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Robin Toller Hovler

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A member registered Nov 14, 2019 · View creator page →

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<3 Amazing! :D I'll do a rerun when it's updated! :D 

Hi! Thanks for playing! :> Did you by any chance manage to test it just as I was uploading a fix? Among other things I fixed so that you couldn't build workshops on top of eachother anymore. :)

The "Ho Ho Ho" spawns a new elf, I will makes this a bit clearer in a new update soon. 😂

Tried, computer complains about it. What did you use to build it? :)

Not really sure what I am supposed to do? :o 

Would've wished for a bit faster and longer living projectiles - it was sometimes very difficult to hit the small green ones. Other than that I enjoyed. Good job. :) 

Managed to complete it on medium but not on hard, I die around 11pm I think. xD  :( Will try again later. Nice work! :) 

I really want to give this a fair chance, I love puzzles and it seems like you have a good idea here. But would really be happy if someone could point out how to oil the dirty machinery, because that is something I really couldn't figure out? :D

Will get back to try again when there's a hint there. ^^ 

Very cute game! :) I liked the idea a lot, but felt it progressed a bit slowly. I also assumed that the + to all damage would include the gifts? They kept firing with damage 1 for me even when my santa-gun ho-ho-ho:ed away at 5 damage. :) So by the time I felt some need to get extra firepower due to the increasing number of enemies, that extra firepower was more or less useless since it fired low-damage and dissappeared very quick. 

I would love to play this again with a bit more time with the gifts perhaps and a bit quicker difficulty-curve. :)

The combat was satisfying though, really nice feel to it. Want to see what you do to it and get back for another run. :) A favourite!

Hmm, doesn't work for me either. :( 

<3

Thank you very much! :D Yes, I'm working on making it more clear. ;) 

- Create gifts by building wrapping-stations instead of workshops (RMB instead of LMB).

- The resources showing red/orange means you want more elfs to work the resource than you have elfs, basically. You can get more elfs in the main building.

Having a hard time getting anywhere... do I need to collect the hook somehow? Nothing happens when pressing E. :( 

As a huge Papers, Please!-fan, I can only like this concept. Very well executed! :D

I managed to complete it! Nice movement and well worded. :) Only negative thing for me that made me a bit frustrated (especially on level... I want to say four, with the two canes in the ceiling and the one cane from the floor?) was that the colliders could be a bit more forgiving for the candy canes. There were a lot of times it felt like I wasn't even near touching them but still I died and respawned. :>

Also very curious about the interaction with the tree at the start of the levels, I wasn't sure what happened when I interacted there? :D

Cool, good work! ^^ 

Thank you! :D 

Good work! :D Thanks for playing!

Thanks!

Thank you!

Thank you! :D

Thank you very much! :D 

All good thoughts, thank you very much!

Thanks for playing! Yeah, I noticed that bug a bit too late. Will be fixed. Sorry your sci-fi didn't fly. ;)

Thank you very much! <3 :D 

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Got it to a point where my pacmans were just sweeping levels in a second, and then the game crashed, haha! :D 

I'm very easily addicted to idle-games, so this one I liked, but it sadly feels a bit unfinished. The lack of sound as an example. Also, I have no idea what the sniper towers where supposed to do? :o

But you have a nice frame here that you could extend and polish! Good submission! ^^

Cool idea, it was satisfying to see the share-tree, very cool mechanic! It was really nice! To bad the browser behaved like I was trying to summon a demon from a dark place when reaching around 600-700 shares. Haha! 😂 Still, I won the game at 20 days, and continued from then on until I had maxed out my stats. It was around day 25 perhaps. :)

It took me some time to understand the mechanics and colors in the share-tree, but I think I got it! I didn't quite understand the effect of all the stats on the memes though, and always picked the one with high virality... :o Since you didn't lose anything and gained fans to level up with, there was no risk, I believe.

The leveling system was also very intuitive! And the use of the theme was very well fitted. 👌🏻

Oooh! Right, that makes sense! Not a bug then! ;D Thank you, will test it!

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This is the most polished and replayable game I've seen in a jam, I absolutely love it! I have been returning to it over and over again the last few days. The presentation is gorgeous with lots of details. The slight pitch-variations in the music just adds so much! The UI is not missing anything, and even includes details that you'd expect to be overlooked in a jam-project. (Like the effects display when hovering a card, where every effect that includes the card somehow is displayed, not only the card per say you selected in your destiny).

The difficulty curve is great. In the beginning, you get a bit overwhelmed by the destinies effects and it's difficult to keep up and develop good tactics, but when you've spent some time with it and begin to learn the names and what they actually do, it becomes really addictive. The way you display it on the UI and the ease of going through them again is 10+. The voice-over is perfect. The clichés title and effects are very well combined and make a lot of sense.

One reason that I didn't comment this game sooner is simply that I hadn't really found something to "include for constructive criticism" and I've had to really game it out to find anything. But after some time, I did find a few things I "don't like":

To begin with, the only bug I've found was the effect that would fill surrounding tiles with "Tower" when playing "Temperance". There would never spawn any Tower cards. I've only had this destiny in one playthrough so I've not been able to replicate it, perhaps it was just something in that perticular game?

What I'd wish for the most would be -some- base score for effects. Like there is a destiny that increases your score when a card transforms, but I feel there would be better if the score was there from the start, and that there was a destiny to increase it further or something. As it is now, it feels great when you have a magician transforming whole columns and starting a chain reaction transforming the columns, cards around, and they in turn transform their own columns and neighbours. The camera shakes a lot, lightning flashes all around, music pitch increases aaaaand, gained score after this 20 second fireworks: 0. And it's a bit unsatisfying in a game like this. :(

But all in all, full score in all categories, well done!

I'll be back to check it out! :D <3

Omg the art is fabulous! <3 And the mechanics are really innovative, to bad there wasn't more audio feedback - but the look of this is gorgeous! Well done

I like mazes! :D And I'd tried to draw the map on paper as I was progressing but I may be doing something wrong, I never found anything but empty rooms., and eventually I always got teleported back :( Honestly, the one major thing that kept me from trying was the movement. I don't think the physics-like force movement is very applicable on this type of game, and since movement was stopped between rooms, every room felt a bit slow-started and it broke the flow as soon as a room was entered. I'd say that making the movement more responsive and fast would add extremely much value to this game! :)

I liked the audio, it was cozy and it felt like all audio-things fitted together neatly. :)

Fun minigames, very good cliché's. :D

I didn't feel like there was much inovation and graphics-wise I always feel a bit uninspired by simple-geometry games - but the gameplay mechanics were really fun and interesting, and the feel of the gameplay is simply perfect! I love the feedback and the difficulty-curve, which is perfectly balanced and I never got surprised when hitting enemies or loosing life. That was so well done! Perfectly polished and a really great entry!

I couldn't really find the theme in more than the actual name of the game though. ^^

The upgrade system was also extremely fun, and made the game replayable over and over. I love how you're introducing the perfect amount of complexibility without the player having to stop and remember a lot of specifics of all the enemies and such. Great work! :)

To begin with, I am so madly in love with the music, most of all the spring music, it's simply stunning. First playthrough I was just listening really.

The whole game is stunning, really. What an amazing work you've done! I spent a long long time playing this game and I really wanted to win it, but well, as I believe you might've guessed, RNG got me good! ;D I loved the puzzle aspect, and it was really fun to learn what to place where and when, balancing bonuses and planning ahead, but sadly it seemed that in the end, it didn't really matter that much. The only tactic I could find that would get me close to winning almost every time (close, but never made it) was to ignore everything except harvest times. Like just discarding the stuff that would stay in play a long time and just focus on getting the cards out to increase my chances of getting the cards I needed. Even so, many times I didn't see the card I'd need even once during the whole playthough.  

I don't agree with some comments I've seen and heard that the game should be infinite. It would be a shame to change the whole concept when you've got an actual working game here, where the only real issue is the unfairness of the RNG. What I'd like to see would be somewhere along the lines of either give the player the ability to buy cards they'd need from the shops and/or simply play around a bit with the limit of how many cards can be discarded. Perhaps giving players the ability to discard more than one card during a turn would be enough? Even though It's "impossible" now doesn't mean it'd be better if you'd always be able to win either, but I'd like to feel that the more I play, the better I get by learning the mechanics and planning ahead, but I never felt that way here. I was getting better, but didn't get closer to beating the game.

The most "immersive breaking" feature was not the RNG though, but the notifications. Haha, on occasion I sold stocks of like 100 items, but since the notifications needed to run before I could advance, the turn I just had to leave the computer and make coffee. ;D

Apart from that, it's insane how perfect anything else is. Perhaps that's why I am extra sad that it would fall on the unfairness, when everything else was just as perfect as it could be. Can't even really, in the end, remove any points for the RNG-stuff, because that would be as unfair to the rest of the game as the RNG was to the players. It I could give you 6 stars in each category, I would. But you'll have to do with 5. :) 

Thanks for making this game <3

Hey, thanks for playing! :D Yes, in hindsight, perhaps money earned should be saved or something. The fact that you may need to spend the last two years just caching in and not starting movies was not intentional. Haha! We thank you a lot for your kind words! :D 

Thanks for playing! It's actually not very random at all, but we failed to explain the mechanics good enough. :<

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Thanks!

So glad to hear it! :D 

Haha, thank you very much! :D ❤️

Thank you! 

Thanks for playing. :)