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Squareheron942

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A member registered May 18, 2022 · View creator page →

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Fun game with some nice art and clever presentation, was pretty fun to play and I feel like I could certainly spend another 20 minutes playing without getting bored!

Interesting idea, though I did find it hard to play. I think being able to select a specific trap to take control of would be nice, instead of having to mash c to get to the right one, then inevitably pressing it one too many times and having to do it all over again. It would also be nice if it was more obvious that you had killed the robot, since there's text saying "you win" but the robot is still happily jumping around. Other than that, I liked the art and the sound effects, and I think given time to flesh out the levels and add some more it could be quite fun to play!

Pretty cool! The puzzles and graphics are great, and though I did have quite a bit of difficulty with the later levels I think that's just because the difficulty ramps up quite a bit. Not really any complaints, nice game!

Ah yeah that’s an issue with the gba itself basically.  You can have up to 128 sprites at once, so depending on how long the snake is (each segment has one sprite) and how much text is on screen (it also uses sprites) you can basically just run out.

So the issue is that you basically just got the snake long enough that the gba simply can’t display it anymore. If you also just get it more than 128 segments long the same thing happens. 

Wish I could fix it, there are a couple workarounds but they’re a bit out of scope for me unfortunately 

Really impressive, especially within the time limit! The idea is fun, the dog's monologue is fun, and it was surprisingly difficult! Great job!

Cool, clever game that is simple enough to grasp while still being clever enough to be enjoyable. My only real gripe is how a lot of the time the puzzle is less about figuring out how to solve it and more about just managing to click at the right time, but otherwise was really enjoyable.

Pretty original take on the theme from what I can tell, though I found it hard to really get what I should be doing. The timer which ticks down seems to just kill you but I couldn't find a ay to make it go back up or anything. Maybe I just didn't read the tutorial well enough, idk. Still, I really like the art style and the controls feel very nice.

I didn't have a ton of time to flesh out the AI (It's also my first time really trying to make one) so it has a couple bugs I couldn't fix which definitely add to that. For example if you stand in certain positions, the snake will always just go up until it hits a wall then come back towards you, causing a loop. 

I really like the idea, as well as the visuals, kind of reminds me of untitled goose game in that. 

Nice entry! I took a little to figure out the game, but once I did it worked pretty well!

Pretty funny idea! All of the quests you can make are super silly, and I liked the little reactions they had to whatever quest you gave.

Fun idea, I liked how many different headlines you could make although I did find it unfortunate some of the headlines I came up with didn't get counted. Still, the ones that are there are quite funny and I quite liked the game overall!

I like the concept, and the puzzles are pretty good! I did find the metal pipe sound a bit grating towards the end, so maybe having more sounds or just having it be a bit less piercing would help. Otherwise, the music was quite good and I really like the art style!

Cool game, it looks pretty nice, though unfortunately I found the controls a bit difficult. Concept is interesting enough as well.

Sorry to hear that! The only two browsers I've been able to confirm it works in are Safari and Chrome, so if you do want to try that it's an option. No worries though, I probably should have put more time into ensuring the web emulator works lol

Great game, the writing was great and the art was pretty cute, though I do think the walking was a bit slow so it felt a tiny bit annoying towards the end. I guess it really does just make you feel like the NPC though lol.

Cool concept, the difficulty ramps up quite a bit but it still feels pretty fair. The whole style fits pretty well, with the music, sound effects and art.

The idea is really funny to me and it looks quite good! I did find the controls a bit hard to wrangle but otherwise it was pretty decent!

According to the devs of the emulator, Firefox <14 has issues. It does log errors in the console though if you do want more information

I quite like the art but I'm really not sure what I'm meant to be doing. Other than just "stuff is on fire now" there's not really any feedback that I get from the game and so even after dying twice I really just don't have much of an idea what I should be doing. Still, I do understand that the art took priority and I do think it was successful in that sense.

I am curious what about the web version didn't work. I am aware of a few bugs (some freezes if you just sit in the top left and some random crashes in the corners) but I would like to know if there are any other problems. I did only find out later mGBA has a wasm build which would have had much better compatibility (this emulator is over a decade old) but I didn't have time to implement it.

I like the concept! I think there are a few too many clicks needed and some of the text/UI elements should be edited to be a bit more clear. Other than that, overall great! It's not glitchy or anything, the situations are super varied and interesting, and the art looks overall pretty good. Once I understood what I was meant to do I got a lot more engaged in the game.

I don't know if you've seen some of the lower comments but I did mention that I have a new version with indicators including a grid to make it easier to tell distances and an indicator of what number you end up on depending on which way you go.

oh yeah, that is intended but I didn't really use it in any levels. In my updated version it's much more obvious, three of the levels can only be beaten by doing it.

I'm curious what bugs you found, I mentioned a few of them in the description.

I think soft locking is the wrong word, it's more just that you don't have anywhere to move. Clicking the button on the top left will restart the level. 

I do want to implement an undo button but it's not finished, and the current newest version (that cannot yet be uploaded) includes some features to show you where you can go and what number you will have.

These are some great ideas! I am going to add a visual grid to make it a bit easier to orient yourself, and an indicator like https://nakst.itch.io/dices-odyssey uses. As for having a more open area, it ends up making so many possible solutions that it would fit better with a game that requires you to end on a specific face to win, which while I think is a good mechanic also isn't really what I had in mind. Same thing goes with having a smaller number of sides, it's a good mechanic for a game but not really what I wanted to do. I also think the difficulty in trying to see how far a specific number would move would be mitigated by the indicators and grid. I have thought about making the die "roll" as many times as they move instead of just once, but you always ended up stuck on 4 and it felt a lot more unpredictable that even it is now. 

Thanks anyways, I'd love to play it after the jam ends when you'll be able to make a Mac and Linux build

Very nice! It's good to not have to keep track of too many things at once, having more than just teleporters, for example if there were spikes or something that would've killed my enjoyment a lot. As it is, it's quite relaxing to just push the red dot around and explore the die. Cool concept that I haven't seen anyone replicate, and I'm sure it could be expanded into more complex puzzles in a full release.

I think you should make sure to specify that the game is windows-only, I downloaded it thinking it would work on Mac but then found out it didn't.

Cool concept and execution! I love the art and animation in general. Reading the description, I thought my game concept was basically the same but it really isn't! My only issue is that dice don't really have anything to do with the game, since it's more about finding the correct order to put the numbers rather than randomness or moving the die itself.

Thanks! As I've said to most other people that have played my game, I have a version that includes most of that stuff already.

Here's what it looks like:

This is currently my updated version of the game, and I would have uploaded it by now but I have to wait until the jam ends to submit it. It doesn't have a grid but I think it works better because you can make predictions further ahead and I personally think it looks better.

I have mentioned in other comments that I have an indicator system implemented, I just can't upload it as a part of the jam

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yeah as soon as the game jam ends I'm going to update it with an indicator, there's a photo of it in one of the other comments. And yeah there are so many unintended solutions I've found.

That game has a really useful movement indicator! I did say in another comment that I was planning to add those indicators, I just didn't have enough time. I have actually added them to the game, but I can't submit an update during the jam.

I've actually now made a build with those indicators! Unfortunately I can't update the game for a week but hopefully that will improve the game.

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Cool Game! There are so many mechanics and animations it's impressive it was all completed within 2 days. The only issue I can see is that it can be a bit laggy on older computers, although that isn't really in your control.

Is there a bias as to which events happen most frequently? I found stranded people something like 4 times in a row at one point. That or i just got unlucky.

Interesting concept! It reminds me of a tabletop game of some kind, and I think that may have been an inspiration judging from the hexagonal tiles. The random events do pose a certain intrigue as to how they will affect the overall outcome, but a lot of the time it's hard to guess what the various stat changes affect and there doesn't seem to be too much of an overall effect on the outcomes of the more random encounters. 

I'm not sure if the main mission is also randomized because I had the same one each time I played, but if it is then that's a very good idea! It would certainly help the replayability by having new concepts and stories be presented.

I also like how the game looks, with all of the images looking great. It really feels like a space adventure with all the little pointers and designs and things.

The only issue I really have with the game is the seemingly high chance to have some kind of encounter happen, although that does balance out the fact that each individual encounter doesn't have that much weight to it.


Overall, I would say it's a very good concept that looks great, and plays quite well with only a few minor issues that would only really be a problem with a longer playtime.