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slothagami

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A member registered Jun 30, 2019 · View creator page →

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Wow, so much improvement in only a few days! This new version is so polished, yet still keeps the spirit of the original. I love the new "block sticking" mechanics, it adds much more strategy to the game! Also I appreciate the effort taken to add so many background music tracks, and making sure no two of them ever play twice in a row. Its a nice touch that adds allot to the feel of the game, the transition to new music when you press play makes it feel like something exiting has started!

If you want even more people to play your game, itch.io supports html games directly. Just change your  "Kind of project" in the game's settings to HTML, and then you can tick a checkbox under your zip file that says "this file will be played in the browser". That way, it will appear on the game's page above the description, and people don't even need to download it! Since some people may decide not to download, this will make sure even more people decide to play it!

I commend you for coming back to this game after the jam, too many people leave their games immediately after its over, the fact that you didn't shows how much you want to improve. Great job, I love this new version of the game!

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This is a clever spin on the game of chess! I thought going in that it would be pretty similar to standard chess, but it feels completely different! Being able to advance a pawn across the entire board in one move feels illegal - witch makes it very fun!

One thing that confused me was why I couldn't move certain pieces sometimes. I think adding a popup under the mouse when you try to move a piece that says "not enough points!" would clarify that, and you could even also fade out the pieces that you can't afford to move this turn, just so the player knows. This prevents the awkward situation where you go to move a piece, and... nothing happens.

Aside from that I think this is a nice spin on regular chess, and it would definitely be fun to play with friends! 

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Wow, I was not expecting to download a pdf this jam! Physical games usually aren't played as much since they aren't accessible to most people rating them, but you managed to solve that problem!

The only thing I was unsure about is how the colored dice worked. I like the idea of keeping the rules hidden so players can use some creativity to make their own versions of the game - but that doesn't really work if there are "intended" rules. You could still make it work if you had the first one or two examples of the color rules explained to the player first, that way they have an idea of the type of rules that were meant to be filled in (for example sticking only to rules that change the direction of lines), then it becomes possible for the player to find the "correct" rules with some carefully created puzzles. But without those examples, there are simply too many possibilities.

Putting technical issues aside, I appreciate your boldness for making a physical game, and I think you pulled it off quite well! The visuals are nice and clear, and its still playable on your computer without any props! 

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Wow this game is really nice! Its very polished, and I'm a fan of the retro PICO-8 ascetic! I didn't have any trouble with the puzzles, and the lack of inventory wasn't really a problem for me at all! 

My only feedback is very minor: in the "lights off" section, the part where the lamp gives you directions of where to move, I think the list of movements might be slightly too long. Ideally its short enough to remember without writing down, since doing so breaks the flow of your game. As a general rule, people can remember 6 things maximum, and in this case the numbers and directions both count, so "4 up, 5 left, 2 down" would be pretty much the most a player could remember all at once. But all you would need to do to is shorten the list of directions.

Other than that one minor thing, I really enjoyed this game! the puzzles were clever and the talking objects and tone of the writing kind of reminds me of Undertale!

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Wow, that's a pretty impressive system to set up for a jam game! and its better than my first thought, witch would be just create a game object for every pixel (obviously very inefficient). The system you already have seems quite developed, and it wouldn't be too hard starting from there to optimize it even further! Hats off you you for doing this in only four days!

Wow, the graphics on this game are really nice! The music (and gameplay!) kind of reminds me of DOOM Eternal. The whole thing is a frantic scramble to get away from the skeletons and fight for your life! 

One thing though, is that I have no idea what any of the symbols on the dice mean. There are no labels, so I have no idea what each of them do. This could be an issue, because players might ignore the dice mechanics entirely if they don't understand what each of the abilities are. One easy way to address this is to just add labels to the dice in the menu, and maybe change the symbols to more clearly reflect the ability they give. 

Overall, I quite enjoyed this game, its always good to have some fast-paced action! Keep up the good work! Also come check out our game if you haven't already!

This is a really cool game, and I quite like the concept of it! Having to explore connections between your computer and the game is quite an intriguing concept!

One thing I noticed is that this interesting connection between the dice and the OS is not mentioned anywhere in the game! If I didn't read the hints I'd have thought all I could do in the game was roll dice! One way you could fix this issue is to jump straight to level 2, have the game window bar visible from the start, and maybe flash the minimize button after your opponent finishes the intro, so people see it. Then you can have the readme file already open when the game is minimized. That way people's curiosity will naturally lead them to the readme file, an introduce them to the gimmick of the game without having to read the hints. 

Overall though, great job! The whole game feels really nice and the "internal" game feels quite polished! The concept itself is really interesting and reminds me of speedruns of the original pokemon game, where every move they made was carefully calculated to manipulate the RNG. 

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Hey this is a nice game you got here! Short and sweet. I have to admit I got a bit exited when I saw the Gamemaker logo (lets go GMS2 team!) also I love the player sprite, you just want to root for the little dice with legs!

One Point of advice: If you want more people to play your game, I recommend packaging the it as a zip when exporting from Gamemaker. The installer option is there for much larger games that need it, but for a jam like this its better to have an executable rather than an installer. The main reason being that it asks for admin privileges when you open it, after already showing the usual antivirus warning you get from jam games. These two things together is usually enough to put someone off playing your game, no matter how good it is.

You might be able to still export the game as a zip now and upload it for the jam if you want to fix it, since you aren't changing anything about the game by doing that, but maybe take it up with the event organizers to be sure.

Aside from that one technical point, I think you made yourself a great game! I will spread the word with the rest of my team and try my best to get you some more of the ratings you deserve. You should be proud of this game!

Wow this game feels very polished! The sound effects for the dice are well chosen to make the whole game feel gentle and relaxing, and I think you nailed this artstyle! My one feedback is that the red things were introduced too early in the game. Usually the player needs time to get used to something as strange as rotating a cube to face a certain way, so keeping it clear of obstacles for a while is usually a good idea. 

Seriously though good job, this is a really neat and polished game that feels totally finished! If not for the length I'd have no idea this was made in only four days! Hats off to you sir.

If you have time in the next few days, come check out our game as well, I'd appreciate the feedback!

This is awesome, I love the art it goes so well with the setting of the game, and gives all the dice a unique personality! And I appreciate that instead of just pumping out battles, you decided to add story elements in there as well! One suggestion I have is maybe you should reduce the player's max health to keep things interesting, I managed to get through the entire game without ever healing or blocking! 

But well done! This is a really Charming game! If you have time, come and check out ours too!

Awesome game! I love the art for each of the characters - I can definitely feel your sense of humor through the game lol. Like others have said you've covered all the bases for this type of game. I think some animations when attacking or blocking would also be a great way to make the game feel more alive. But other than that I think you nailed it!

This game was quite relaxing! Its nice to see some of the games here fully lean into the calm aesthetic (we certainly didn't)! I'm actually interested in how you implemented the cutting system, splitting sprites in such arbitrary ways would be quite the technical challenge I imagine! 

I will say that because the pieces of food get larger when you pick them up, it becomes hard to align them with the shape guides since you can't see where it will land when you let go. I would suggest instead to slightly change the color or add an outline so players can more easily line things up.

Overall though I really enjoyed this relaxing cooking experience, and the sprites for the food look so tasty! Also, its not as laid back as yours, but if you haven't already, come give our game a try too!

This is an interesting twist on the gambling idea! I liked that the enchants were there to mix up the game a bit more than just rolling dice! The Music fits well and I Loved the cutscene at the start! It makes the devil feel very devious and charismatic! 

One thing I would say is that the enchants don't "feel" like they're changing anything, and I think this is a situation where you need to rig the randomness so that it feels more fair to the player. For example you could make it impossible for a weighted die to roll a 1 or a 2, as because of the power up the player is told not to expect low numbers from that die anymore, so it feels unfair, even if the chances of rolling higher numbers did increase. Especially if a weighted die rolls low multiple times in a row. It just comes down to human psychology.

But that's just a minor thing, other than that I think this game was quite fun to play! I enjoyed scheming up new strategies every turn to try and roll a higher number, and adding up the dice before I throw to try to make up the difference when I started running out! 

If you have time, come and check out our game as well!

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IS THAT A JOJO REFERENCE??? I found it really funny that that's why I understood the timestop mechanic, even without a timer. I heard the sound and when it unfroze I just thought to myself, "oh so its jojo rules huh". 

In all seriousness though I think this is a really interesting idea, and with a little more polish you could make this into a really cool experience. My one critique is that the controls weren't told to you inside the game, I jumped right into it and I didn't even know what I was supposed to do until I read through most of the game's description.

Overall though you have a great idea here that I really hope you decide to develop further after the jam is over. (I'll be keeping an eye out in case you do) If you have time to, I would appreciate if you came and played our game as well!

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This game is weirdly addicting. I kept playing over and over because I had to beat my high score! (my personal best is 41 blocks). I think you have quite an interesting idea here that if you chose to expand upon would be really fun! 

I also see you struggled with uploading textures and sound effects with your html file. One way you could do this is to put them in the same folder as the html, import them like you usually would, and then zip the entire folder and upload that to itch as a browser game (also, for itch to recognize it, the html file needs to be renamed to "index.html" before zipping). That way you can keep your own images and sounds in the game, and you won't need the file upload buttons anymore.

That said, I did have some fun putting in random things from my downloads folder as the block images!

But despite apparent technical issues, I still really enjoyed your game! its quite addicting and I keep wanting to come back for more! If you have time, I would appreciate if you came to check out our game too!

Thanks, I'm glad you liked it! There is a gray circle behind the dice that pumps to the beat, but I just tested on my laptop and found out its too low contrast to see on most screens! - that's what i get for developing on a fancy monitor. Next time when I'm choosing colors I'll test them on multiple screens at different brightness's to catch out this kind of mistake.

Thanks for the feedback! From our playtesting we found the perceived difficulty of each level varies greatly with each person, so we opted to chart for what we felt would be the most common experience level. We did plan on adding a much harder level specifically for people like you with more experience - but we ran out of time.

Also that rubato effect is a bug that got introduced when we exported for web, not sure what exactly is the cause but it might be because some of the godot features we used don't have good equivalents in html5. This effect also seems to vary between computers, likely because of how the browsers allocate compute resources. Try the .exe version and see if it has the same effect.

I appreciate detailed feedback like this though, and depending what my team thinks, we might make a new version of the game later on addressing this and other people's feedback. Keep an eye out for a post jam release!

This is a really nice game. Its very polished, the ambience of the factory and the other sound effects work well to set the mood. The game is very juicy and, if you can do the typing at speed, it becomes very satisfying. My one critique: Its hard to tell what letter comes next when the typing wheel has crossing lines. At least for me that lead to allot of mistakes when going as fast as the game wanted me to. I think just highlighting the next button you need to press, (rather than the previous one you pressed) would make this allot less confusing and you could play it allot faster -  and hence have more fun.

Overall i think you are onto a good idea here, and with a few small tweaks you could make this really satisfying to play! Speaking of satisfying games, come check out ours too! We would appreciate any feedback you have!

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Wow, immediately upon opening the game I could tell it was going to be good. The progression from slowly picking off enemies one by one to fending off large hordes of monsters with a flaming sword is quite satisfying, and the range of different weapons makes each round feel fresh and interesting! My only critique is kind of trivial, but having the five waves back to back just makes them feel like one, longer wave. I think changing the numbers for each wave would make it more clear when the breaks are to use the shops.

Overall I think this is  a really fun game! I liked the anvil mechanic, as it lets the player control the randomness and manage their own risk and reward. Come check out our game too, and leave a comment if you have time! 

Hey cool game! The whole thing is a frantic but exiting scramble to complete the recipe before the timer! I Really liked how the ingredients always looked so much more delicious after preparing them! My main critique is that the timer is a little too short to complete a recipe, its tough for us as devs to judge the difficulty of the game we make, because we made it ourselves we naturally find it easier to play. If you want to improve this in the future I recommend getting someone outside your team to play the game and give you feedback on it before its finished.

Overall, I quite enjoyed this game! The tension rises quite quickly during a recipe, forcing you to play quickly - the way this game seems to be the most fun! Come check out our game too and leave a comment if you have the time!

Oh, I see now! I just had a look at Phigros, that's something that would definitely be cool to add in the future! I haven't seen beatmaps in this style before, but you're right - This is just what we need! Thanks for telling me about this!

Wow interesting game! I love the idea that the dice spawn a world, and the story generator is a nice touch that adds allot of depth to the game! I also really liked the dice designs that come up when you finish creating them! 

You mentioned in another comment that you struggled with explaining the battle part, from my experience, rather than explain in text up front (especially if there's maths involved), its best to show the player what to do, as they are doing it. Also i think showing the success rate of each sticker packet as you choose them would be helpful, because currently I have no way to know witch stickers are good or bad! 

Overall I think this game is quite clever, the artstyle is really nice and the whimsical tone makes for an entertaining experience!

Wow, this game got me. 

I think the story is a clever twist on the theme, and it being short mean's it wasn't a hassle to get all the endings! I wasn't able to find the second number for the safe, which is a shame because the true ending is really touching! I really like how you show all the items you can interact with in the level, but one thing to improve on I think would be to make it clearer what the effect of each option will be, sometimes it was hard to guess which option is the sabotage. Though since this game is short its not too big of a deal.

This is definitely one for my favorite games list!

Thanks! In return, I'll play your game too. Look out for my comment!

Thanks, I'm glad you like it! I'm not sure what you mean about the "aesthetic" of beatmap design, is that things like variable scroll speed, or something else? Also, I'll get to playing your game next!

I like this game.

Although its nothing super fancy, it gets the job done. I think this game has a strange sense of charm. Crouching is an interesting mechanic to add to a platformer, and crouching mid jump to make it through those narrow gaps was quite fun! If you want to improve how the game feels, I would suggest looking into "coyote time", its a game design idea that would help to make the jumping feel more responsive and helps the player feel more in control of the character.

I think this is one of my favorite games that I've played today. When you get around to rating games as well, come around and have a look at ours!

Hey Cool game!

I like the idea you have here - ship building games are always fun. I got to about the third stage where there was several of the smaller ships, and I wasn't able to select the furthest one as a target. I'm not really sure why -  is it a bug? The main thing to work on I think is communicating that to the player. Just adding some clear indication of how to play the game, ideally without having to read the description, would really clear things up.

Apart from that I actually liked your game, you don't see that many strategy games created in jams, and I think your system has potential if you want to keep working on it in the future. If you have some time, come and check out our game too!

Hey, cool game!

I like the idea of the dice games being held at a cafe like this, and i think your choice of music and the slow pace of the gameplay make for a really relaxing experience.  One thing I noticed though was that you have to wait several seconds after all the dice have moved before you can roll them again, it would be nice to be able to do it immediately. Also I like Luca's voice, I think it conveys so much about his personality!

Its a great idea you have here, i think it just needs a little more polish. If you have the time, come and check out our game too!

Wow, this one has me impressed!
I feel like this is the kind of game you might see on youtube! I think you did well to create the laid back atmosphere of a lounge in hell that fits really well with the nature of the game. You also did a great job making it intuitive to play, I understood the rules without even reading the instructions! And I won't spoil it for others, but I really liked the final twist - the music changing was a nice touch. My only criticism is that the text about each new ability disappears too quickly to read it all.

Honestly, this is one of my favorite games I've played so far! I think with some more development this could be a really interesting full length game! I really enjoyed the relaxed story experience, our game is I suppose the opposite end of that scale, you should come check it out!

Hey, nice game!

The entire opening sequence feels so polished and the menu art is so dynamic! I also think your choice of music compliments the art and creates a really nice atmosphere for the game! I also appreciate the fact that you took the time to make a cutscene at the start to set the tone! I made it to roughly round 10 or so before i succumbed to my allergies, but my main criticism is that the exact wave I got up to was not displayed on the ending screen.

Overall, I loved your game! If you have the time, come and check out ours too!

Hey, nice game!

Its fun to play, and the music really fits the fast paced gameplay! I loved that the quick enemy spawn rate at the start makes you feel like you're being overrun by a zombie horde, but once you get enough upgrades you feel really powerful when you can finally deal with them all! My main critique is that the music doesn't loop, so after a few minuities you're left with only the sound of bullets. But in godot that's an easy fix.

Overall this is a really solid game, and despite the short deadline, the game feels really complete. If you have the time, come and check out ours too!

Hey, nice game!

Its fun to play, and the music really adds to the excitement! The graphics look really polished and every weapon feels unique and special. I also appreciate the little indicators that show you where the enemies will spawn, it makes it much easier to plan your next move! My only criticism is that the range of the sword and the axe feels a little too short, its hard to hit the enemies without getting hit yourself. 

Overall fantastic game! If you have the time, come and check out our game too!

Awesome! I loved the animations! (Though I'm sure everyone else has said enough of that!) I found it a little hard to use the cards at the specific times that I wanted to, (they're really big on the screen) and land on those tiny platforms! Besides that I loved the music, I think it fit's the game & the artstyle really well!

Awesome Game! I loved your choice of music! I think this game would be awesome if it started a bit slower though, I had barely gotten used to using both characters when the enemies started appearing way to quickly for me to shoot them all! I love the idea, and I think you nailed it apart from the pacing! Awesome Game overall!

Overall awesome Game! It's far better than my first jam game! I loved the sounds and music, it really fit the theme! My only problem is that the levels felt a little bit tight (when you have to jump with a roof above you, you loose allot of control), and when doing platforming it's frustrating to  land on a block, only to slide off of it again, and restart the level. Other than those things, I loved it! I think the main mechanic was implemented in a really cool, and most of all intuitive, way! I was never in a situation that I was confused how to use it once I figured it out in the first level. Amazing job!

Awesome game! I think it could be the start of something really cool! I love the emphasis on the bombs swapping the with the player when against a wall as a mechanic!

Awesome Game! I really enjoyed playing it, and I love the clean artstyle!

Awesome Game! I really like the idea! I felt like I wasn't really looking at my hotbar though, I just spammed the attack keys until the enemy was dead, If you had more time to look and decide what weapon to use next, if the enemy encounters were slightly less urgent, I think I would pay more attention to it.

I think that this could be a start of something really cool, and I love the animations too! they're super juicy!

Thanks for the feedback! I forgot to add warnings to those attacks in the end that's probably why it was so difficult! I'm glad to hear I made some decent music too!

Cool Game! I think that if you limit the space you're allowed to move in it could be even more fun! I Appreciate it being made in an hour! I don't think I would be able to make anything good enough in an hour!