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ScruffyBrush

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A member registered Oct 07, 2017 · View creator page →

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Makes sense and good job prioritizing the right things with the time you had :)

Very unique and creative spin on the theme wrapped in a relatable and funny cohesive package.

Especially like the sound design. From good use of voluntary awkward silence to the different clicks for button vs tab close, good ear for detail.

Got a laugh out of me too :)

Love the idea of picking your battles and forcing rerolls and seeing your enemy do it as well.
Ended up losing 2 guys but still winning. Definitely got too greedy using up all my rerolls too early.
Some quality of life ideas if you end up pushing it further:

- Instant lowroll/Maxroll
Managed to get into situations where the combat rolls didn't matter and wish I could skip it (attacking a unit that has less HP left than I have dice to rolls or receiving such an attack). There could be a button on defense that says : Take max damage" and one on attack that says deal minimum damage or similar to skip ahead when a roll is pointless.

- Unit inspect QoL
I forgot which of my unit used what dice to attack, the "Attack" label could indicate it or clicking a unit could tell you more about their weapon. Also wish there was a way to tell how far units can attack before confirming a movement.

Intro redundantly mentioning Domino made me smirk, final levels made me laugh good job :)

Think the funny wobbly animation and assets complemented the writing very well.

I like the writing and artstyle, was curious to see more of the story but got stuck on the first gameplay section.

Didn't understand what the different meters did and why the same action on the same background would sometimes lead to progress or failure.

Positives:
I'm impressed you managed to put a whole roguelike together in a week. 
I agree the visual and sound polish is up there. Characters are fun to watch walk around especially like how you made the player character's tail and head animate separately, gives the fox a lot of charm
I really liked collecting dice (especially weapons) and comparing which of them is an upgrade

Areas of improvements:
Block rolls. The way they work is a bit opaque. Didn't understand why I slot a dice in block roll but get a percentage in UI labels when it triggers.

Kiting being so much safer than melee design issue. As soon as I discovered a ranged dice I started abusing kiting enemies to previous rooms or circlestrafing. It took longer to kill things but it also guaranteed I wouldn't take damage. Agree with others' idea to give melee combat an active dodge or similar defensive ability to make it stronger. You could prevent kiting strategy from dominating as much by having enemies that shoot where they predict you'll be by the time their projectile reaches you, locking doors behind the player

I like the gameplay was surprised how hard it got when runners started appearing and lost 2 rounds later after big guys spawned too in my less defended lane.

Think the core loop is fun and impressed there's that much enemy and turret variety in a week.

Things I wish were added would be more spectacle, like enemies exploding, sniper turrets fuming after their slow shots etc. I like all your ingame actions have sound cues, but adding music would be nice too.

A suggesting for quality of life would be seeing turrets damage and range when you place them or click them.

Thanks, the dice mechanics were inspired by games like Dicey Dungeon, Astrea and SpellRogue :)

Thank you :>

Good point I'll try to add more checks after the jam where high rolls pay off

Maybe X or more :)

Impressive :) I would have given up before that!

If you like that kind of game and don't need the nerfs, I recommend trying out Bloody Trapland and 1001 Spikes on Steam :D

This is my favorite.

Impressed how quickly you put together a really pretty sprite for the main character and like the intro sprites a lot too.

Found the mechanics both novel, interesting and fun

Tightly scoped yet consistently polished.

My one tip would be to carry over that same kind of polish and care into the screenshots/splash art to get more people to try it out. I'd recommend two things mainly :

- Make the playable character more noticeable in the thumbnail' composition.

Didn't notice the bat character on the splash art and only saw the bones. I'm surprised how often people try some of my games by searching for their favorite animal species, make sure you tagged it and more bat lovers will find it :)

- Higher contrast with the main character and its environment

When you're playing it's not a problem, you don't blend in the background while in motion and traps are easy to notice. But on static screenshots the character is lost in its environment. Could achieve it by making all background stones darker or swapping some of the palette around.

Good luck hope you win :)

I was mashing at everything at first but really enjoyed the last few guests I had to puzzle into leaving

The sound design and bite animation felt good :>

Thanks a lot! :)

Thanks a lot :3

Thumbnail got me immediately sold on the idea and level 3 and the ending was the payoff I was hoping for, good job :)

Got a hearty chuckle twice and a proper laugh at the end good job.

Love the art, presentation in general and the music.

Figured out some customers seemed more patient then others so I stopped serving entirely when I received an infinitely patient customer thinking I'd win the day easy but then the game over triggered despite having a positive overall score. Was left confused

Wish the recipes icons were bigger it was difficult to identify which kind of milk is which on the bar and they'd sometimes mostly overlap anyway.

I like it in a slow burn kind of way, will challenge a friend to beat my score. Wonder if 12 is good

Initially didnt like it until I practiced enough to figure out you mostly want to have your boots in the shadow rather than stand around it.

The dash ability is interesting but I ended up not using it outside of hail mary try for one more hit and know I'll definitely not get a second one in because I'd get too far from the ball.

Made me smile alone when I played it then laugh when I made a friend play it.

Didn't know how to code at all at your age and only started making games until 18.
Good luck and keep working hard, you'll keep getting faster and better!

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I like the idea and presentation a lot but wish it had more juice.

Visual presentation is very clean. Strong color palette and consistent artstyle. Really like the reflection on the timer too + I appreciate you even had a start screen 

Initially it's interesting to toy with and panic, die rinse repeat, then you figure out which numbers you need to wait for and which are irrelevant/wait times. I do like that it speeds up if you stand in the ":" but didn't figure it out on first play until reading the description and trying again.

I like that the idea is epurated and novel, polished rather than throwing extra unneeded mechanics in.

Wishlist/Random improvement ideas as tribute: 

- You have a strong art style for vector graphics and an eye for color. Add some motions to your assets that respond to player input imho and you'll go far. Basically even without doing frame by frame animation, stretching and squashing sprites goes a long way for juicing up visual effects or character motions, especially the dash. You can achieve that by tilting or stretching sprites etc.

- For this jam it works but in the future strongly recommend adding half randomized pitch or duration to sound effects to limit fatigue of hearing the same sound effect frequently.

- I don't think you need a lives system here, being able to manually quick reset would be more fun.

- Initially dashed across the gap between the two digits set and thought I was to hold on to dear life by holding towards the wall until the digits rolled. This caused it to have no time acceleration so I'd have to wait a few minutes and gave up until trying a second time after reading the description.

- Loved the splash art but thought it said Inside Tide. Adding an indent would clear up the confusion without damaging your good graphic design too much

Thanks a lot, had fun making it :)

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Thanks I noticed it once but thought I fixed it already, will try to figure it out and let you know when I fix it :) Of note in the meantime you can use R or Select to quick reset on or out of that screen!

Oh also jumping while falling is intentional, you can only do it if you fall without jumping off the ground.

Thanks for trying it out and taking time to give feedback :)

Thanks a lot it's encouraging to hear :)

Using jam as a learning tool and when it's not too hard I love to apply lessons learned to the project itself.

Thanks a lot we'll try to address your feedback in a postjam patch :)

Thanks we'll try to fix the pause bug and tweak how the chests throw items a bit!

We ended up having to simplify controls in the postjam patch sadly we won't be able to bite our hands anymore but I'm really happy you found it funny, I did too  lol

Impressive, everything was so consistent I thought you were a team for a while now :)

Thank you for the feedback! Good points :)
After the jam we'll simplify controls and add a picture that explains control mappings. Maybe also have the dragon tell you to throw things in there.

If/when you need playtesting I'm down :)

Thanks!

I wish we had time to implement ways in which it was more strongly reflected in the mechanics but very happy people find it charming :)

Thanks for the feedback!

Yes that's definitely a bug! Right now I think all dialog triggers all at once without checking the intended progress condition(!) We fixed that and some more bugs we'll patch in for sure :)

Me and noxid are working on bugfixing, maybe tweaking the balance and map right after jam ends, will let you know when it's out for comparison.

Not sure if we'll add entirely new areas/features yet but might revisit it at a later date or at least for sure reuse the characters/voice system maybe in another jam or hopefully full game some day. Sifa had been sitting around as a complete model with nothing but a walk cycle for a while, very happy we found a first home for her!

Found the concept interesting and novel, execution is good too

Wishlist:
- More levels and powerups
- Making it so dying doesn't reset the music so it feels less repetitive
- Making the birds bigger and have a thick outline, only noticed them after dying 2 or three times

Thanks :)

Interesting and thanks for the explanation gonna be useful for me to test in my own project knowing this now :)

Reminded me of my favorite phase of Spore in an efficient and charmingly unique package

- Love the visual assets and think they fit great together, except maybe the funny looking fish which looked very different in rendering/texture but he looks funny enough I don't mind at all.
- Love so much that you included difficulty options. After losing very hard in medium switched it to easy and had fun. 
- Really appreciate there was enough time in the jam to make a boss at all and was impressed he showed damage taken visually.

Wishlist/Random improvement ideas as tribute:
- The boss has a weird hitbox that confused me sometimes. Specifically I tried to stay behind him and bite his butt but sometimes just biting his ribcage seemed to damage me
- The boss movement looked erratic and very hard to predict/play around especially with its very long hitbox. It was funny and didn't overstay its welcome though. In a more complete context I think having it swoop left and right would've looked less jarring and felt more avoidably fair but tbh probably more boring and less memorable than the current version.

Good job :)

Immediately in love with the presentation

- Favorite song in the jam
- Favorite character design in the jam
- Love the intro screen and found it a clever way to set the picture without needing an entire dialog system
- Reminded me of old flash games I used to play in a good way (Dolphin Olympics 2 specifically)

Wishlist/Random improvement ideas as tribute:

- Took me an embarrassing amount of time to figure out I needed to HOLD space not tap it in bursts to gain speed. Wish it was under Controls instead of Tips section of the page, I thought Tips was spoilery but it was essential knowledge.
- Wish going to 0 calorie didn't double whammy you so hard. Not being able to boost anymore is already punishment enough in my opinion or at least it shouldn't break your speed as fast and completely as it does. It might make more sense if the idle animation played a tail wag that got slowed when you hit 0, but losing momentum speed from fatigue feels confusing and frustrating.
- Noticed hitting space right as I reach waves while going up would make me jump while at low speed. Tried holding space as soon as possible on reentry or going out at high speed but often just lost all speed instead of getting a boost. Didn't understand/notice if it was because I was at 0 calories each time or something else.

Very funny and interesting twist on Papers Please kind of game. Played it with the bf watching/giving advice over the shoulder and was a blast.

- Had interesting situations where we were really unsure or not if the person was going to get us punished for being sent to hell and started getting armchair philosophical about it
- Laughed out loud when we reached a point of the game where good and bad deeds can be shuffled and bf pointed out "THEY STARTED 2 FOREST FIRES!?"
- Also laughed when he'd read faster than me and I'd go "damn this guy's spotless" "Dictator."

Wishlist/Random improvement ideas as tribute:

- Wish the game had a communicated ending, we were very excited to see how else it would shake up the formula but found out the only thing that changed was the thresholds and quantity of souls to judge.