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sarathi

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A member registered Jul 30, 2018 · View creator page →

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Honestly was pretty spooky at night, also eerie during the day with all the bodies piling up. I couldn't tell if my arrows were doing anything to slow the werewolf down during the night, but other than that great execution.

Great game with stellar audio. Agreed that the scientist could've been a bit slower, but there's a surprising amount of depth to wasting the scientist's time.

Made me nostalgic for a type of game I never actually played! Would definitely be nice to get some more feedback on the choices, it wasn't clear if there was any benefit to being rude or nice to me.

Landing a hit on the spaceship was really satisfying! Love the options, also experienced game-breaking lag pretty quickly in the browser though. For context I'm on MacOs, M1 Max, Chrome.

Gave me a big rubbing-my-belly/patting-my-head feeling. Love that it subverts every intuition I've developed about shmups!

Super polished and a smart concept! I can't tell you how many times i got left and right mixed up... might be a personal problem.

Was one of those games where I had to remind myself to stop playing some point—very addicting. Sound effects would add a lot, especially if you had directional audio for the chief.

It never let me claim my free toaster, 0/10.

But seriously, very funny and great use of theme.

Super polished and fun! Puzzle design was great, and open-ended enough that I felt like I wasn't sure if I got the "intended" solution.

Also I remember y'all from the last jam! Hope you get another mention in this year's vid.

This was so good! The humor was on point too. Great use of theme.

Made me sad about all the abandoned Nintendogs, 10/10

Fun idea and love the music escalating. Would be great if the snake got longer and started to wrap around you etc, as other reviewers pointed out rn it's pretty easy.

Good job! I liked the music and the aesthetics.

Fun and pretty mind-bendy at times!

🥲

Good concept with lots of room for expansion and interesting puzzles!

Would agree with previous comments that controls could be improved, I think pure mouse controls where the options pop up on hover would be really intuitive.

Lol I just saw this comment, and yes it quickly turns into a hyperpop banger. I actually noticed this bug before submission but couldn't figure out a fix/didn't think anyone else would discover it because like, why would you be clicking back and forth from the credits...? 😂

Of course it turns out this was a bug in the audio system code that I shamelessly copied from youtube, and the top comment was how to fix it, so it'll be fixed in the next patch 🤙🏽. 

Very polished! Took me way too long to realize that you had to match the top and not the bottom. Great clicky sounds too.

Beautiful artwork, solid mechanics, very polished. Like others have said it could def use some balancing work, but a lot of that is just because the cards are really creative. One minor issue was that on a re-roll, it actually hit another dice and rolled that one to a worse face, but I'm not sure if that affected the actual outcome.

Also a lot of similarities to our game! Another old-timey dice builder (but with just dice, no cards).

Hm, you wouldn't happen to remember which dice you had selected would you? There are definitely a few select-based bugs, like if you can't make a sacrifice it won't let you move on etc.

Ah yeah, there are a few things there—the hover and click detection/indicators could use some refinement, and there are a few game break bugs where you can't select anything anymore. Thanks for the feedback!

Yeah I did notice that the third one goes on too long because he has two Cornbreads and Gold Rush, will definitely be tweaking that. Glad you liked all the details! We were really happy with how the dice rolls turned out, especially since it's only one animation frame.

That's a good sign that you didn't notice the loop! Unfortunately the scene pointer for the underboss is off, so you never actually make it to the final boss. The final boss is actually set to be pretty hard, and then you'd have the option to do New Game + if you wanted to build up a truly broken deck, but with the loop that just happens naturally now.

Glad you liked it though! We really had to hustle to get all those dice types done (which is why there are so many other bugs, lol).

Slay the Spire was definitely an inspiration, and I actually forgot about Bang but very true. Also glad to hear that it doesn't feel tilting, I tried to balance the dice so that the player would feel like the game was mostly in their control.

So glad you liked it! And yeah I didn't imagine rattlesnake/longhorn being so broken but I'm here for it. Agreed that there should be more juice, plus if you get something special like double-sixes there should be some flavor effect.

Also I came back to yours with a friend and we took turns playing it for like an hour. Would be really surprised if y'all aren't featured on the "Best Of" video.

Clever take on the "rolling a dice around" mechanic that a lot of these games seem to have—this one might be my favorite. Also great thocky sound choice and nice visuals.

Really fun and great music. A lot of similarities to our game, which is another Western-themed dice builder where you fight ruffians in a saloon 🤠.

I one-turned the last two, had a pretty nice deck at the end. The enemy AI could use a little tweaking and the UI could be more tutorial-y, but other than that I wouldn't change anything! And bonus points for pocket sand.

^ Lol this guy gets it

Lol, I figured after I searched for the OG Goat Man on here. Maybe for the next jam you can do Goat Man Origins.

Aw, yeah I knew that was a possibility but didn't have time to write the edge-case logic. Glad you liked it!

Aw man, I thought I fixed—the rattlesnake guy is pretty glitchy. Glad you liked it! We're really happy with how it worked with the theme.

Man, Quarriors was great. Thanks for the feedback—I think if we expand on it, I'd like to have some kind of dice stacking and also try to avoid the two-dice draw situation (maybe draw three if your hand is empty or something).

Thanks for the feedback! I never really got the animations the way I wanted them—ran into some weird issues with async/await so I made it mostly sequential.

Thanks for the feedback—I think a lot of the depth is buried in later levels, plus it could use a little more juice?

Really fun and easy on the eyes! Would love a high-score counter and less screen-shake when walking, but other than that I wouldn't change much.

Absolutely beautiful, I really liked the color palette in particular.

I can definitely see the combat system working well as part of a larger game. Good proof-of-concept.

Great presentation and atmosphere and I enjoyed the loop.

Agreed with others that being able to stack on the table takes the tension out of the game. I'm wondering if there's a creative way to disincentivize that besides just having a limit on it though. Maybe per-card timers or some kind of punishment, like your dice don't respawn unless your table is clear.

Heck ya, another dice builder! I enjoyed the upgrade aspect of it, would be interesting if you could collect more dice too. I also appreciate that it's apparently a sequel...

Omg this game had me cracking up, almost QWOP-like in how fun + frustrating it is. I wasn't expecting the controls switching every time to mess with my brain so much.

Also, as a fellow Mac dev I definitely recommend targeting WebGL only for future jams! Takes a lot of the headache out of it, although there are a few gotchas like having to disable compression.

Honestly super fun! My biggest complaint would be that kickback on each die was kind of frustrating. Other than that, there's a lot to build on here, and it's very nice and crunchy.