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stevinatorx

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A member registered Nov 29, 2023 · View creator page →

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cool project. recommend running your dialogue through a spell check though.

week long game jams suffer with not having time for tutorials, but this one could've use one. even if it was just a slideshow of screenshots with some red arrows or something. Otherwise, It was a visual appealing game, music was great, and after getting a hang of what was going on it was fun!

I liked that I didn't realize I was playing a puzzle game until level 2 or so. There was definitely an aha moment. Weirdly, I feel like this game benefited from not having a tutorial. Reminds me of some of those puzzles in resident evil games where you gotta like divert enough energy to the right things or whatever (idk i hope you know what i mean) and it seeems overwhelming at first, but then as you get a feel for it you kinda just figure it out. 

I wish there were better visual queues as to what is happening with the score, and what the win objective is for each level. I played about 6 levels, and i think it's getting the pink bar full? but I'm still not sure lmao

Fun game. I have no idea what strategy i used but i won every round i played!

Solid jam game. It scratched that cookie clicker "number go up" itch except in this case it twas "frog get bigger". Which to me hints at something with potential to be addicting - which for games is always a positive! Would've loved to see one more mechanic to make the experience more engaging. 

I commend how far this got in such a short jam period, however, I think it may have been a bit too much to bite off for a week long jam. I'd love to see a more finished product. I echo others thoughts regarding the need for a tutorial. It isn't clear how defense works at all. For example my 90 attack card attacked an enemy card with 45 def and 70hp. this resulted in 16 damage (54 hp remaining). This must be explained to the player somehow because it does not make sense intuitively - id expect 45 damage to be "defended"/ ignored.

Also not a big fan of the random amount of mana regained per turn, RNG in deck builders should come from which cards show up, not core mechanics, IMO, unless some special high risk high reward ability ought to have a coin flip or dice roll for outcome. I hope this doesn't read as too harsh, I'm only writing so much because I did enjoy the concept, im impressed with what there is so far, and I would love to see it more fully fleshed out. 

That last level was just me running out of time lol. I had to leave for vacation and had to wrap it up. would have loved to put more time and thought into the level design than what I was able to. Glad you enjoyed it!

 not quite as true to it as yours! very cool that your game can be played as a gameboy rom! I literally just picked the gameboy color palette in aseprite and said "sure why not lets do it" haha

addicting loop. I wish the packages were just "attached" to the player character when picked up rather than using physics as they got stuck in weird places places. Also, unsure if I got a bug or not, but there's nothing to do with the gun?? And then aftter I got the gun around day 8, the game just passes every day instantly (the countdown timer just spins really fast and even though i didnt have time to deliver a package, i still pass to the next day). 

Also, i think it would have been helpful to display on the screen that you can hold mouse to charge up a throw (i imagine it was in the intro, but as a typical gamer, i breezed through the intro). Maybe if player has dropped boxes instead of throwing them like 3 times in a row, display text to show that you need to hold mouse to charge your throw?) it took me like 3 days until i realized i can wind up a throw.

Overall, great game, one of my favorite from the jam. I was wishing for more content after I unlocked everything, so that's a great sign that this was fun and addicting!

addicting loop. I wish the packages were just "attached" to the player character when picked up rather than using physics as they got stuck in weird places places. Also, unsure if I got a bug or not, but there's nothing to do with the gun?? And then aftter I got the gun around day 8, the game just passes every day instantly (the countdown timer just spins really fast and even though i didnt have time to deliver a package, i still pass to the next day). 

Also, i think it would have been helpful to display on the screen that you can hold mouse to charge up a throw (i imagine it was in the intro, but as a typical gamer, i breezed through the intro). Maybe if player has dropped boxes instead of throwing them like 3 times in a row, display text to show that you need to hold mouse to charge your throw?) it took me like 3 days until i realized i can wind up a throw.

Overall, great game, one of my favorite from the jam. I was wishing for more content after I unlocked everything, so that's a great sign that this was fun and addicting!

Very fun. The checkout minigame was just that extra little oomph that I think pushed this game to the top of my list for this jam. Great work!

Concept is cool. I like the static camera style - even if it's a bit janky here and there - adds to the suspense of a spooky zombie game. 

The concept is cool. The RNG is brutal though. I suppose for a short game jam i can't be too mad at it, but I do wish the generation routines guaranteed some possible path to go up. about half my starting positions I could not go up at all lol. But with some refinement, I think this project has potential for a pretty solid browser game!

Very neat. Love the mechanic, it is quite challenging

Fun little project. Love the music. The randomized movement made it impossible for me to beat one of the levels due to an enemy perpetually blocking the path to the last fruit. 

Fun little project. Love the music. The randomized movement made it impossible for me to beat one of the levels due to an enemy perpetually blocking the path to the last fruit. 

Well rounded jam-sized project. Loved the 8 bit Erik Satie and the visuals. Would love to see this horror/narrative retro style you got going on in a full sized game

Game has good bones. There's something going on with the audio though, it sounds like multiple tracks are playing on top of each other.

Not sure what to do. Works in Google chrome / Firefox for me. Definitely recommend going full screen if you get it to work! 

Thank you for the input! Yeah it was definitely up to the last minute! very unfair indeed lol. Might refine it just as a little practice in level design. maybe I'll update the game after jam is over! who knows

I wish I had your creativity for puzzle game making. This was a joy to play. The winner in my book.

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Great choice of art style for the challenge at hand. Sticking to a small palette and simple sprites for a 3 hour jam was a great design choice and it looks great!

Solid for 3 hours. Some kind of speed lines or anxiety inducing music i think would really make it pop. Game description on the itch.io page appears to be LLM generated, which isn't great.

I've played a game like this in another jam, or maybe it was just an indie game I can't recall. Overall fun, though I wish there was more space on the left/right edges of the screen to be able to line up shots. When the character is on the edge of the screen its a bit difficult to line up a shot. 

The music is a very hilarious juxtaposition to the exploding character animation when you lose. I enjoyed the overall gameplay, however I found it frustrating that the die animation occurs before hitting the ground. There are moments where it *feels* like I could recover from a bad movement, but when the death animation starts before I hit the ground it feels like I didn't get a chance to attempt to recover. 

I agree it was very hard right off the bat. By the time I had the mechanics and all assets needed to implement a level, there was about 20 minutes left in the three hours to place down the obstacles and such for the level. If I had another hour, I would have spent more time on the level and also provided a bit of a tutorial... like i don't think it is clear that trees are helping you fall slower unless you manage to read the tutorial text right at the beginning. Thanks for your feedback!

I resubmitted my game so I guess I removed it but then I resubmitted and now its gone? 

Thank you! 

Thanks for the honest feedback! If it's not too much to ask, I'd really appreciate to hear what specifically you found to be too complicated. 

I really like the concept here! I couldn't figure out how to power up my soldiers enough to beat the big guys though... Really Fun!

Favorite one I've played so far this is awesome! Addictive immediately.