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A member registered Apr 27, 2021 · View creator page →

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wow, didn't know it could be so much fun stealing presents. 

Simple, but feels polished! I think that siren will haunt me in my dreams

made it to the end! great style, cool mechanics! Feels pretty atmospheric! The throne room had some interesting rendering going on, or was that just me? Good job!

Wow, what a cool concept! Took me a bit to understand the UI, but then it worked very good. Good job!

Good job for your first jam! Already feels pretty good. I only got the first ending, and couldn't just leave because I had not enough blood, I guess. Not sure where to find the rest, maybe I've overlooked something

We both tested a bit after the deadline, and I must sadly inform you that 399$ is just halfway there ;) Theres a certain multi item bonus that will give you more... Anyways, thanks a lot for the feedback! I guess we need to look at the unstuck system after the jam is over

thanks a lot!
if you figure out a path that gives you > 530$, let us know!

maybe we should add a museum level if we do a post-jam update... 🤔

I agree, we really should introduce drifting! For the time being, I can recommend testing the freezing effect - sadly it only lasts a few seconds

Thanks!
I agree, the unstuck-mechanic is a bit arbitrary. You can even get out of bounds if you're lucky ;)

> Gameplay/controls felt a bit at odds with each other.
I think the reason for that is the speed effect gives you the idea that you want to / can go fast, but the map layout rather prevents that. When we did the layout, we had already added the effect, and we didn't really think of removing it, mostly because it was fun to keep it in - similar to the afk camera, which does not really make sense if you think about it. I do see why this feels a bit out of place, though.

Great game feel, fun idea!

Cool entry! The whole UI and game feel is great, and the idea is pretty nice, a bit like where's waldo. Took me a few unjust arrests to find out what to really look for - shrinking item indicators. Then it almost felt too easy, because initially I tried keeping track of everyone going to the cash desk. All in all, you did a good job on this!

What a crazy ambitious project. Great visuals, a huge map, quite some mechanics, and even vertical gameplay. The audio also matches very well. Awesome entry! My only nitpicks are the stuck npcs with sometimes erratic movement, and the climbing mechanic, which should be something you actively do imho. I failed too often just from accidentally climbing a nearby tree. Nevertheless, well done!

Cute graphics! The intro looks really fun (did you invest more time into the intro than the actual game?) - I didn't quite understand the story though. Still pretty cool entry, and nails the theme

Fun idea. I've kind of expected a rhythm game, but it was still nice. Would be cool to have a better visual clue for the possible collision zones

Pretty cool idea, but really hard considering you have only two hands, need to use both mouse and the keyboard range, only have a short amount of time to process what was played and only have a short time to play it.
I feel like this makes it pretty hard. It is a cool idea though, hope you can make it a bit more accessible / ease in the difficulty better. Feels pretty polished though, good job on this

Thank you!
Any feedback is appreciated ;)

Fun game, it feels very polished - and it the soundtrack fits well! I think it would've been nice if there was an explanation on the effects somewhere ingame. Imho it would also have been nice to choose which kind of building to unlock next instead of using different price categories. The idea of having increasing suspicion for one building was really nice, I think that was a good decision so people would not park wingman at a specific location. Maybe it might be a good idea to link it to the amount of assigned wingman as well, so you can have a bit control over how fast the increase is

Fun idea! I felt like it was pretty easi to win, maybe a bit of balancing (e.g. increasing the cell cost) would help

I never knew I had the hidden urge to collect thousands of leaves with a comically large rake
Nice!

Nice! Great graphics and gameplay, the mechanics work pretty nice. I feel like the trees don't drop any items in the later areas, so I had to backtrack everytime. Is that intended? Otherwise the game felt pretty round and polished, you've also got a nice story in there. Good job!

You've got a pretty polished game there! I think the balancing could be improved a bit, it's really easy to have just a few regions that generate resources and then unlock regions from there. I feel like npcs should be able to cross boundaries, but that limitation might be due to the scope of the game. I also think you've did a good job on sound design, even zooming in changes the ambient sounds. Maybe some of the assets are a bit dark and difficult to distinguish from the background

Pretty cool, cozy game, I think the best tactic is to surrond spiders with seeds once they attack anything (also works well once you can control the soil around the spawn points). I think some sound effects would have been nice, but the pixel art was pretty solid. I'm wondering a bit why the load times were so long for me, did not look like a performance intensive game to me

The controls are really cool! Though I think a tutorial for how to use them would be helpful, I've totally overlooked the "click and drag" text, and only found the controls through trial and error. Also, the trail was a nice touch, it works well together with the controls

Made it to the core! Took me a bit to realize the purpose of the ore, I first thought it just for a highscore. 
I wonder, is there a better strategy for the last challenge than rushing to the nests? It did not feel like the spawn rate would reduce over time

Astonishing entry - the deformation mechanic is pretty interesting, its an interesting take on the theme. Took me a moment to realize I could move the sphere with the mouse instead of just going forward and backward. The story is pretty nice, I've kind of expected that ending to an extend (... or a jumpscare). Good job!

Thanks for taking the time to do an in-depth explanation - really interesting to see what you had planned

what a deep story for a game jam! The idea of "lying" to improve your battle skills was a cool twist. Battle itself works pretty well, although theres some things I think could see some improvement. Imho, the first wave is harder than the second one, and the boss is really okay compared to the other levels (beat him in the first try). Also, you can kind of lure enemies into the spikes which I think does too much damage to them.

Btw, is there more than the two endings? E.g. I did not try beating it without any lies. Or can you survive the mushroom waves that spawn with the full lie bar?

wow, cool game! The balancing is pretty well done here imho, the combination of random tiles with an increasable amount and the goal of reaching specific positions is a nice game design element. It feels a bit like both trees have the same purpose, only with separate progression?

Pretty cool! I like that the runs are dynamic enough so you can't simply learn a correct sequence. And this rhythm game feels really good, such a well polished game! 
I'm not sure if this is an intended thing, but the way the kernels fly, they overlap the previous/next ones which makes following the next visual clue harder. I also have the feeling that late misses sometimes also directly leads to a miss on the same button press (or are they actually colliding mid-air?). And lastly, the lack of a beat on the first notes in the beginning was a bit misleading to me for the first runs.
Enough nitpicking, does "Stage cleared" mean there is another one waiting and we can pop some more corn rock soon? 🍿🎉

Great game, I really like the atmosphere. I did not find out how to get the last resource, but it was fun to grow the forest and see the forest dwellers running around!

What a nice idea! The reduced number of colors combined with the fast-forward effect creates a really cool, surreal atmosphere - the music fits very well too. I wonder how the colors work - did you use some kind of histogram to decide which colors end up in the game?

Took me quite some time, but in the end, I finally made it... I spawned one tiny mushroom!

The ball mechanics work pretty good, I think I've expected more size-related puzzles with the expansion mechanic (e.g. holes that don't work if you're too big, or gaps too big for a small ball). It's cool to see more than 1-2 levels, I felt the length of the game was perfect for the jam

pretty nice atmosphere, the 3D art and animation are especially nice. I think I'm missing a bit of a direction - I do think building up the resource pipeline is nice, and having to delete buildings to expand is a good idea, but expanding does not get me anywhere as far as I could tell. I think theres quite some potential for a good story here, the style / structures makes me believe that there is a whole world to be explored.

well, I didn't know how good the upgrades would work, so I assumed I need a lot of workers - that led me to try to optimize upgrades. I've got a 8+ years old win10 desktop with 16gb ram, maybe a bit outdated but fine for most stuff

Pretty cool idea! I like the way you visualized the technical debt ending. I do kind of miss an overall goal... I did just fine having 4 programmers, giving them tasks and throwing a pizza party every now and then... is this real life?

What a wild amount of features you've put in there. Even using geo data for the countries! I think there might be some balancing missing - e.g. limiting the amount of cpu, or using accumulated upgrades (e.g. for clicking). I did not even make it past day 1, since I've reduced speed to 0.1 and then pushed so many upgrades that going over 0.1 introduced heavy lags. Such a cool game, good job!

Cool idea, it's unfortunate that you could not finish it. You've kind of lost me with the generated voice over at the end, though the game itself looks very promising, hope you continue working on this. 

(also I don't think story-heavy games are a bad in game jams, that's just a perspective thing imho)