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SonOfNiel

42
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A member registered Aug 03, 2019 · View creator page →

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Got a chuckle out of me. Would be nice to be able to play around a little more with the scene before it resets.

Got stuck when a strawberry wouldn't let me roll it after it had spawned in as a cube, but otherwise I loved the art. The cube-versions of all the foods were adorable.

This is my favorite so far! The music is great, and I love all the little character stories. I feel like the tower can be used as a metaphor for so many different aspects of our lives. The woman staying behind to care for the cactus instead of forging ahead to see what's next, and the person who stayed--satisfied with the tiny book case--only to miss a grand library only a few floors ahead.

Honestly, this a better narrative game than something like Dear Esther. The dice rolls really made it feel like you needed persistence to get to the end, but players will get worn down by their lower and lower changes of progression. It's brilliant, this is a true work of art.

The graphics are adorable, I really love how the dice really couldn't have been any smaller and still have been legible given pico-8's resolution. Great puzzles, and the step counter is a great innovation that sets your game apart from the few dozen other roll the dice around type puzzle games this year.

Great pixel art, groovy music, and engaging gameplay. Nicely done!

Great aesthetic!

Lots of fun, and I think I won the game:


I liked the art style, especially the end animation.

Great game! I wish it were longer, which is a good thing :)

Nicely done! This is what most turn based RPGs would be like if they were honest about how their combat systems worked under the hood, haha.

Thank you for the feedback!

I love golf games. I was hoping someone would make something like this for the jam, and you executed very nicely. Thanks!

This is the most challenging puzzle game I've found in this jam yet. I like how pretty quickly some fun behaviors become apparent, like getting stuck on '4'.

The game actually does use MIDI under the hood as its level description format, so we're not far from being able to support MIDI keyboard inputs.

Thanks for the feedback, these are all excellent points!

Actually good. The attention to detail is incredible for a game-jam entry. I adored the expression on the fur-ball enemies when they slipped on the sashimi.

Well made, but the puzzles--at least the ones I played--seemed to mostly consist of counting.

Loved the visual style!

Nice work with the art, the animations for the robots were particularly enjoyable.

I stuck around until level 3, this is pretty fun. It would have a lot of sticking power if the clicking and dragging was made super fluid. I'd also be cool for the actions to have key-bindings, like 1/2/3 to select the die, and w/a/s/d to select the direction.

This is the best I've played in the jam so far, nicely done.

I really appreciated the time taken to ensure the game starts off slowly to communicate the main mechanic before the evil eyes are introduced. The frames are visually striking, as well.

What a fun combination of turn-based RPG combat, deck building, and dice rolling. Very creative!

Fun game, I would love to learn more about how you did the procedural generation.

At first I was only going to stay a while, but I ended up scaling my dice farm for longer than I initially expected. You've got a good gameplay loop established here, and its a fun variation on the idle-game format. Nicely done!

Great example of progressive puzzle design, nicely done!

Very calming, this would make a great mobile game.

Reminds me of something out of Warioware. The squishy sound design makes the experience.

The dog sprite is adorable, nicely done.

This game really nails the feeling of being a "toy." Its especially satisfying hearing the click as the different dongles snap together.

I like how you tied the physics of the two worlds together, I'd be cool to see that type of gameplay with puzzle mechanics.

One of the best puzzle games I've played from this jam. You're pretty down on it in the description, but I think this turned out really well, its a cool mechanic, and satisfying to play.

Watching your crowd grow is satisfying. This would be so fun with more mechanics, like pikmin on steroids.

The art is excellent, its like something you'd see at a G Jones show.

The difficulty spike on level 4 was pretty severe. Of course, not being able to touch the cursor is a core mechanic, but it might benefit from some tuning on the rate at which you're reeled in as a function of distance.

This takes me back to games like Mathblaster, this would be great to share with kids who are learning multiplication, etc.

Elegant and challenging, nice work!

Really nice work using the towers' beams as both weapons and an energy source. I really appreciate dual-purpose mechanics like that.

I enjoyed playing this game, thanks for submitting it. I really think it started to hit its stride when you had to merge the goos in separate locations to open doors. Of course level design is challenging in such a short timeframe, but it would have been cool to see those mechanics play out in even more complex ways. TL;DR it was good, and I would have played more levels if you had them!

One of the first puzzle games in this jam that I've played through to the end. Nicely done!

Cheering up the sad lil' people is a great mechanic.

Thanks for playing :)