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Silevran

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A member registered May 22, 2019 · View creator page →

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Well, as a hint, you can pick up and put down items. So start thinking of that second option and the possibilities.

I think it was just little things. Overall the game involved a level of micromanaging I was not expecting. Like I remember I could have multiple enemies selected at once and that confused me for a few moments. Plus you had to be thinking several moves ahead but (and I might have missed this) I could not figure out how to look around to try and find what I needed to go to next.

I like the concept and how it related to the theme. Good controls and fun game to play around with.

Like a few people I found the game over a bit annoying after the first couple times. The movement did feel nice and smooth. I liked having to hide and adapt to try and deal with the paladin. Overall it worked ok and I could see it being polished up into a full game with some more ramping up of enemy difficulty for instance. I do wish I could do more than simply run and throw items.

Nice and fun simple platformer. Generally everything worked well and had some nice art and music too. I did find the boss fight at the end a little annoying with so little time to react to the warnings but not that much as I did finish the game. Also a impressive amount of content in here for a short jam like this.

Was simple, fun, and nicely colourful. Controls worked really well but I did find it hard to avoid the snake if it really went after you (which I suppose makes sense). 

Very beautiful and interesting game. I like the take on the theme in a different direction from most entries I've looked at so far. I'm probably not too great at games like this but I did find myself often confused why I could not adjust things as I expected. A few too many variables to try and modify at once. I also had issues reading some of the numbers when I was close to the station.

That said, I did like the almost chill vibe I got playing this and was engaged throughout my time playing.

Interesting idea with the swapping. Reading some of the comments below I see you mention the game spawning enemies if you don't spawn any so I get what was happening when I played. And I think there was also a effect of killing enemies too close when you become the demon lord? 

There does feel like there is a imbalance with you being able to weaken the witch and then get rid of her easier as the demon lord side. It is much harder to get a win as the witch but more rewarding which was nice.

Interesting idea with you basically trying to MacGyver together movement with the limited rules/options you have. I did find the controls a little difficult to work with to get the idea I had in motion. I also had to read a response here to figure out what to do in the second room.

I still like the idea a bunch so well done.

I'll echo a what some other people have said about balance and choices. That said, I do like the idea and wish there was more I could do in the game. And congrats on completing a game for the jam.

I like twist on the concept of Tetris you have here. I do wish I could get a top down view at times as my personal perspective on the layout sometimes felt a bit wonky. Personally I found things pretty clear once a couple pieces dropped but I did find there was a lot of fiddling with positions to get things lined up as I wanted.

Overall though I really enjoyed this.

Nice art and I liked the concept.

Interesting concept and the execution was really nice. I did eventually realize I could simple give a bunch of treasure as a solution but I also played through with a more reasonable challenge.

It would be nice if there was some kind of score or cost system to try and make me create more interesting dungeons. A very well done game.

If you are talking about the classroom, there are six items to interact with and then things continue. 

A goal/progress counter might help with guiding people in that way, so thank you for pointing that out.

I really like how the game is simple to understand the basics of and deep enough to give thought to. 

More than enough content for a game jam and I can see how it could easily be expanded in various ways.

I liked the simple but clean art and easy to understand iconography.

Really well done.

I liked the risk aspect of the game. Trying to play the balance between using your dice for certainty and saving them for continuation. The art was nice and I quite like the game had a useful tutorial to help explain things.

It was a very interesting concept and I likes the fact I could re-roll a die once. I do wish there was a way to see I had used my roll as a couple times I ended up with the same number and was unsure if I simply had misclicked.

I like the addition of the values leading to combinations. It gives a nice sense of planning to your actions. The sound was nice and the animations for movement were simple but effective.

Cute game with nice easy to understand mechanics. The visuals were really nice and how you upgraded yourself worked well. I sadly got stuck on level 3 for some reason where I could do no more actions it seemed but did not see any way to end my turn.

Still, really like the concept and execution.

Very cool play on things. Understanding things was good and simple while giving a lot of chance for depth. Loved this.

Really great factory game base. Simple, polished, easy to understand.

I say "Could use some more layers/things to do," but only because I want more to do in the game. 

Dang, just never managed to roll that three then. Good to know, thanks.

Yeah, that makes sense. Being able to rotate the camera to see things is way more important for sure. 

Really well done in basically every way. It has nice polish with actions feeling punchy and good. A good variety of enemies and how you have to handle them. A standout entry, love it.

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Interesting concept though it is simply visualizing the behind the scenes rolls you do in a normal RPG. It is done with a good amount of visual polish and simple but effective sound and music. Bonus points for having a working volume setting for both music and sfx.

Feel free to check out the game I made with a group for this jam too https://itch.io/jam/gmtk-jam-2022/rate/1618446

Really simply but satisfying idea. I do wish there was some indicator I was out of ammo and a better reticule for where I'm targeting but that is because I found it a lot of fun. Really well done.

A pretty simple maze searcher with some static hazards to deal with. The dice to destroy walls was a interesting touch but finding them was quite difficult. 

I liked the art for the character and enemies though the tiling on the ground was a bit busy for my eyes. 

Looks really nice and once I got my head around the controls it felt pretty good. The are a did feel a little small and I lost several games at the start simply throwing my die and it accidentally going in the water.

Having to pick up and deposit the coins one at a time did feel tedious though. It would have been nicer if I could simply run over them or at least just pick them up without a die in hand to get them.

Interesting idea of trying to cheat being the primary mechanic. That said, I found trying to affect the dice you roll to be really hard. Like it didn't feel like I was having much effect most of the time and I could not tell if I was simply not clicking on the die or if it was something else.

Really liked this game. The movement were smooth and felt good. The damage was really punchy and felt good killing the enemies. It did get a bit busy on the screen though at times making some things like enemy projectiles a bit hard to avoid. 

The weapons though felt a bit odd at times. While great when you use them, the kinda auto attacking nature felt confusing. Like a knife, get close and it hits them, cool. Why is my gun not firing though.

I still really enjoyed it and the power ups felt like a nice bonus per round.

I basically have the same feedback as other people. Visually it is very nice and the music is good, though I do miss a volume slider. But I could not figure out the mechanics very well. I think some more visual or sound feedback per stat so you can see the changes easier. That or a better connection between what you do and what has changed.

The visuals were great, both vibrant and care enough to distinguish units easily. The music was a good volume by default, which is always nice. The random +/- effect you are assigning out each turn did feel a little unnecessary but not to the point of being a problem. It was a fun time overall.

Feel free to check out the game I made with a group for this jam too https://itch.io/jam/gmtk-jam-2022/rate/1618446

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Very pretty, simple idea. Got stuck for a while on a level but figured things out in the end. I wish there was keyboard controls since the clicking on the direction for in the way of the visuals.

The movement felt pretty good. I did have a moment of confusion since both mouse and keyboard could control the direction (but I could not figure out a jump key aside from space). The throwing of the disk was a little hard to control to get where I wanted.

Thank you for the interesting game submission this year.

Feel free to check out the game I made with a group for this jam too https://itch.io/jam/gmtk-jam-2022/rate/1618446

I was a little confused as to my objective. It was very easy to avoid the enemies and quite easy to kill them. I saw very few times aside from wanting to land on a specific tile for a update to use anything but the highest roll chance option. 

I might have missed a key but for some reason I could not go into the settings. 

The music was nice if a bit loud and it did control well just as I said a bit confusing. 

I hope you had fun making this game in the jam.

Feel free to check out the game I made with a group for this jam too https://itch.io/jam/gmtk-jam-2022/rate/1618446

I found some aspect hard to understand. Why was I only attacking in one direction for instance. Why were so many enemies just standing around. It controlled well and the core concept was easy enough to understand but I felt too limited.

I would also ask to please make sure there is a volume control in your game. The music was nice but way too loud and with no simple way to control it overly so in my headphones. The art was also quite good with most parts easy enough to read with good contrast.

Feel free to check out the game I made with a group for this jam too https://itch.io/jam/gmtk-jam-2022/rate/1618446

I like the concept. It was pretty intuitive and the puzzle ramped up at a reasonable speed.

A couple of the powers took me a minute to get my head around (might just be post jam brain daze) but generally was clear with just the tile icons. 

I don't know why bit I found the music sound quite loud in game vs in the menu. Some of the abilities felt weirdly slow, like the roll dice power. 

Feel free to check out the game I made with a group for this jam too https://itch.io/jam/gmtk-jam-2022/rate/1618446

It is a pretty normal shooter but with the twist of having to regather the shoot after using it. I did fine it controlled quite smoothly but it seemed harder than I expected to actually grab the dice. 

I couldn't tell but was the dice actually changing what happened with it over time? I noticed the fire effect but could not really tell what it did. I also found the enemies attacks a little fast so I could not react in any useful way to avoid getting hit.

It is a pretty normal shooter but with the twist of having to regather the shoot after using it. I did fine it controlled quite smoothly but it seemed harder than I expected to actually grab the dice. 

I couldn't tell but was the dice actually changing what happened with it over time? I noticed the fire effect but could not really tell what it did. I also found the enemies attacks a little fast so I could not react in any useful way to avoid getting hit.