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ReyDahlia

218
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25
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A member registered Feb 07, 2020 · View creator page →

Creator of

Recent community posts

Thank you for checking out the game!

Thank you for you comment. The reason for the current double press is due to a missing feature in this build where after confirming an item, it will slide into a corresponding slot in your collection. You can then view your collection and press Z again to dismiss. This feature is now working in the current latest build so stay tuned for the sprint 3 version!

Will consider alternate control schemes and ways to make it more accessible

Great theming with the incremental design as it really reinforces the theme of small actions snowballing into great change. With the solid foundation here, you just need to build on top of it to create a deep scaling game. Also really like the aesthetics presented with the music and the characters.

Can't wait to see the sprint 3 version!

Thank you for the response. Enjoy these types of trading and simulated economy games so looking forward to the sprint 3 version.

One other quality of life suggestion I forgot to mention.

Would be really nice if at any point you could hover an element in lets say your cargo area and have all the ports show an icon of said element with a different background or style depending of they're buying or selling. Will help people plan routes easier

Thabks a lot for the detailled feedback. Currently struggling to achieve a smooth sensation for the player character due to using hard individual frames for her motion and attacks. Will be looking into upgrading the main look by using skeletal animation instead while still keeping pixel style. Also will place high focus on making traversal and combat feel nice.

Appreciate the kind words. Will be looking to inform more about specific items and their effects in the full release with more detailled descriptions

Thank you for your comment. Sounds are things I'm still working on and will be added in a sprint 3 build

I'm confused as to what the game is supposed to be about... Seems you can only push boxes and the video didn't clear it up either.

Hopefully you'll be able to have a defined product by the end of sprint 3

Nice concept with the trading strategies and where to trade what for max cash.

Would like to see an option to pause or slow down the game while in a port as I can feel some players (like me) accidentally leave it on top speed while thinking of our next target which would be bad if you decide to go with a time limit.

Playing this I was a bit confused on what was what exactly but I don't doubt it'll be much clearer with an improved presentation in the sprint 3 version

The artwork and style is incredible! Very well done overall with a clear, manageable scope and synergistic with the theme

Seems like the project is still at an early stage so I hope scope is managed properly. I would also like to see more detail in game around the cause and effect systems as without it, it may seem somewhat random to the player.

Nice going so far

With your pitch, I imagined your game would be some kind of tower defense but seems to be more action focused with the main player doing the work. Not saying one is better than the other but it just surprised me.

With this combat focus, may I suggest taking some inspiration from the first Ratchet and Clank? In the first RaC, Ratchet is more fragile and less mobile than all the others, making the combat more puzzle focused as Ratchet needs to maximize the usage out of all his tools. Long range, crowd control, traps, luring enemies in, it was all in there

Seems it has potential with the stuff I managed to do or test. A grid based puzzle where you must build the most ideal machine. Definitely needs some mechanics which give you trouble as without them, it'd be too easy to build the most ideal setup every time.

Have to say, the AI cover made me disinterested, and wouldn't have checked out the game if it wasn't part of the jam. Maybe it could be replaced by the time of final production?

Thank you for your comment. Looking at others docs, seems like mine is lightweight so didn't go into too many details.

For enemies, I would like around 4 to 5 different ones with different attack patterns to mix up various cases. However, a call to action is complicated for the average person as this is mostly to do with farming and fertilizer. Will try to come up with something to emphazise it more.

Will also try to keep the collectibles last on the chopping block since I was thinking the same thing on gameplay vatiety. Constant fighting would get exhausting so it would be nice to take it slow and explore around too.

Concept art already looks really interesting and the idea to have an ecosystem continue to develop in the overworld sounds unique. Also enjoy the vision of making humanity and nature coexist through positive contributions everyone can make.

Solid ideas overall, can't wait to play a prototype or the full release!

The idea of an elemental puzzle game fits very well with the theme of the jam. All of the ideas feel like they syncronize great one with the other.

But now, reading you design doc, I got spoiled on a twist later on in the game xd.

Do you have a plan of how many levels will be created? I noticed there was no section of things to potentially cut in case of a time crunch. While it's nice to try and keep ahead of schedule, it's also important to have a backup plan in case things go south

Sounds very interesting. I had no idea mud volcanoes and LUSI existed so it's a great chance to educate others on the subject. Due to this, I would like to see a greater emphasis on the informative aspects of the real life LUSI.

My main issue are the asthetics presented can clash with one another as SimCity has a cartoony, lighthearted look while frostpunk has a realistic, hardcore look. One of these needs to be picked and I'd recommend the cartoony look to fit better within the jam time.

Can't wait to see the finished product

I really like the overall theme and asthetics. Tower defense games especially are super flexible in theming and additional mechanics. Seems like your team is very organized and has clearly defined duties too.

 My wish would be that the policies are greatly interwoven within the core of the tower defense, changing multiple things about the enemies, towers, path, etc. If things need to be cut, the policies should be last on the chopping block.

Wow, a horror match 3 game? Now there's a unique concept I haven't seen before. The random elements really ramped up the tension and it feels like if there's a bit more polish here, it can turn into a very successful horror game.

Really enjoyed the concept and the overall atmosphere of everything too. Everything turned out really well!

Thabks for the detailled response! I did intially plan for the enemies to be more strongly linked to western mythology like griffins and dragons but was on the final 6 hours when designing the last 3 enemies so it's something to be improved for post jam.

As for the audio, I think there is an issue with the audio system I used where if you play too many sounds, it will get overloaded and do weird things.

Really glad you appreciated the artwork and characters! Will be looking to do a post jam patch adjusting some things with all the feedback

Thanks a lot for checking out the game and leaving a comment!

Really cool artwork and sprites. I really like puzzle platformers but the controls felt a little janky and unintuitive sometimes. I felt like I was breaking the game unintentionally with some of the stuff I was pulling off. If the controls were polished and the game explained a little better this would be a great game.

Nice, another tower defense enthusiast! Great usage of towers and the theme overall, really liked the core loop and the enemy design. Got to around wave 24 when everything just stopped which is a shame, I wanted to see the ending of this game.

Nice compact game, very straightforward and simple to understand which is what you need for a game jam.

Really cool game! The animations and music are top notch. Trying to evade the police was also fun

Nice ARG idea! Don't see a lot of games where you need to mess with the game's files. Thanks for not blowing my headphones out in the ending

Really cool take on] minesweeper, love me some classic games remixed. Would've loved to try impossible from the get go just to see how hard it would be with these new rules

Blue diarrhea made the game very immersive. Also very nice voice acting

Very good atmosphere overall with the cartoony and the mix of scary. I knew that guy couldn't be trusted. Got Good ending first time

Very cool submission! Seems the left walls had no hitbox as I managed to escape the map a few times. I think it'd be more engaging to have to pick between the flashlight or the gun to make it scarier

Thanks for checking out the game! Further improvements and changes are being considered with everyone's great feedback

Thanks a lot! Big tower defense fan myself so excited to see what I could contribute to the genre

Appreciate your comment!

Thanks a lot for your kind words! I did have a music track planned but ran out of time before I could get fully satisfied with it

Glad to see this finally released. It was pretty cool looking at everyone's submissions this one, but something left me confused. There is a credit for music but I don't hear any music or sfx in the whole gallery.

Liked the presentation and the scary vibe. Graphics were very good for the jam time too. I only wished that the games had some more audio feedback to you successfully completing them or the monster coming closer to you. There has a heartbeat sound at first but it went away after I got through 3 or so doors. 

Appreciate it!

Glad you enjoyed the game!

Thanks for your kind words!

Appreciate the comment and the view!