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RoryMcBig

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A member registered Aug 14, 2022 · View creator page →

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This is my hidden gem of the jam, I think it's safe to say.
The art is awesome, I love how much personality there is infused into it!
The music was absolutely perfect, it made me laugh so hard when it first kicked in. I loved that you used it to include rich lore in the game without the need for an introductory cutscene or text scroll, truly wonderful work. The tonal shifts were genuinely very eerie, added a lot of atmosphere to the fighting!
The level design was fun, stumbling upon the dragon's hoard was cool! I got kinda lost the first few times (would love a minimap), so generally returned to the dragon's hoard each run from then on, scrounging what I could before being forced to search for healing. The higher areas broke up the scenery and marked chest locations well.
I liked that the chests were colour-coded, that made it clear what I was generally getting, although I didn't work out what the non-health potions did, were they buffs? I assumed/hoped so! 
I would have liked a lil' more feedback on the items in general as I collected them, I liked finding the new weapons and it would have been cool to know their stats, although I did get a good amount of practice on my way down the dragon's gullet. The first time I picked up an off-hand spear/staff, I hurled it into the stratosphere while trying to work out what it was, which was very funny.


The dragon
Truly a thing of beauty,
The AoE on the tail swipe was insane, and when returning to attack after retreating I invariably caught a fireball in the chest. The knockback on hit definitely sold the weight of the attacks, although with the fireball there were a few runs where I got hit multiple times, due to being knocked back and then hit again, killing me from full health. Was this intentional?

Initially I planned on leaving the dragon unconquered, in my first dozen attempts I was barely doing a quarter of its health, but I decided that wasn't good enough. I went back in, armed myself with the boomerang hand axe, and kited the dragon to ever-loving hell and back. One RSI later, and...


Lamb chops are pretty tasty.

Thanks for sharing this with us all, it feels like you had a lot of fun making it and I'm glad to have shared in that joy! Hope you had a wonderful jam, and that you keep making cool art 💚

This was fun! I liked the animations of the enemies and their projectiles.
I struggled a bit with the next level starting immediately, sometimes it made it hard to retrieve my bullet before being ambushed. Sometimes the hitboxes on the final 'pop' of enemy bullets was also a bit unclear - got clipped a couple times after I thought they'd expired.
The upgrades were interesting, the exploding bullet in particular, but enemies usually moved away long before it had a chance to pop, would have loved to have been able to use it a lil' easier. I was offered the same upgrade twice at the same time quite often, rather than two different ones.
I also encountered a funny bug, one of the enemies suddenly started accelerating massively until eventually it disappeared. Unfortunately this did render the level unclearable.
Overall, a great take on the prompt, well done!

This was a really interesting interactive novel! I enjoyed the conversations with each candidate, and found making the final choice difficult.

Spoiler discussions from here, other players please avoid!!

The character were curious, I enjoyed puzzling through our conversation, and was lead to the following assessments:
Francis certainly seems well-intentioned, his charity speaks to that, but not already having some form of plan for how that charity will or would enact change in the world, nor having thought about how immortality would impact him personally, betrays a lack of practicality.
Julie struck me as the best suited to immortality, with a genuine drive for personal knowledge and an interest in sharing it with the world, but she also has the least life experience, and I was lead to wonder how many hardships her idealism has endured so far.
Bradley appears practical, has clearly thought through this decision, but his purpose seemed narrow. Immortality is often considered dehumanising, and I wonder how a mind so focused on what it means to be human would keep its attachment to its own.

In the end, I chose Bradley, which I was surprised by. I initially thought it would be Julie, but the more I dwelt on it the more I realised what was important to me in the choice was leaving the power with someone I felt I could trust to wield it responsibly, and while I think Julie would enjoy immortality the most, I was the least sure of what her immortal life would entail (despite her clear intentions!).
I was briefly disappointed to not have a summary of how Bradley decided to live his immortal life, but on reflection I think that was a good choice - ultimately we can't know some things, and it's often more important why we chose something than how it turned out.

I love exploring hypotheticals like this, and the writing was great, it provided plenty of character to sink my mind's teeth into. Often we don't see every side of every character in a single conversation, so I felt it worked quite well to have lots of unknown aspects to the characters when making the final decision!
I read the note to the judges on what you would like to add, I agree that audio and text effects would be nice touches, but the extra branches was definitely the part I wanted most, if you were thinking of continuing to explore this project. The ideas here are really interesting, and getting more hints of the strengths and weaknesses of character in each of the candidates to influence the final decision would be awesome.

A good entry, I hope you keep on writing! 💚

Thank you for checking it out, lovely friend! I am glad you gave each and every stone a good, thorough inspection, I hereby award you an honorary stone inspector badge - it's like a steam achievement, but for the mind! 
Much appreciate your kind words and your having given it a play 💚

This was a cool RPG system, the story was charming and gave the gameplay a lot of heart.
Being forced to use a different main member each turn was a great touch to incentivise variety in playstyle. It reminded me of some board games I love, like Scythe, which encourage building up some resources then executing efficient loops of actions - a similar approach here worked wonders!
I also really liked how each fight was setup to present different challenges, and to encourage testing more of the skills available. In fact, that made me realise I would have liked more levels to continue exploring the depths of the system! 
As you mentioned, not having a back button was pretty spicy, but the game was short enough that it didn't become too frustrating. It did make the learning curve a lil' harder, as it wasn't possible to look through all the different members' skills without committing to using them, but the first fight was easy enough to allow for that, so again it wasn't terrible, and each character had good core strengths so knowing to use the Priest when healing was need, or the Warrior while anticipating physical attacks, wasn't too hard to remember.
The resolution seemed pretty small, but the UI was pretty simple so it wasn't too hard to read!
The final battle was definitely tougher, could feel myself on much more of a timer with the damage output of the boss, but I put on Dodge from the Rogue to start, built up my AP then finished them off with Magic Imbue from the Mage + Reckless Attack from the Warrior, which did an insane amount of damage!
All in all, a great entry, congratulations! 💚

This is such a cute lil' puzzle game, what a fun take on sliding puzzles!
The art-style and music are really pretty, they feel professional-standard, and added a lot to the game world. The controls were simple and the tile-sliding was responsive and didn't cause any issues - it was satisfying to move them around.
I did get stuck on the final level, I didn't realise I could move one of the tiles for ages (you can probably guess which one), but after restarting it a couple times it clicked and then I was home free.
Great game, good work to the both of you!

Thank you for playing and for the lovely words, I'm glad you enjoyed exploring and felt immersed in the atmosphere 💚

It's been a while since I played a point-and-click game, and it felt nostalgic to return to one. The puzzles were fun, with enough intricacy to be rewarding but never feeling unfairly convoluted. I enjoyed how helping people could be a route to additional resources, always feels good to be rewarded for being nice, especially when those choices felt like they cost something that could be useful.
I enjoyed routing through the game, I got ending 2/5 on the first run, so went back to get the good ending, which I was able to get on my next one thanks to getting a bit of sleuthing done previously.
The amount of dread I felt when I Put it on. Put it on. Put it on. was really funny 'cause like, duh, what did I expect making those choices.
Great writing and art, UI was clean and responsive, didn't hit any issues while playing. 
Congratulations to the whole team for a great entry!

Super cute and well-polished! I was stretching the limits of my memory by the end (I am sooo bad at memory games), so I was grateful for the extra lives - I'm glad I got to see it to its resolution. The dialogue tone was very sweet and warm, which I'm always so fond of.
It was a good length for me, much longer/difficult and I might have needed to surrender, and it felt like enough time to fully explore the mechanic.
Reminded me of Ecruteak Gym in Pokémon Gold/Silver, which isn't even really that similar - perhaps the art style just tapped into that nice nostalgic feeling!
I hope you're feeling recovered and prepared for the journey ahead, congratulations on making such a lovely piece of art while feeling crummy, best of luck 💚

Such a cute game! I adored the aesthetic, the art is so charming and the music is wonderfully calming.
I didn't have any issues managing the flame bar, so I'm not sure what happens if it runs out! I felt like that suited the vibe of the game though, it was nice to not feel like I had to be rushing too much.
Appreciated the option to adjust the volume from the menu.
I loved shepherding the little tealights around, it was so cute having them all following me around, and the boat was fun to use.
A truly lovely entry, well done to the whole team!

The 'screw' stone was the final stone I made - fun dev trivia for you there, aha!
It's really nice to hear that felt you drawn to continue exploring, and that you enjoyed what you found along the way! I like the blue trees a lot too, the summit feels so magical to me.
Thank you for the playing, and for the wonderful feedback, it means a lot to us 💚

Thank youuu, I'm so glad you connected with it! Honestly, at times so am I, it's crazy to look back on the earliest versions of it and recognise how far it has come since then.
I love that you travelled to the peak and decided to backtrack to a different spot, that deliberateness was so central to the experience we wanted to foster.
Thank you for playing, and for sharing your experience and final screen with us, it makes me so happy to see them 💚

Thank you for playing, tranquil times for all 💚

Thank you bytron, feedback like this is so inspiring and rewarding to receive; I'm really pleased that it resonated with you!
Thanks for checking it out, embracing it fully, and for leaving such a lovely comment 💚

Ahh that's a classic game dev trick ahaha

Awwh thank you, I was really proud of it, that means a lot!

Thank you for sharing the intended ending, my journey is now complete, I have found closure 💚 and thank you for checking out Lonely Stones too, and leaving such lovely feedback!

It does seem like a really finicky mechanic to balance, for what it's worth I thought the elephant's trunk was a really charming way to handle the items (outside of the general horror vibes it was surrounded by!) and it was satisfying when it did behave, so I think it was well worth the ambition! 

The design in general was well-balanced, the tight ropes were great for forcing risky decision-making and I was really impressed with how well the ferris wheels worked for transporting loose items, I fully expected my torch to tumble off the first time but it stayed perfectly put.

Oh! I did get the grey screen, I managed to land the key in once but then got caught and jump-scared a few seconds later, so I assumed it was part of that. In that case, though, I'm a proud BTLT completer!

It's always frustrating when some final touches inevitably fall through in jams, or the timer runs out, but I hope it was otherwise a fun and positive experience, and you're all rightly proud of what you made!

That's so sweet, I'm so happy that you connected with it so much! I love getting swept up in the emotions of games - I get watery-eyed quite easily - so it's incredibly rewarding to hear that we made something that could capture those feelings. 

Thank you for playing and for sharing your experience with us 💚

Very sinister, I was on edge the whole time! I did get taken out of the experience a bit by the throwing mechanic, it felt quite random when it did and didn't work, and while I didn't really have any trouble completing the blue and red tents, I couldn't quite nail the final throw of the yellow one, which is really sad 'cause I was excited to see the (presumably traumatic) end!
All in all, amazing work on the atmosphere, the music and art were awesome, great job by the whole team!

Thank you for playing, and for the warm encouragement!

Thank you so much!!
I know exactly how you feel, there's something so beautiful about how quickly we grow sentimental about possessions that have travelled with us, even something as simple as a pretty stone - ending the journey with the one you started with can just feel right.
I think so too, I'm so pleased with how the lil' notes turned out, PiersSK did amazingly with them!
In hindsight, I do agree about a 'continue exploring' option - we didn't intend for it to feel like you were losing out once you had made your wish.
That's so sweet, thank you again for playing, and for sharing such lovely feedback, we'll absolutely cherish it. I gravitated towards this idea partly because I find myself in need of that reminder more often than not, so I'm glad to have shared this experience with others who feel the same 💚

Really slick design, I enjoyed balancing making small jumps to build the stockpile with trying to find the highest scoring path through the level. Early on I found I was slightly panic-spamming the jump whenever there were obstacles/big jumps to contend with, but it clicked after a bit of practice! It was a bit tricky to keep track of each roll and my current total, so I tended to just keep rollin' rollin' rollin' whenever I got the chance.
Like the previous comment mentioned, I found I was sat on a stockpile of 6 jumps a good amount of time by the end - having something to spend them on, or more decisions in pathing to make, during the levels could really bring it all together.
Other than that, the art was really good, the music was fun and upbeat, and the variety in the level-design was cool! Great work!

You know what, I didn't know what to expect when I booted this up, but I did really enjoy it. I'm not sure how to consolidate that with all the things I thought I knew about myself before I played this game.
That aside, this was a really funny premise delivered well, the art and music slapped, intro screen was awesome, and the punches were really satisfying. Somehow you even packed solid level design into a bathroom, which I can't say I've seen before - getting the paper knocked out of my hands and looking around to realise that I might be safer on the high ground, then over the jumps, then finally beyond was such an organic process I'm honestly mad impressed.
Awesome entry!

I liked the story, the art is charming, the dialogue is fun and interesting (although one of the robots just walked off mid-conversation once which was funny), and I enjoyed working out how the puzzles worked!
Good entry, well done to everyone who worked on it!

That's awesome to hear, the game dev bug has well and truly bit, welcome brother 💚

A funny concept delivered well, easy to jump straight in and good replay value. I enjoyed exploring the different upgrades, trying to get odd numbers of the wall bounce upgrade so that it would return to me at the end.
I ended up in a few tense spin-offs as I desperately scrambled around the feet of a gun-wielding enemy as I tried to collect my bullet without getting shot - a very funny image!
This is a good entry, great work.

Ahaha such a short and sweet concept delivered perfectly. I liked how shiny the crystal ball was.
Completely relate to the large file size, I've caused issues in every jam I've entered with my textures. Oops!
Great work on your first 3D project!

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The atmosphere created by the art and audio was amazing, I could feel my heartbeat rising to match the one thudding in my ears, my breath catching in my throat, the diver's footsteps rattling the ground - I felt fully immersed from the first second.
After my first encounter, I adopted a pretty head-on strategy of just standing still in a melee-off whenever I was caught, which I expected to kill the vibe but honestly the rest of the game still made it pretty tense. I'm not sure if the enemies were avoidable, the end screen would imply so, but I didn't realise at the time.
I also got caught on doorways a fair bit, which was distracting, and accidentally unlocked my cursor almost immediately so had to throw out an occasionally twirl so I could turn again, but that's just a browser thing.
Great work to everyone involved, this was a really solid entry - have a wonderful jam!

This was so much fun! Everything was so tight, the writing, the music, the SFX, the models - I can't believe you did everything solo.
It's absolutely packed with personality, I loved all the references - I'm now absolutely kicking myself for never including Suzanne in a game, I've let the brotherhood of 3D modelling down! Museum of Art sign only picking up the 'Museum o' and leaving the rest was such a stupid joke, I'm mad I laughed at it.
Congratulations on completing your first jam and game, you absolutely crushed it! I hope you've got 100+ hours of relaxation ahead, you've well and truly earned a break.

This is such a great concept! The level design was really good, each physics mode had clear uses and switching felt impactful; I liked that there was often multiple ways to combine/toggle between them to solve each area. The different physics modes were also just fun to play around, it never felt punishing to just try something and see where it got me.
The music and art are really clean, the minimalist styles really supported the puzzles well, I wasn't struggling to focus or see what I was aiming for at any point.
I agree that the labelling of input confused me briefly, but it did click when nothing else was working for activating the levers. I also found the controls slightly tricky to navigate, I was clicking the toggles with my mouse but that meant transition between some quickly was harder than others ( I actually didn't see that the number keys were assigned to each one when I played through, I went back and tried it with them afterwards but actually found that a bit harder to do all with one hand (didn't seem to like my num keys)), but ultimately these were really minor things.
Overall an awesome entry, I can really see how you could build off the foundations to add more levels, and clearly you've put a lot of thought into the ones you've already built! Great work by the whole team!

Thank you so much for all your kind words about your experience with Lonely Stones, it means the world to us! I'm really glad it left you with a lil' feeling of calm ☺️
Yaay, the ones with the white veins were my favourite type, I love seeing them getting some love! I especially like the comparison to the mountain, that's such a poetic link.
Ah that's so valid, we were really on the fence about adding 'replay' and 'continue exploring' options, ultimately only including the former; maybe we'll push a tiny update post-jam to allow that option.
Ahaha the allure of the cliff edge is hard to resist - one of our playtesters scaled the side of the mountain by picking up and placing two flat stones alternatively, the speedrunning potential is wild! (probably not 😝)
Thanks again for playing and leaving such wonderful constructive feedback, and have yourself a very lovely rest of the jam 💚

This was really fun!
The tether mechanic was really satisfying, especially in combination with the zero gravity, I loved catapulting myself and chairs all over the place, and the variety of environmental challenges was really fresh and fun - manoeuvring the power cell through the automatic door was a lot harder than I expected.
I misunderstood the 'locked tether' for an embarrassingly long time, was trying to use the right click to lock the tether while I had it deployed with the left click, I didn't realise they were two separate tools! Once I got that sorted, my final time was 8:26:26, which ain't too shabby!
The art and SFX were clean and effective, which worked really well with such action-oriented gameplay.
Overall just a really solid game, all the more impressive as you were a solo developer, congratulations on a great entry!

A quiz game with a single question is a really funny concept, especially with such a robust supporting framework - the introduction was fun, the category-picking system was dynamic, the music and art are really clean, the pay-off was great - I enjoyed checking it out! It feels against the spirit of the theme to replay it, so I'll take my 100% correct rate and skedaddle.
Great job!

This is such a simple idea (and yet not one that would ever have occurred to me!) that you executed so well - the CRT effect is so cool, the UI is beautiful and incomprehensible all at once, the distorted version of the Tetris theme is excellent.
Like others said, the graphical choices added some visual difficulty but honestly that felt very in keeping with the general vibe of the game so I quite liked it.
Great work on your entry!

Always feels nice to help feed someone else's creative fire 😊
Extremely relatable, the number of cut features from our entry compared to the first draft pitch was devastating but necessary!
Ah I hope it was a fun first project experience for the team, I wouldn't have guessed you hadn't all worked together before - I hope it was a fun crunch rather than a stressful one, the lines can blur sometimes.
I saaaw, as a very unmusical person I was very impressed by the quality and volume of music that was produced!
Congrats again on a great entry, all the best with the rest of the jam 💚

Thank you for such a lovely comment, it's so rewarding to hear that it resonated with you. Historically I've mostly been a writer, it still takes me by pleasant surprise to be called an artist (well, I handled the 3D aspects - the 2D art, music and writing were all contributed by my talented teammate!).
Anywho, I'm really glad you enjoyed it, and I hope you have a wonderful jam 💚

That's the nature of jams, there's always that just one more feature feeling, don't sweat it!

Yaaay I'm the office rockstar, finally! Video games are all about wish fulfilment! (I originally played through instinctively following my lil' taskpad and got the workaholic ending, which definitely gives me some thoughts to ruminate on).
This game is absolutely dripping with charm, I had such a lovely time playing it. The art is so clean and cute, the writing is so effortlessly endearing, and the music is so playful! I really liked the way the UI was used, inventories and quest logs can be intrusive but they felt totally at home here.
I do totally get the difficulty of knowing how to cut to an ending (based on the conversations I can see in the other comments), I personally didn't mind it, but can see how a lil' character animation or dismissal from MK might have softened the transition. But hey, I have no idea how you got this all done in 2 week, let alone adding any more on top. I felt very seen by this game in a way I didn't expect, aha, exhausted millennial workforce unite!
So much amazing talent and hard work on display by the whole team, you're the rockstars!

The vibes? Immaculate. The protagonist? Unfathomable deep and different. The grandmas? Kicked into the stratosphere.

Really fun series of minigames that were slick and silly in equal measure. The art and music are amazing, so instantly captivating, and I didn't run into any bugs, so hats off to the devs too! Amazing work by the whole team, I can't believe how much you put together in 2 week, congratulations!

Thank you kindly bud, I'm really pleased you connected with world and the notes, I think they're super sweet too! Appreciate you checking it out and leaving these lovely lovely words 💚

It's really lovely to read your feedback, it makes me happy that you were feeling a lil' sentimental about your chosen stone at the end. We really wanted to create a space for people to spend some time exploring and expressing themselves; huge props to PiersSK for the vibes, especially the notes and the music, I agree that they are completely wonderful!
Thank you for playing and letting us know how you found it 💚