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River Forge Games

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A member registered Aug 15, 2018 · View creator page →

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No, it's not designed to perform worse when you die. It may stutter for a moment when reloading your last checkpoint in the demo though.

Thanks for the feedback!

We didn't have time to fully implement the dialogue/voices. If we had, it would have been more clear that the "Say Cheese!" line is actually the house itself taunting you. 😀(That's why it's a bit louder and less directional)

On the player or somewhere in between is totally accurate and totally my fault 😅

Thanks for the feedback!

Thanks for the feedback! Totally fair.

I don't think it's a skill issue you were feeling, there's a little bit of an issue with how the hunters take photos that makes it unintentionally more challenging.

A wonderful experience all around! Really enjoyed the calm vibe and the cute story. My wife and I both tried it, and the only negative thing we experienced is that we couldn't seem to clean the teapot or kettle or whatever. Somehow she won at the end, we weren't quite sure how.

Valid

Great feedback! I'm not totally sure, but it very well could be that sometimes they take the shot faster than others, which doesn't feel fair.

Congratulations on what seemed to me to be a bug free and intuitive experience! I enjoyed that it seemed like all of the units were useful, at different points in the game. Nice balancing. :)

It did seem that a similar strategy worked in each level though, and some additional layer of mechanics or upgrades if given more time to develop it would have been nice, like upgrading units, or flying units that don't follow the path, or something.

Thanks so much!

Say Cheese is definitely *supposed* to only happen when they're preparing to take a photo of an object, so your gut feeling there is right, but it's not quite how it worked out. 😅

One of my favorite ideas so far, and very enjoyable! Thanks for sharing.

It wasn't easy haha, Jonas and Yaen organized and coordinated it

I love the aesthetic and sounds! I think this was quite creative and fits well. The mechanics themselves would have been a little more engaging if there was a secondary ability, or if the upgrades could happen during the game. I played a few times and didn't get enough for any skill tree upgrades, but maybe I'm just bad d:

I've seen things in this jam that make me realize just how much required reading there can be before you play a game! 🤣

I surprised myself and won on the first go! I don't think it was too easy though.
I agree with others that being able to see the stats for the monsters would have been great!

My strategy ended up being spawning monsters as far away from the player as I could so they lived longer, because I was imagining if they die they don't produce money.

Eventually I was rolling in dough, upwards of $600/second.
I did not experience any bugs or technical issues and it was quite easy to control. 😀

I appreciated the tutorial as it helped me understand the objective without making me read one huge wall of text, and gave me enough time to read and absorb each point.

I really enjoyed the vibe, music/art, and the general gameplay, but I could not understand/determine how to win. I got small fish and big fish on the line several times and then broke the line by dashing through it, but nothing seemed to happen.

Oh yeah that does sound like a nice idea. Bullet time! 🤣

Gave it quite a few tries, unfortunately I didn't make it to the end! The bullet moves so fast, which makes sense, that it almost becomes a memory game versus a traditional flappy bird time game, where I have to remember where I messed up on the last run.

Unfortunately I'm not the best with memory games. I may come back to this one later and try to get to the end! :D

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That's because 24 people worked on this 48 hour jam entry. 🤯

For me, I think I would do it again. There are some big hurdles to deal with for a big team, but getting to meet and work with so many talented people is a really great opportunity. 🙃

It definitely helped in a lot of ways but it was very chaotic and had many unique challenges, to say the least. 😅 Part of the challenge is making a “small” game that utilizes the time and expertise of the entire team. Another challenge is just like communication, coordination, avoiding duplication of work, etc.


It was a very interesting experiment and honestly was a little less crazy than I had imagined it would be. Also very cool to get to work with a ton of new people!

I love this cute little game where nothing terrifying happens at all. So relaxing, and such a pleasant ending. 🤗

Well, I bet you did a great job at that! :D

Great job! How many tries? 😃

Hello! Sorry to hear that you had a laggy experience.

For best performance, we recommend downloading the game instead of playing in browser.

Great job! Third time is the charm. 😀

This makes me want to drop all of my projects like hot potatoes and make something just like this instead, but I don't have to because you already did it, and it's PERFECTION!

This game feels great! I love the sound it makes when the character tries to slow down quickly.

Love it! A nice amount of levels too for a game jam.

This looks and sounds really nice.😁
I would consider for your next game simplifying the input. Probably could have been left click to select a lamp and also to progress dialogue so you don't have to switch from mouse to keyboard.

Thanks so much for the feedback!

For the steam release, we are definitely planning to add some settings like you mentioned you were looking for, as well as an in game warning for those with epilepsy.

There are a number of things I think we could allow you to tweak, primarily around the animated and flickering glitch effects that would really improve the experience. If anything else stood out that you would have liked to control in that regard, please don't hesitate to let us know.

This was potentially one of the most fun ones for me. I loved the rogue lite elements with experience and player choice, and I like the cadence for getting to pick a few upgrades quite rapidly.

That said, I feel like it gets craaazy difficult quite rapidly, and found myself hitting enemies I couldn't see off screen when trying to wrap around. 😅

I didn't really seem to notice gameplay mechanic bugs, but there were  a couple of funny labels/NaNs and undefineds. Overall, didn't hurt much at all for the experience.

Fast travel weeeeeeeeeeeeeeeeeeeeeeeee!! 😁

I really enjoyed this! It took me a little bit to figure out what I was supposed to do with the statues and souls, but once it clicked, everything came together nicely.

Thanks so much!!

I found this to be beautiful, and very well polished! It's heckin' hard though!! Dx

So sorry for the delay! Still here and kicking.

Yay!  Me too. 😅

I like it! You might consider adding sound. ^^

Oh boy! That was a fun thing to work on.