brutal. One small bug--the card that reduces making at 70% or higher didn't trigger at exactly 70%. I really like the artstyle, and the "oioioioi" alchemist cackle.

Neat idea! I appreciated the addition of the little cheat menu to the left to allow players to explore the mechanics, and I liked the mechanic of collecting and assigning more of the classic polyhedron dice as I went to apply to the player's abilities.

I felt like the jump height threshold on the platforming was a little high for how sensitive the jump is to being held down. I also think it might help to add some inertial damping to the pips when the enemies drop them, as if you don't collect them immediately they continue to slide away from you and you'll have to drop down to pick them up if they fall off the current platforming section you're working on. Overall, nice job!

This is super cool, I really like the idea of porting old (semi-obscure) games to the video game format. Would be very interested to try out an AI mode once it's developed, as playing against yourself isn't quite the same!

Hehe, there are hardly any textures, just a very simplistic artstyle. The only textures would be the die face slots, (arrows and numbers), did those fail to load/which platform? Thanks for checking it out anyhow!

I agree on the recall, but without time to really balance the scaling I thought it would be best to give the player that flexibility for now. Generally (and the third level is no exception, as its the first one with a jump you can't make on your own), you want to land your most productive die face as close to the edge as you can and build up a platform to jump to the next island from. Thanks for playing!

Thanks for playing! Definitely could have explained the mechanics a bit better, haha.

Cool game, really cohesive art style and feel to the level design--pretty challenging platforming towards the end, hehe:)--and environment. Great interpretation of the theme too.

Healer bots seem a bit OP, got up to 2482 with a bunch of those. Really cool how smoothly everything moves without any real collision bugs, and it's fun to play :) I think it would be cool if you could define or pick from different formations/AI strategies for your nanobots to follow. Two things I noticed:

-Got a small bug where I pressed Space while the upgrade screen was up (it came up right as I was about to join) and it seemed to hard lock the game.

-Sometimes melee bots would path after an enemy that had gone offscreen and get stuck on the edge of the screen

that unchecked "finish level select" checkbox is sitting there glaring at me angrily saying I told you so! Thanks for playing, I'm looking forward to polishing up the level design to give clearer solution paths

last-minute level design leaves a lot of room for cheese, haha, glad you liked 7 though as that was my favourite too. Thanks for playing and the feedback! good idea, any thoughts on what might be the best indicator? I was thinking a glow or wiggle of some kind. I suppose I'll have to just try a few things and see which feels the most intuitive

Really clever navigational puzzles. I loved the little voice lines for each character and the charming music. Really impressively complete project for a jam, nice work :)

haha, there are certainly some exploits in this version, hopefully we can resolve those with some tightening of the mechanics and more playtesting of levels--I think 7/10 of the levels were made within the last few hours as we tried to get the game finished. I'd never heard of Crayon Physics but it looks right up my alley (if this game didn't make that obvious). Thanks for playing and for the recommendation!

The non-euclidean maze section reminded me of the bewildered feeling I had playing Antichamber, which I love. Can't think of another game I've played (jam or full release) that gives me that vibe. Would love to see the evolution of this game with fully polished mechanics and puzzles :)

Thoroughly enjoyed skewering all the enemies (and friends???), I also liked the voice acting. Could be cool if flinging things off the sword had more effect on the gameplay.

I am the lionel messi of Wololoball, that was fun. I also agree with the other commenter who said "WOLOLOOOO"

Fun logic-gate puzzles! Might be nice to allow the user to move the gates around to visualize the flow, and maybe have an indication of the signal coming out of a gate?

Looks like I picked the wrong week to quit sniffing markers. Fun platforming and enjoyed the number of levels. I couldn't quite tell, does the position of an office supply as it rotates around you affect your ability to throw it accurately?

Lovely music and art, so relaxing to play through, and nice puzzles. I really like what you've done with this!

Man, what's not to like about this one? Cohesive artstyle, nice music, tight platforming with some puzzle elements, and a fun core mechanic. Awesome work :)

Nice work! I like the pixel particles and SFX, and I had fun completing the levels available. I like the linking of the sword and movement mechanics, and can see how that could be developed even further into a very engaging game.

I just threw a warning to turn volume down into the game description, won't get to adjust the default and add sliders to let the user adjust that til after the voting period though. Thanks for the kind feedback :)

argh, totally should have taken ten minutes to add volume sliders!! Thanks for playing :)

meow! two of the cats seemed to be collected without me actually finding them--maybe the radius for collecting a fellow cat could be a bit smaller to ensure the player actually finds everyone. liked the arrangement of the world, unreal lighting always looks awesome, and the ending was fun :)

Nice! Really like the art style. Found it pretty easy to shoot at a slight angle then move to the necessary angle, kiting around the enemy projectiles. The mechanic works really well though, and could be cool with some symmetrical obstacle levels, and changing the enemy shot pattern to be more difficult to dodge (i.e., instead of shooting one bit at you, it sprays three in a cone or something to that effect)

Awesome work, managed to get through the whole world and get the cat! The game is easy to play mechanically, but the puzzles require some clever thought to work through.

Haha, I hear you on the theme. Initially was planning to let the player link platforms together and to the background, which probably would have fit a little more.

Thanks for the feedback! Definitely hear you on the pins starting in the level, we initially wanted to have both pins and platforms available in a little "toolbox zone" or something that you initially drag from, but unfortunately didn't get to that and many other things, amongst which, as you note, was a cohesive character design. I think he's like a purple lumberjack styled after kingpin from spiderman, but beyond that I can't say. Maybe those things will come in a more developed version later :)

SPOILER: For level 4, place the small bit on the ledge to the right of the player, and the larger platform slightly off to the left of the target platform so it tilts over to the left. By the time the player knocks over the first platform, turns around, and comes back, you should be able to place a pin such that the larger platform rests flat and gives a path to the finish.

Woops, I destroyed the world; that's some high-stakes orb-slinging! Very enjoyable main mechanic, would be cool with some larger levels to fling yourself around in.