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Ryder James

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A member registered Feb 26, 2020 · View creator page →

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Very cool game! Managed to beat it first try, but had some hairy close calls. Having your ammunition, life, and experience all be the same resource is an incredible use of the limitation! You did a great job!

I’m not totally sure what was going on, so it’s hard for me to rate this fairly - it seems like a strategy game of sorts, but like others have mentioned, I just struggled to understand how to proceed. I think the art looks really good, and I think with a little more time to bake you could have a fun little strategy game here. Keep at it!

This is definitely a cute use of the limitation, and I like the art style overall. I struggled a bit with understanding my weapon usage and eventually came to a point where I was completely out of weapons, completely preventing any further progress - this seems intentional, but certainly I think the game could benefit from some way to either restore uses, or some other form of recovering from completely running out

This game was super fun, and I can’t emphasize enough how AMAZING it looked! It is very information dense, which did make the learning curve a little steeper, but as I figured it out I only enjoyed it more. I will echo an earlier sentiment - sometimes some of the information on screen is hard to read, and I also wish I could see more info about enemies, but overall, I think this is awesome. Great job!

This is very interesting! It is fun to play around with the drawing mechanics. That game looks really good. I think my only (minor) criticism is it just took me like 6 moves to realize I had to hold an extra key to draw haha

It’s not bad! I can agree with the comment below, where Mario can definitely get stuck, but the limitation is good. Good job!

I enjoyed this early on, but I think it just got too repetitive too fast for me. The visuals and sounds are good, and it’s fun to play for a while. You did a good job!

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Thank you! The behavior definitely is a bit much to get used to it, I wish we’d had time to really tutorialize each individual reaction to getting pushed/pulled.

It’s difficult to find a balance between dark enough to hide secrets (of which there are several!) and bright enough to reasonably navigate - I think if I were to work further on this I’d want to really explore a fog of war effect so we could otherwise brighten things up!

Thank you!! The big dude in the dark room was def meant to be the scariest part so I’m glad it landed haha

I did not realize you could draw a card other than the two you get on a turn - that certainly may change things! Maybe I’ll give it another go

It’s a fun game, though I think difficulty scales too high too fast. My second and third opponent could not score below a 7 and had the same amount of health as me, so on average are mathematically guaranteed to deal more to me than I can to them. I love the look, and I’d love to play more of it with some minor balance adjustments.

I love this one! Feels like a great callback to the flash games of my childhood. Super fun to play and very well presented. I think my only suggestion would be some kind of “wait” - that lets time progress without consuming paint. That said, this has been my favorite so far. Great job!

The aesthetics of this game are great, super clean and well-developed. Good job!

This is awesome! The dash feels good and the SFX are all spot on. I think for a jam game some of the timers could stand to be more forgiving, but I enjoyed the levels I did manage to beat. Great job!

This is very fun! Your use of the limitation is good, although I think the jumping specifically frustrated me a bit haha. The art in particular looks great! Good job!

Wow, this is a very in-depth review! Thank you for your feedback, it’s all very appreciated. I agree with the controls feeling clunky a lot of the time, though having separate buttons for each direction is something I’d like to keep - I think it just needs to be presented a bit better. The horizontal-only map expansion was actually a design choice, I liked the feeling of flying around a “feed tape” of sorts, visually. Expanding it to loop infinitely vertically is actually already supported in the code. Thank you again for playing and for your kind words!

Very neat! It looks pretty good. I wish it was a bit faster paced with more upgrades more often, but I had a good time. Good job!

haha ive been there, you’re all good

Okay it took some digging, but the game is no-one has to die. by Stuart Madafiglio. It’s not on a spaceship like I thought, I misremembered that - but here’s a working link I found on NewGrounds! https://www.newgrounds.com/portal/view/615863

I’ll try to find it!

All in all, it was an awesome game! I was sad to get stuck haha. You guys did a great job :)

Your description sounds very cool, unfortunately the game visuals hurt my head - I’d love to be able to dive more into something like this but the constant spinning and the graphics were just too much for me

It’s a very well done game, but I did cause a softlock :( image.png

Very solid! Reminds me fondly of an old flash game about keeping a ship crew alive during a space fire with a very similar premise. Stellar execution.

I love this! Played through each character and was delighted when I realized the cat was following the path I took. A creative take on a “time loop” idea. I’m excited to see whatever video you’re cooking up about this! As others have mentioned, catching the bugs was difficult - but I got there in the end. Great job!

Very fun! My best was only about a minute. This was a neat take on the concept (and I like the “Apply” for restarting to add an extra loop in there at basically no cost) Great job!

Very very fun! Would love to see this is a twist opponent in the context of a much longer game - perks basically do work how you expect and you collect them over a long time, but then suddenly oops! This boss is flipping it all on its head! I had a blast playing this one. Great job.

I definitely wanted to make a main menu but alas, jam time frames are brutal as always

Very neat! I enjoyed playing with it, and the gravity physics felt pretty solid. My only suggestion would be to encourage the player to engage more with the “orbiting” mechanics in some way, maybe needing multiple pickups along a planet’s orbit path? Either way, very fun!

I like the concept of this, a lot. It’s a super cool idea. Like others have said, I feel like I lose a lot of the fun to downtime and lack of interactivity. Maybe some things to help would be a longer initial arm, and “cheating” a little bit by scooching resources towards the player ever so slightly so they’re more likely to run into them. I think this could be a lot of fun - keep at it!

Thank you for these, they’re incredible and were well loved in my submission for the GMTK jam 2025 <3

https://ryder-james.itch.io/hookdrive

Thank you! The pathfinding actually ended up being shockingly easy, I’m using Godot’s built-in AstarGrid2D class - it took me longer to get the robot to rotate nicely between moves than it did to get it to move to the right place haha

This is very neat! I didn’t make it all the way to the top, I stopped when there were decimal numbers - I think I needed a little bit more variety to keep me going. That said, once I got it running, I did have fun playing with the various sources and trying to make my way up, especially at the first section where you start having to backtrack to reassign source. Good job!

I think this is a good concept! Execution right at the moment is a little rocky, but that makes sense given the time frame. I found that I didn’t really feel the need to use the control panel at all - I just kept the generator running and restarted the transformers every once in a while, leaving all the lights in the town on. The game looks really good, and I think it could play a lot like Keep Talking and Nobody Explodes given some more development time, definitely keep at it! You’ve got a good basis here to build upon.

Incredible! This is SUCH a cool concept, and it looks amazing as well - a fantastic use of the Cross Dimensional extra challenge. I had trouble in a few places finding the spot I needed to stand to start the 2D section, and I couldn’t find the right spot after the level that was a grid filled with coins, but I LOVE this and I would love to see more of it!

I think this is a very good concept, I can see the Dorfromantik and Islanders inspirations behind it - like others have stated, it didn’t feel like I had much control over whether or not I won, and it also didn’t feel like it mattered where I actually put the tiles - but maybe perks would mitigate that. I love the idea behind this and I’d love to see it expanded, with a little bit more strategy introduced!

Out of the games I’ve played so far, this is easily my favorite. Gameplay is both super simple and super fun. Well done.

This is a neat concept! It reminds me of Phantom Abyss with that racing other player’s ghost mechanics, which I think is a super cool space to play with. I don’t know if I’m really bad at the game or the game is just really hard haha but I definitely struggled to get anywhere useful. Still, this looks great and seems like it could be awesome!

I really like this, it’s a lot of fun to play with and could absolutely see myself playing through a game like this one start to finish - with that said, though, I hit a bit of a brick wall where one of the levels had a T-Splitter that simply reflected it like an angle piece. As far as I could tell, it made that particular level unsolvable. Amazing job, though!

This is cute! I’m a fan of how you’re using the assets and the fixed camera aspect of the game. I struggled a little bit with how exactly to pack boxes, but I think with some extra polish this one could be a lot of fun. Great job!