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saharo

50
Posts
A member registered Nov 27, 2018

Recent community posts

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I totally want to see the world record solutions for each level!
Very addicting....yet hardly imaginable a full scale game based on a skill that's WAY better done by an alghorythm.
I did feed a level into chatgpt to get the best possible answer...yet, great execution!

Hi there,  I'm absolutely impressed with your demo! I'm detoxing from videogames, and I know Insigna is gonna be a serious challenge when it comes out :D Or it will find place in the few things I will prize myself with :D

I'm really sorry but with no explanation I just don't manage to play. With WASD I see the cube sliding. if it falls down a cliff, it loses health, and this rune on it goes dark, and the symbol on the top left changes...yet I can slide the cube toward the exit and finish the level in most cases...bug?

I totally dig the idea! Like a quick Scotland Yard (that boardgame where you ned to catch the bad guy guessing their location on the map) experience. Yet the parameters really don't work; the light radius can hardly give any information I can work with. It's like a real horror experience in a way. To get through it you need a lot of luck; I would like that the thrill of flashing the light and seeing the ghost was something I could count on in my playthrough....while most of the time I have so little data to work with, that it's way better to just make a blind run to the exit., 

Who doesn't love a good old golf game? A fun twist to the idea, yet the whole thing doesn't click together in my mind. Thanks for the submission!

Sokoban hard mode :D Too tough for me 😅

Absolutely stimulating idea! Really just a prototype though, more meat would be very much welcome :D

Sweet game. I played it halfway through your post-mortem video, and I could also vistually enjoy the part of your vision that didn't make it to the game.
Really good and mature job there cutting out what could not fit during the jam. Kudos to you!

Kudos to you btw, I had a great time nonetheless :D

Cute idea, lovely Japanese vibe for both the visuals and the mechanic (somehow I associate sticking together for a goal a very Japanese thing, sorry for stereotyping).

Funny that the idea is there and clear, and the level design doesn't reflect it at all!

Next time maybe make also only 1 level, but a level that uses the main game mechanic 🙏

Sweet! Great presentation!
I wish a couple of things:

  • snappier more responsive ship (while the cargo just as is, like an air baloon)
  • know why I'm bouncing a ball through skyscrapers 😂

Sorry for playing only 5 levels before commenting. I'm not sure if there's some idea hiding in the last 5 levels! In that case, I suggest (for next time) to put all your ideas as accessible as possible (the interface doesn't really help playing quick, as I can imagine the solution of a level very quickly, yet placing all the tiles takes really too much time). 

Hope this is valuable feedback for you 🙏

That's a neat idea! Really mentally hard to avoid the hearts while platforming! It felt like rewiring years of playing Mario and collectables driven tutorial 😂

Not sure if there's enough juice to be squeezed in this mechanic for the central one of a platformer. This goes in my thoughts box 👌

It seems to me the idea of having two linked characters is not explored. It makes the platforming more challenging, and adds a tiny itsy bit of thinking to each level. But that's about it. Well executed though, nice and lean, a pleasure to jump around :D

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Hey! You got a couple of 5 stars from me! There's something about a challenging platformer that are just so satisfying! I had lots of fun dying to the bad timing of a dash especially :D

There's something to say about game jams: make the game easy enough that who tries manages to play all the ideas...this is really not it 😊 maybe you tried just to make it challenging enough that I wouldn't play other games 🤣

On real feedback though: I was waiting so much for that sweet moment, where I had to manipulate Red into triggering a special ability in the right moment to pass an otherwise unbeatable piece of platforming. Yet, I gave up after a few levels (5 I think), and felt like if you didn't get that far into the design.

Mark Brown's words (paraphrased): the defining mechanic of a game, should influence as many aspect of the game as possible.

I seriously think that something in this direction plus some very neat platforming code (you know, Meatboy quality), and you have something really neat.

Soooooooooooo buggy, and could have been executed way better.
I love the idea, the intro, the music and I think it could be lots of fun!

Neat idea and clean execution 👍👌

I dislike very much when a puzzle game requires more execution than thinking, and I wonder how  - if this would become a full game - how you could expand on the idea, level design and mechanics to make it really good.

That's a sweet entry 😉

Wacky and weird, it touches all the right cords for a neat arcade! It could be a modern Tapper kind of fun and even better with the right fixes and polish.

I crave for any sort of live feedback (and as a sucker for GMTK videos, I can't not suffer 😂). If the choice is to remove all "arcade" kind of feedback - like flashing points, live score and so on - (which is awesome), the art has the job to give a feedback:

  • how full are the customers?
    • e.g. face more and more bloated, or leaning more and more on the table
  • how good are the pancakes served? 
    • e.g. customers leave a tip based on the quality

Also, the waiter portion of the twin, is not pushed to work much as it is right now. Customers that come and go and have different needs would put the waiter would have a role that feels more like 50%.

Anyhow, long comment for a great entry!

Good job! Neat idea! Implementation and design could both (of course) benefit some more time, but there's a game here!

Same here! A pity!

Quite interesting! Feels buggy though, even if it's probably not, as if the line goes too fast across the ball, they stop colliding! I would have preferred (seems more intuitive) that the line was a 100% concrete object.

Ohh......dammit. Can you believe I didn't manage to understand how the machine components in place? As I move them next to the central machine, there's sometimes a sound effect playing, but on the top right corner, only the first symbol becomes checked, while the others (no matter how many clogs I put next to the machines) stayed X.

Yet, something kept me playing! There's something here :D

Not sure how to play the game, and linking clues is quite a stretch of use of the Jam Theme :| Maybe update the itch.io page to solve the first problem, and get more people to actually play the game. cheers!

wacky enough to be funny, but not really in theme. if the anchor would have been joined to the turtle, would have also allowed the game to explore something more interesting (having to drag the anchor or whatnot).

Better more intuitive controls plus  some objective, could make a pretty interesting game! Neat idea and very much in Theme 👌

Interesting core concept, unluckily executed so so. My biggest deal is that after a few levels it felt a bit uninspired, as I didn't meet any idea other than the core one.

Cupido with bolas, love the idea!

A better execution could make this  a fun experience!

Implementing the whole LGBTQ spectrum would be neat and progressive!

From a design perspective, this would really benefit of a way of manipulating the people's movement.

Cheers!

Sweet! I also don't want to spoil, but I'm stuck after opening the gate and.....

(spoiler coming, close your eyes)

.

.

.

untethered. Any help?

Sweet! I also don't want to spoil, but I'm stuck after opening the gate and.....

(spoiler coming, close your eyes)

.

.

.

untethered. Any help?

Original and fun to play for a few minutes. Can't see much perspective though, as the base mechanic is a bit too confusing. There's really rapidly too much happening, and it's REALLY hard to keep things in check; as is right now, it's not very satisfying to go on, and I can't imagine myself a fix.

Really cute smart idea. Somewhat too much loose connection with the Jam Theme, yet really nice!

The game as is doesn't completely work, as it lacks depth and complexity to be really enjoyed. I could myself not imagine what could help, maybe you do :D

Alright! Now it make sense! The Demon is on the left, that was a good clue :D

Again, cool idea! It would benefit of a redesign to enable some actual tactic:

  • joined: it's only a matter of surviving, there's little tactic other than hoping that enough cards come up that don't kill you both
  • unjoined: I feel like there's too much luck involved as it is right now. Maybe the human could somehow hint about the next action.

Hey @Cutipus, thanks for the reply (I had the WebGL disactivated somehow).
Updated my votes to reflect the actual experience 👌

I like the idea of exploring a poem in an environment that informs the narrative. Cheers!

ahaha @VioletHammer! I didn't have three kids, I would open a youtube channel, "the italian gamer" and do quick game playthroughs and reviews with my thick Italian Mario-like accents 🤣🤣🤣

An old mechanic, veeeery loosely related to the Jam Theme.

There's a charm to this, but there's no use of the Jam Theme (you mix colors, you combine cards...), and not really a game. This might be some post-compo work to make into what it's imagined to be 👌 

Very basic game, known mechanics, basic presentation. I didn't get past the fourth level, I'm not sure I'm missing something though!

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Could not play the game. I guess you need to import the project in Godot, and run it from within the IDE. I really need an installer, an executable or a web version to play this. I'm sorry!

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I like the idea I have to say. But the presentation is very very confusing, also for a prototype. I need the presentation to deliver me what's happening. After 5 games, I'm still not sure what the squares that change color are; and the Game Over and You Won sometimes came unexpectedly.
 Maybe some screenshot in the itch.io page would help!