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Roboolet

60
Posts
24
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16
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A member registered Jun 01, 2020 · View creator page →

Creator of

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Very cool and creative game! Was a lot of fun and once the slower rings got involved also pretty hard. My biggest pain point with the game is that the samples you used for the drum kit are a bit ear-piercing and kinda low quality. I had to turn down the volume when the hi-hats started coming in because it was a bit rough on the ears. I think having some more pleasing samples could really benefit this game. 

Anyways, good game, would play again.

Wow, this game is Super Satisfying! Cool visual style, and smooth gameplay. I like how the game actually becomes easier the less lives you have.

Awesome game! I really liked it. It's tough but in a good way. It was a little unfair when one of the bosses was immune to E when there was an E on the board, but that's my only complaint for the whole game. Good job!

A self-imposed bullet hell is a concept i didn't know i needed. Really cool game. I'm a bit uncomfortable with the floaty controls, especially since there's a lot of dodging to be done. There's a lot of emergent strategy with this game, which i appreciate.

I want to squeeze that bunny so bad. The art is so so cute... 

Good stuff! Even if it is basically just an art demo.

Cool idea! It was kinda tough wrapping my head around what was going on, but it was alright.

This is what i image it's like living in the US.

Not a lot of variation in the gameplay unfortunately, but cool concept! 

Wow! Awesome game! Gameplay is very very satisfying, art is very well made and cute, audio is good. No notes on this! My highest score was 97.

I didn't know chickens could shoot explosive eggs to defeat their foes. Thank god I'm not a farmer. Cool game!

The delete button was a bit buggy, and the food order a little confusing at first. But once i got the hang of it it was pretty fun! I like this idea a lot.

It's cool! I was a little disappointed there weren't more enemies at once though. Right now there's not really a benefit to making a really big circle, so i just played the whole game making tiny damage circles. I think some big hordes of very weak enemies would be a lot of fun to deal with. 

Secret hidden tech: you can move freely while casting if you start your cast mid-air

Very cool entry! The mechanics and puzzles were clever and fun to figure out. The level design was pretty good at teaching the mechanics in a subtle way. I also appreciated the open world layout. Unfortunately i was missing one block so i couldn't get to the question mark, and I'd have to do a full restart to fix that. Other than that, i enjoyed myself a lot!

As long as you make it to the level finish, i would say that's a correct solution! That being said, you're right to be confused with the mechanics, since they aren't really explained properly in the game.

I'm a very, very big fan of the visuals. All the little details everywhere are really nice. I'm a bit mixed on the gameplay itself though, i found the object manipulation to be very tedious (the camera controls being framrate-dependent also didn't help). I think this game tries to do too much, and ends up not quite excelling at either the mystery or the cooking. That being said, any game that lets you prop-fly is a good one in my book :)

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Challenging at first but satisfying once you get the hang of it! I liked it. I never ended up using the time powers because there wasn't enough time to think about using the time powers. 

Hey Rueben... Hey Rueben...

This game is pretty cool.

Pretty nice game. I'll mention though that the web version isn't really playable because crouch is bound to ctrl (and Ctrl+W will close the window)

Very cool idea! It feels nice to get those 100%s. This looks like it would be fun on a phone

This game is straight up evil and i kinda love it for that. Good job!

I like the concept, although i do think the dialogue ends up hurting the experience a lot. The dialogue is a bit too slow and stilted, and keeps interrupting the gameplay.

It's a little rough around the edges, but it's a nice take on the different sized doors idea. In some of the more cluttered rooms it never quite felt like i had "solved" the puzzle, moreso just hacked my way to a solution. I also wasnt sure what the meaning was behind the yellow-black warning textures. Other than that, i do appreciate the game.

Clever puzzle game. I appreciate adding the undo/restart hotkeys. I think level 5 to 6 was a bit of a difficulty spike but like any good puzzle it can be solved with some thought. I think you did a pretty good job teaching the mechanics in the first few levels

Cool game! I don't think i've ever seen this idea done before. I ended up getting stuck on the third level with the springs though.

Very creative mechanic! I'd love to see how far this idea could be taken

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It's a very interesting concept. Kind of reminds me of the game Mosa Lina in it's gameplay. I think it's currently held back a bit due to some bugs with selecting platforms, and a lack of variation. It'd be cool to see how far you could take this idea

Great game! It's challenging but you do start to get a feel for it eventually, which is fun! I got to 81 before i stopped. I bet this game would do excellent on mobile platforms.

Super cute game! Really like the art and the music. I liked it when they whispered "you can't eat this mountain, you can't even eat a smaller mountain". I only have small complaints about the right stick's deadzone being too big and that a lot of places were in very deep shadow, making it difficult to see. But it felt enjoyable to play despite that!

It's alright, just not really for me. I never really felt like i had any control over what happens, although i guess that is also kind of the goal of these types of games. 

Awesome! The online gallery turns this from an okay game to a great game. I like seeing all the silly drawings.

Nice and cute game. I'm not someone who knows how to read sheet music so i kinda just memorized what i had to pick up, i think it'd be cool if you could teach people sheet music with this! although right now i feel like i didn't get the intended experience. The platforming was okay

Ahh i love games like this, i've always wanted to make one but i always ran into issues with the window api. Really cool and fun!

Im guessing it's probably an issue with your antivirus, but i'm not really sure

What was the error message?

Wonderful game with fun gameplay and gorgeous visuals. One of the best games I've played in the entire jam. 

On my first try playing i felt that the game became increasingly more fun an challenging after about round 3, before that i thought the game felt a little meandering. I eventually ran out of options in round 4 4/5; or so i thought; when i realized that I had missed the rolling mechanic.

After playing a second game where i actually used the rolling mechanic, i want to conclude that: i actually had more fun in the first run. The second run got boring when i realized i could just line up dice to the same spot with every equation, completely negating the bricks. I think what made me like that first run so much more was that i could immediately feel all of my past actions piling up on eachother, until i eventually became unable to make any equations at all

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Very fine entry, i can definitely feel the Vlambeer inspiration in this (this is a good thing). Right now i feel like it's missing something important though: it needs more tension.

 If i compare this to Super Crate Box (which i assume is kind of what you were going for), it lacks the high tension of that game where you could make a single mistake and lose at a moments notice. Right now the enemies are visible from far away and unable to catch-up or ambush you. Without that tension it makes the game feel a little mindless (and when the dice spawns out of sight, i sometimes forget it even exists).

My first thought to alleviate this would be to make the game take place in tight corridors and add something like a fog-of-war effect (if you've played Nuclear Throne, think of the labs levels: dark, tight, and with lots of weak enemies). Don't take that as instructions though, i'm not a game design whiz. Think about it and try some experiments, that's best way.

I feel like i'm being too harsh on this game though, so i just want to point out that this game feels wonderfully crunchy to play. The graphics, sfx and heavy screenshake all feel really good together. I'll be sticking around for what you do next :)

Do you have an example for something that confused you? I'm not quite sure what more i can explain

Very enjoyable game, i've seen a lot of RPG-style games this jam but this is the first one i've seen that nails the gameplay enough for me to want to play. I wish it leaned a little more on the roguelike elements though, i was a little disappointed when the health-refill was a one-time thing and not an unlockable like the other options

Anyways, i'm glad to see another Yahtzee Roguelike! :)

I'd say it's because of the large differences in weight/speed the dice. So for example the blue and green dice both feel really heavy and kind of slow, while the other ones send you flying without much warning or buildup

Like this a lot, movement feels a little too wonky for me but otherwise this is a solid entry!

Would've like to see some interaction for when you hit an enemy with a die, right now i don't even know how exactly anything works (or why you can charge up your throw)