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Stiggstogg

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A member registered Apr 15, 2020 · View creator page →

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Cool game. I really like the mixture of the typing mechanics and the story telling game. The art is amazing and the sound also fits to the game. Here is some minor feedback which might help to improve the game:

  • Maybe you should add a short explanation on what to do. It took me a while to realize that I control the flashlight with the mouse and that I need to type to fix the power boxes.
  • The scaling in the full screen does not work. I always use the following setting in my Phaser game config:

scale: { mode: Phaser.Scale.FIT, autoCenter: Phaser.Scale.CENTER_BOTH },

  • Especially if you extend the game, I would make sure that after you die, you can directly jump into the game and maybe even skip the first dialogue. It was a bit annoying that I had to click through that every time I died.

Still I had fun playing it! Congratulations to this nice entry.

Wow, really cool game. I really like the turn based approach and the graphics! Here is some minor feedback which might improve the game:

  • If you have a game which is mainly controlled by the keyboard, make sure that you can do everything with the keyboard. You could have used ENTER or SPACE for "Replay".
  • Keep in mind that some weird countries (including mine :)) have a QWERTZ keyboard layout. When you use Y or Z in a game always make sure both keys work.

Congrats to this very well made and fun game!

Wow, absolutely amazing graphics and music which fit the game very well. I really liked that you can customize the character and the mechanic that you need to click at right time to have more power.

I am not so sure about the mechanic that the enemy has also a varying power level, because you can only optimize your punches for one of the stats. I think I would leave this away at the enemies. On the other hand then the Q ability does not do much... Unfortunately, the only way to destroy the enemies was some button smashing. This is a bit sad, because you have the power level mechanic which I really like. I think it would be more rewarding if you need to optimize your punches. You should be rewarded for good punches and it should not be possible to beat the enemy with random button smashing.

I still liked the game very much and it is a cool idea. Just needs some balancing around the punch power mechanic. Well done!

Nice little game. I like the art style and the general game idea. Even though the mechanic is easy go grasp after a bit of try and error, I would recommend to add at least a short description at the beginning. The text which shows the power-ups should not be affected by the "lights out effect". Probably the easiest way to achieve that would be to place it in a separate scene. Some music and sound effects would also improve the game quite a bit.

Congrats to this game! I think it is a good start, but might still need some work.

Not the most impressive or innovative game, but I can see that you also submitted it to Ludum Dare, so I can understand the limitations you had. I really liked the art style and the cute demons! Maybe adding a goal would make it a bit more engaging. You could for example add a time limit in which you need to summon a specific number of demons. However, this would take a bit the relaxing atmosphere away from the game.

Congrats to this game and good luck also for Ludum Dare.

Really cool game. I really liked the graphics, art style and the different types of enemies. One thing I would for sure improve is the difficulty. Make sure the first few levels are pretty easy, so that players can explore and learn the mechanics. Keep in mind that you do a lot of play testing when developing the game and you get pretty good in it. If it feels too easy for you it is usually right for new players.

Congratulations to this nice game. Had fun playing it!

Wow great game! Had really fun playing this! Very well made and polished. Art and music fits also very well. Here is some minor feedback on how it could be even more improved:

  • Would be great if you had avatars for the dialogues. I was a bit confused at the beginning and did not realize who is who. I also did not get first that I am controlling the NPC and that I am not the guy running through the levels. Maybe it is just me, but I would make sure this is clear.
  • Somehow the font gets sometimes a bit blurry... I had a similar problem with Phaser and pixelart. When you scale up normal fonts it gets these blurry edges. I ended up using a bitmap font.
  • Playing it on a PC with a rather large screen is a bit difficult. Sometimes you have to flick the mouse pretty fast. I think it is much easier on a device with touch input. I was thinking of how to solve that and the only idea I had, was to assign every device and the NPC (to move and stop) a key on the keyboard. However, not sure if this is really a good solution. Maybe already having a keyboard control for the player and the rest you do with a mouse might do the trick.

Congratulations to this great game!

Really nice twist on flappy bird. I really liked the addition of shooting a dragon. Here is some input on how the game could be improved:

  • I had the feeling that sometimes it was quite inconsistent from where the shots are coming. I had the feeling that sometimes they were launched quite a bit higher than the player was.
  • In the beginning the game is a bit difficult. Keep always in mind, that when you play test the game that you get very good. So if it feels ok in difficulty for you it is usually very difficult for people playing it the first time, especially in a game jam where players do not spend much time to master the game. Set the difficulty of the game so that it feels pretty easy for you or ask some people to playtest it. For this game one possibility would have been to start with a simple level. A level with a different dragon with less health and less walls where the player could get stuck. In this way new players would get a fast success in the beginning.
  • I think the shots get blocked by the food. I would make sure these two things do not collide.
  • I am not a huge fan of the music. I like the fast pace of it, but I think you can find something which fits more.
  • Make sure the art style is a bit more consistent. I really like the style of your player, but then it does not really fit well with the dragon. If you do not draw your assets on your own, I would try to find a asset pack which has everything in you need.

Even though I have quite a lot of inputs for improvement, it does not mean that I did not like the game. I really had fun playing it. Well done! Cool entry!

Interesting and weird idea :). I liked the graphics and the audio which fitted the game very well. Also the funny dance battles really fit the game.

For some reason the tomatoes never gave me any answers. It looks like something was broken (at least for me). I can see that others in the comments were able to have conversations with the tomatoes. This is what I did: Walked to a tomato, pressed space, typed "Hello, how are you?" and clicked on "SPEAK". Then it showed "THINKING" and then "SPEAK" again. But I never go any answer. Did I do something wrong?

I think you could improve a bit on the controls. Currently it is a mixture between mouse and keyboard. I would in general make sure you offer that the game can be completely controlled by keyboard or by mouse and not a mixture of it. Of course you can also offer both. In your game in the title screen you need the mouse, so I would also add keyboard controls there. Then inside the game you can do basically everything with the keyboard, just for "SPEAK" you then need to mouse. So I would add there that you can also use ENTER to speak. Additionally I would switch to the arrow keys to move around, as the rest of the keyboard is used to type. 

Maybe it is just my personal taste and it is quite a detail, but I think cleaning up the controls would help the experience.

Overall a really innovative entry, and I hope I can also experience speaking to the NPC when I try it again. Congrats to your entry. Well done.

I really like the idea for this game as a fast-paced multiplayer vehicle battle game. The sound and the graphics also fit very well. I think the gameplay still needs some work, as it is pretty difficult in the beginning to get a feeling for the driving. I think it needs some tweaking of the parameters, so that it feels that you are really driving a vehicle. Not sure if you have it already in, but some physics system with proper acceleration, friction, etc. would help. I was not so sure about the multiplayer aspect... It did not look like I was playing against humans and rather AI. I think you should make this obvious and offer two game modes: One against AI and one against real humans.

Still I like the idea and I think this is a pretty solid entry which might just need a bit of tweaking.

Congratulations to your first Phaser game! This is a very nice start and I really liked the idea of combining poker with kingdom building. Of course there are still a lot of features missing, but it provides already a glimpse in what it can be.

I think important for this card game will be that it feels good and rewarding when you play good combinations. So polishing it with tweens and animations will be very important. I think you already started that with your particle effects. I would also make sure that you have a representation of your kingdom visible on the screen. In this way players can see it grow and develop.

Keep working on the game!

Very ambitious to create a MOBA style game for a game jam, respect! I think the game still needs some work, but it is a good start. Many of the MOBA elements are there, but balancing it and making it feel responsive will need some additional work. The first thing I would change are the controls. Either you go with mouse-only moving and aiming like in MOBA games or at least with keyboard movement and mouse aiming. Then the next thing I would add is a leveling / XP system. Still think it is a very ambitious project and I always recommend to do small games and not aim for AAA style games, because it is very hard to get the same experience out of it.

Anyway, a good start and I am impressed how many of the elements you were already able to put in your game. Congratulations!

Very nice game! Looks very good and I am impressed with all the content and interactions you have in the game. There is a lot to explore in this game! Some minor things to improve:

  • In fullscreen mode it does not scale up. I always use the following setting in the game config of Phaser:
    scale: {
            mode: Phaser.Scale.FIT,
            autoCenter: Phaser.Scale.CENTER_BOTH
    }
  • The music was very quiet. I had to turn the sound all the way up to hear something and then the sound effects were a bit loud.

Anyway, congratulations to this very good entry!

This is a very nice chill (at least at the beginning). I really liked the simple art style and the music which fitted the game very well. The tutorial is also very well made. One thing I did not understand was, that you could connect cities together. I do not think it did something besides putting them in the same grid. Maybe you could entirely prevent it. At the beginning the game is very slow and maybe even a bit boring, but then suddenly it gets very hectic (at least the way I played it) and hardly manageable. So maybe you could increase the difficulty / speed at the beginning a bit and lower it later (ramp it up slowly).

Anyway a very well made game and congrats to this nice entry! Had fun playing it.

Great game! I had really fun playing this. Very nice graphics, well polished, nice level design and you are very well guided through the game and get more and more abilities over time! I just have some minor feedback which might help to make the game even better:

  • I would reduce the camera lag or completely turn it off. I had a bit the feeling that I could not see far enough ahead when I was walking forward.
  • I like the music, however I would have preferred music which fits better the game. Maybe something that fits more to the character (a farmer?). So maybe country music or something like that :).
  • I would show all abilities you have at the top and highlight the one you have equipped at the moment. In this way you always know which abilities you have and which is the next one when you click R.
  • For me as an old ego-shooter enthusiast it would be great to be able to change the abilities with the mouse wheel or number keys, 1 for water, 2 for fire, etc...

Congratulations to this really good game. I really liked it!

Wow, such a cool game. I had lots of fun playing this puzzle game. Very innovative twist on Sokoban. I really liked the tutorial and the level design. Difficulty of levels increases gradually and you learn on the way new tricks on how to solve the puzzles. The undo button is also great and helps a lot.

Some minor things you could improve are adding sound effects (especially when you squeeze and unsqueeze a sponge) and maybe a nice tween / animation for the sponge squeeze. And something very minor: Think about the buttons you use. I think ENTER / SPACE (for pulling) and BACKSPACE (for undo) would have felt a bit more intuitive. And keep in mind that some people in strange countries (like myself :)) have QWERTZ keyboards. So Z is not always the best choice, or add also Y as a possible button to it.

Congrats to this great game!

Nice idea to have a collection of mini-games and the fast paced change between them! I really like the overall concept. Here is some feedback of things you might want to improve:

  • Make the time to read the instructions for the next game a bit longer. I liked the fast pace, but quite often I was not able to read everything.
  • I experienced a bug between the games, where one game was announced and but then it immediately switched to the next one.
  • Add music and sound effects.

Still this is a very solid entry and a good start, especially when you used Phaser the first time. Wish you good luck with it!

Very nice entry and I am always impressed by the 3D games in this jam. I played this on my "office PC" (and not the gaming PC) and it ran pretty smooth. I really liked the 3D models of the mage and the castle. I also like that you can shoot on the ground to get coins and move the tile up.

Maybe you could add a a preloader (if not already present) with a loading bar, so that it loads everything in advance. This might help to get rid of the stutters in the beginning or at least show the player that something is loading. At some point in the game I was not able to hit the enemies anymore. Even if I shoot them directly they did not lose any health.

Anyway, congratulations to this impressive entry! Had fun playing it!

I like the idea of combing an overall game with some smaller mini-games. Something which ties the different pieces together is a bit missing. The next things I would do to improve the game:

  • Frame rate. Not sure if it was a deliberate choice, but the game feels as it runs at a very slow frame. This makes it not very smooth and does not feel so responsive. If you just use the stuff from Phaser (update functions etc.) out of the box, this should be pretty easy to improve.
  • Improve the graphics (maybe by using an asset pack, in case you are not so into art) and add some audio.
  • Maybe a little story which helps to give the things you do a bit more purpose.

Anyway, congratulations to your game! I know what it means to finish a game in such a short time.

Nice game. I really liked the idea of having different cooking levels for the meat and the "Results for day x" screen. Some feedback to maybe improve the game:

  • Music and sound effects would be great. A hectic music would really help the atmosphere.
  • I was not able to start the second day... It said I need to click to start the next day, but nothing happened.
  • The font is not so well readable for the large texts (especially in the intro text)

I can see that a lot of work went into the game and I really think it paid out. This is a very solid entry, unfortunately it does not fit the theme. Congrats to your entry!

Nice little game. I liked the core mechanic, but it is pretty hard. Maybe it is easier on mobile with touch inputs. Besides the timer (Highscore) I would also add a way that you can restart the game easily after you lost. Otherwise you need to reload every time and select again the music and sound effects.

Anyway, congratulations to your game jam entry!

Nice little game. I like the idea on how you need to find something and that by digging the holes you might find batteries or make holes where enemies could come out. Here are a few ideas on how you could improve the game:

  • The are to find the escape is pretty large, so the game play might get a bit stale after a while and is based on pure luck. Maybe you could add that you can find clues which narrow down the area where the escape is a bit.
  • The hitbox of the player is pretty big, so sometimes it looked like I could fit through a gap, but I was not able to move through it. I always recommend to make the hitbox rather too small than too large.
  • Adapt the text color of the help or put it in a box, so that it is better readable.
  • Make the game also playable in full screen.

Anyway, I think this is a good start and congrats to your game jam entry!

Pretty impressive that you did a multiplayer game for this game jam! I could only try it in local multiplayer against myself, but it provided a good insight into the game. I really liked the art style and the tutorial which was straight on point. The descriptions of the different players are also very fun. Some things I would improve:

  • Make it really clear which players turn it is. I realized after a while that the bar at the bottom has the color of the player whos turn it is, but maybe a short announcement (text on the screen) which says what is going on (e.g. if you can do another turn) and whos turn it is would have helped.
  • Probably to large of a project for a game jam, but a computer player (AI) would be really cool, so that you can also play the game in singleplayer mode.

Congrats to this cool game!

What a game... Hilarious! It is hard to describe what it is :D. The art style is hand drawn, the sound effects are strange, the dialogues of the NPCs absolutely random,... and somehow it fits all together :). Very innovative! Maybe the platformer mechanics could be a bit smoother (smoother movement of the player and collisions), but I do not think that this is the focus of this game.

Congrats to this game! Very well done! Happy to see a game which is strange and funny :D.

PS: The NPCs try to speak my mother tongue, which is Swiss German (which is not really a written language) and used Swiss cliches (for example having stomach issues because it at too much fondue). Really cool! 

Thanks a lot for taking the time and playing it! Agree that there are a lot of other great games to play and you cannot spend a lot of time playing every game. Happy you liked the music as I did the track by myself.
PS: Very cool you took the time to read the page :). I like to mention my tools I use, as it might help others in finding their new favorite tool :).

Thanks a lot for the nice feedback and playing it through! I tried to keep the art simple this time and used an asset pack for it. My art skills are pretty bad, so I just edited the asset pack a bit. Happy you liked the core mechanic as I try to be always innovative with my mechanics.

Thanks for playing and the nice feedback. I always try some new mechanics in game jams. Sometimes they work and sometimes they don't :). Happy about the compliment for the music, as I put everything together on my own and was not sure if it really fits the game.
Looking forward to your game!

Thanks for playing it all the way through. 28 deaths is really impressive! I try to make sure I optimize it also for mobile, in this way I can easily send it to friends and family :). Thanks for the nice feedback!

Thanks for the short and nice feedback :).

Thanks for the very nice feedback. Congrats to make it through with 44 deaths only! I think this is very good!

Thanks for playing and the comprehensive feedback! Glad you liked it. The art is not my own. As my art skills really suck :), I used an asset pack this time and edited it a bit.

Thanks for playing and the nice feedback.

Thanks for playing and congrats you made it through :). Takes some practice. I am happy the time I invested to set the difficulty paid out. Just with the last two levels I am not so happy. Level 9 felt a bit more difficult than 10, but maybe it is just me.
Thanks for the nice feedback. Looking forward to play your game.

Thank you for playing and the feedback. Glad you liked it. The art however is not mine. Just used an asset pack and modified it a bit.

Thanks for the feedback. Yes, agree it takes a while to get into it. Happy the retrying feels good, because you might need to do it a few times :). The art is an asset pack (with some edits from me), but the music is fully handmade.

Thank you for giving my game a try and the compliments :).

Thanks for playing and the nice feedback.

I liked the feeling, the art and the atmospheric music. Not sure if I just not found the end of the game, but at some point I had no other choice than to jump down a hole and the game ended. I would recommend to make the hit box of the player (and also some objects) smaller, as it was pretty hard to jump over things and you got stuck even if the character was not touching the object. You also had to run quite a bit over the edge to jump over wholes.

I think there is quite some room for improvement, especially on the movement and hit boxes. Still a good start.

Nice game and idea. The art is very hand drawn :), but somehow it fits to this game and its funny story. Especially the flash light sticking out of the humans face is hilarious. I really liked the innovative mechanic, that you had to light at them for a certain amount of time. I think the game is a bit too hard. Some enemies run too fast and it is almost impossible to dodge them. Additionally I would add an indicator (similar to a health bar) to the enemies so that you get some feedback on how long it takes to convert them.

Besides that a very solid entry. Congrats.

Wow, very polished game and great idea! Very ambitious to create a board game for a game jam, as I assume it needs a lot of balancing and testing. I really liked the art style, how responsive it feels and the tutorial. Something which you might want to improve is the music, as the track is pretty short and gets a bit repetitive.

Congratulations to this great game.