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skejeton

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A member registered Dec 21, 2019 · View creator page →

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I really like this idea and it's a shame I couldn't bring it to life as well as I could. To be honest the development was a disaster and we switched the project to this idea 2 days into the jam, so we only had 48 hours to make it even though it states 96 hours, we had very little time to test it. Within that time frame the RNG is something I wanted to get right, but even after testing for a bit I felt like the RNG was too tough on you, I tried artificially increasing chances, which is in this game, but it doesn't seem like it's working too well. And of course the amount of interactions was left to be very limited - I wanted to add way more, but I also needed to do last minute fixing and polishing, so I just didn't find enough time. I like this idea though, I'd like to revisit it.

Thank you for the feedback =)

The best game in this jam I think, the art, the gameplay is very well polished. There were a few dents, like I phased through a wall once and the game sent me halfway back. Maybe the scaling mechanic is not used as well too, but it's really fun to play, especially when you figure out the physics.

It's very cute! For level 5 (Rough ramp), i figured I needed to rotate the cubes, I've managed to do it a couple times but the physics engine glitched out, so I couldn't complete  it =(

The art looks like a ZX spectrum game - very well executed. Gameplay wise I wish there was a bit more variety to the bullets, and there was a persistent issue where if I move my mouse outside of the game's screen, I wouldn't be able to shoot, so I'd really like to have a "shoot with a keyboard" button.

I really like it. First puzzles were very simple, and the latter ones were quite challenging. The art work is really well done and the story is very funny.

I really like the art, it's very cute =)
The physics are floaty indeed, but I think it actually fits the grappling hook theme really well. The resizing mechanic was a bit weird though, it was somewhat glitchy and seemed out of place, but I think it just wasn't implemented as well as it could be.

I looove the art. The art and music work here is beyond good for gamejams. But the constant crashes were very frustrating =(

The art is very cute, but I got stuck on the 3rd level, no idea how to solve it, the little apple thing doesn't seem to do anything.

It was really amusing, the skeleton looks very funny and badass. Sadly the fun stopped after I got softlocked in a level where there's boxes above you, and water. I couldn't reach the boxes, and scaling seemed to do nothing.

The art is really cute, but I didn't really understand what's going on, clicking seemed to do random things and I wish it was explained a bit better.

It was a pretty fun and short game. Some feedback - I wish there was coyote time, because sometimes I felt like I should've jumped when I didn't.

I think it should use just a single mouse button, I was always mixing up the buttons.

The ungrabbable object having physics was very frustrating. But overall - interesting concept, and well executed. =)

It's really cute, but the controls were a bit clunky.

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It's a really fun idea, I had trouble figuring out what to do at first, the description wasn't very helpful either, but then I got the hang of it after the first one. The last level was very evil, but kinda funny.

P.S. For those having trouble - the rule is what the scale measures.

Really cute & fun short game. It took me a while to figure out that the boxes could be pushed, so I thought I was softlocked for a bit. The only thing I wish I could do is hold down the keys to move around.

It's really fun and cute, plays like a flash game. Very cool =)

I had a lot of fun playing this, so I went through the entire game. I think I found some unintended solutions =), but that's what made the game more fun for me. There's a fair bit of randomness involved in the physics, but I don't necessarily think it's a bad thing.

It's really funny, and the morphing animation is impressive.

Fun but a bit buggy, I got stuck in the wall.

It's fun once you get the hang of it. At the start it was a bit too fast and I got confused.

shit, the image didn't upload. here it is https://imgur.com/a/keESh3z

This is all I'm seeing:

Well at least I tried :P, I tried to explain it through several levels but it seems like it didn't work at all. Cheers!

Thanks!

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Sure! Godot is a pretty good engine but I did find a couple of bugs and problems along the way in it. Hopefully they'll iron it out and it'll become on par with engines like game maker or maybe, unity. Thanks for playing!

Include linux and windows exports :)

Thanks. Cheers!

The base idea is great, you have a dice that selects the weapon, you can really improve this if you involve some strategy, in the other game I saw, there were 4 dice, you could roll the dice and get 4 different actions to take, you can take 3 of the actions. In you game I think you can do something similar, roll N dice and let player pick what dice they want, maybe even one out of the N. 

I like the sprite stacking graphics. I think the problem is that it's not really easy to make use of the mechanic strategically because at the end, there's just too many dice on the screen to think about it, and at the beginning you can just cheese through by picking any random side. I think this could be improved if the dice sides are somewhat more deterministic to manage. 

Simple but very fun arcade. My suggestion would be to add progression like in vampire survivors. For example you could have multiple dice, dice multipliers, stashing dice, etc. This can be expanded indefinitely. 

You are right, to be fair I wanted first few levels to be introductory puzzles, so to clarify game mechanics (e.g. match is on the top, orientation matters, etc) like in baba is you, and then it gets exponentially harder, but I didn't have much time to implement all the levels, so it all became easy peasy. The last level few were the level I wanted the player to finally play the game, on the level before the last (where you need to put 1 on top), I didn't do a great job indeed. Thank you for this review, I really hope more people leave something as helpful as this. Thanks for playing, my fellow jammer!

I was also somewhat aiming for space vibe, got something somewhat resembling. The isometric die is a 3D model of a cube superimposed onto the 2D game. Thanks for playing!

Now that's not good. Thanks for playing!

Thank you!

Awesome music by chiptami, thank you for playing, have a wonderful day!

Thank you. Have a splendid day!

Ha, I hope I do find time to make a re written version of the game with level editing. Thank you for the review!

VERY requested feature indeed! Thanks for playing my fellow jammer.