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TechHead

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A member registered Mar 08, 2018 · View creator page →

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Might have been because it was a late submission? Either way, I'm really glad you enjoyed! I'm honestly rooting for your game to win though because it's just so creative.

Yeah uh theme connection is shaky at best. It's... mostly just a narrative and framing thing; I wanted to do more with the concept but didn't have time to polish it to standards I was happy with. Maybe in a post-jam update!

I'll admit the theme connection is a little loose. Basically you build "hyperspace links" through the wormhole and it's more of a narrative connection than anything else. I wanted to do more with the concept but ultimately ran out of time. Really glad you enjoyed what's here though!

Small but fun, although that impossible mode really is impossible, huh?

Does it make sense for me to say this reminds me of the card game Uno? I really like the puzzle mechanics here, and the difficulty ramps up very smoothly. The tutorialization is also very natural! My only complaints are that the music is a bit repetitive and that I wish there were more levels.

I love all of the different ways there are to overcome obstacles in this game! The collectable bananas are also a nice way to introduce an extra challenge. While this is very short, it's also quite pretty so I think that deserves a pass.

There's a lot to like about this game. The aesthetic is fantastic, and the concept is very cleanly executed. The core bridging mechanic is also excellent! A small suggestion I would make, though, is to just remove the "two modes" and replace them with unique controls, i.e. chop on LMB and bridge on RMB. All of my other feedback is already echoed in the comments, but I did enjoy my time with your game!

Very clever concept that I really enjoyed! Although short, it was still very satisfying to see everything click into place.

Short and sweet, and the last solution was a satisfying challenge. The art is also really good!

I had a lot of trouble with this, unfortunately. It's very easy to fall off the map, there's an incredibly bright glowing mass in the middle of the map??? for some reason??? and enemies often exploded well after I'd killed them and went to pick up the debris. I think with a bit more work and polish this could be an okay game, but as it is it's nearly unplayable.

Really cute game, and the character designs are all super appealing. I love their little awkward poses when they're thinking of things to talk about, it adds so much charm! I'd love a little bit more immediate feedback for whether the options I pick are positive or negative (rather than all at once at the end of the turn) but aside from that I don't really have any complaints. Good job on making an awesome game!

Small but pretty neat! What's the difference between building and breaking bridges, anyway?

Thank you very much! I'm glad you enjoyed, your team's game is fantastic as well!

Great little bite-sized puzzle game with a lot of thought put into player affordances. My only major complaint is that it can be hard to tell ahead of time what will be a collectible and what will be a block, which makes it difficult to plan a route ahead of time.

As others have said, the controls are difficult to manage. However, the puzzle-y core of the game is well thought-out and really solid!

Having to start all the way from the beginning and go through all of the cutscenes every time really killed the pacing for me, but it's a really neat concept for a puzzle game and I had fun trying to figure out the solutions!

Good concept, and very scalable. There's definitely a lot to build on here, even though it is small!

Super fun puzzle game with a really unique concept. Definitely enjoyed this game.

It's an interesting concept that unfortunately lends itself more to trial and error due to the large number of potential connections. Despite that, I really enjoyed the colourful character designs and the little bits of lore!

Solid level design, fun concept, and a cute art style make this a lot of fun to play! The last level felt a bit less structured, though, and I wasn't always sure quite where to go. Other than that, it would be nice to see this developed further— there are some neat ideas here.

Lovely little management sim with a lot of neat concepts! Partway through the game, it felt like resources stopped mattering much, but I enjoyed myself nonetheless.

Very difficult to understand what to do here, even after reading the description. As a player, I feel like I have no agency over anything that's going on, and I just have to wait and hope things work out. I can't really tell the difference between Steel and Concrete bridges either, and if you lose your bridge you're completely cooked and can't do anything. If there were more ways to influence the game aside from just... waiting as points tick up, this could be a fun little micro-management experience!

The concept is a lot of fun, but it feels like most of the puzzles are missing key signifiers that make them even solvable at all. For most of the puzzles, there are so many available combinations of letters, and the possibility space is so huge, that it seems as though the hints are mandatory to get a start. Other than that, the game is well-executed. Good job overall!

Absolutely terrific submission that puts a super fresh "spin" on Tetris gameplay! Although the gameplay is simple, it's still very well thought-out and I can tell you guys put a lot of time into making sure the game is balanced well. The art and sound is fantastic as well, and it's all super charming. My one gripe is that the final troll is just a little too tall for it to be reasonable to move your pieces over to the right in later levels, since the pieces spawn so close to its head. Other than that, fantastic job. I wouldn't be surprised to see this game win the whole jam.

Absolutely terrific submission that puts a super fresh "spin" on Tetris gameplay! Although the gameplay is simple, it's still very well thought-out and I can tell you guys put a lot of time into making sure the game is balanced well. The art and sound is fantastic as well, and it's all super charming. My one gripe is that the final troll is just a little too tall for it to be reasonable to move your pieces over to the right in later levels, since the pieces spawn so close to its head. Other than that, fantastic job. I wouldn't be surprised to see this game win the whole jam.

Game looks good, plays well, and has a great premise— what's not to love? The car feels hilarious to control and the physics are very very funny. The only potential issues are the game's length and how hard it is to find a suitable spot for steel beams, since they seem super finicky. I would've liked a more in-depth tutorial as well, but deadlines must be respected!

Really solid survivors-like for such a short timeframe! The controls are responsive (if a bit slippery) and it feels good to dodge and weave around the enemies. One complaint I do have, though, is that the font is incredibly difficult to read.

The timer font can be ambiguous when it comes to differences between the 1 and the 7, and the background contrast is fairly low. The buff screen text is also very difficult to parse, on top of being somewhat vague, which makes it difficult to make an informed choice.

As others have said, the camera can make it difficult to avoid enemies as well. Aside from that, I'd like to point out the choice to make enemies stick around for a while after dying. I think that actually adds a really cool dynamic to the game, where you have to be careful not to run into enemies before they're dead.

Overall, good job! This was a fun time, and there are definitely some interesting ideas here.

This game has a great concept and follows the theme very well. Unfortunately, most of the puzzles are super easy to cheese, which brought my enjoyment down a bit. I'd also suggest increasing the time that crumbling bridges stay available for, since at the moment it can be very frustrating to move very slightly too slow and have to restart the whole level. As others have said, the controls are also a bit tough to get used to. Other than that, good job! The game looks great and the sound effects fit very well.

Pure majesty encapsulated in the form of a game. I shed not just one tear, but several. The graphics are life-changing, the music is divine, and the gameplay? Indescribable. Truly, a masterpiece.

Hey, really sorry about this crash! The LOVE2D web packager is pretty terrible and fights back against everything I try to do, so I'm never really sure whether I've set it up correctly. If I'm able to get it working at any point, I count my blessings and ship it. Again, really sorry you experienced this crash! I'll try to make sure it works properly next time.

Really sorry I didn't get to your game during the feedback stream! In lieu of that, I'll post my feedback here.

1. The player starts out moving incredibly fast.  It makes it super easy to run into enemies spawning from your direction of movement before you have a chance to react.

2. Some of the costs are substantially more punishing than others. For example, losing your health is way worse than losing half of your vision- since you can still see! Not having control over what you lose makes this issue even more evident, since it often feels like you just need good RNG to win.

3. I love the theming, aesthetic, style, everything about the game visually! I think it's got a lot of charm and pulls its spooky setting off spectacularly. The music also works well, and the Lich's robotic "ha ha ha" helps to sell the whole package. I just wish the sound effects were a touch punchier/weightier.

4. The game fits the jam theme very well! I like how in this game, "cost" is interpreted less as a numerical value and more as a concept, leading to well-thought-out (if not perfectly balanced) debuffs.

Overall, I enjoyed playing your game! It's very impressively polished for such a short time frame as well!

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Hey, so sorry I didn't have a Linux build! The original plan was to get a web build up and running, but the web packager ended up turning into the devil and deleting my html indexes so that was a no-go. I don't actually use Linux as well, so wasn't able to test a Linux build, but going forward I'd like to start building for it as well. If I had to hazard a guess, the issues you had with window size may be due to the resolution-scaling library I was using. I'll definitely have to figure that out for next time. 

Thank you very much for the feedback, and I'm really glad you enjoyed!

Had a lot of fun with this! Some of the QTEs (hold) should maybe be a *little* more generous with letting you know when they start, but other than that, there's a lot of potential here!

While short, this game is absolutely fantastic. The level design is great, and I'd love to see an expanded version of this concept someday - maybe each new area you enter has its own hourglass to break? However you decide to proceed with this, even just the jam version is incredible.

The gameplay has promise! The difficulty is, I'm not sure the level is designed with beginners in mind, and the camera is not ideal for planning out a route ahead of time. Other games with a similar movement mechanic, such as Tribes, Midair, or Haste: Broken Worlds give the player a wide view of the environment, and frequently allow them to gain height to breathe and plan out their path. With this game, however, the view is very narrow, and you don't often gain a lot of height, which makes getting a lay of the land very difficult.

This idea has a lot of potential! If you decide to develop it going forward, I'd recommend really tuning your level design and camera, and adding a bit of a gentler learning curve.

While the game does feel good to play, there are a few massive issues that hindered my enjoyment of it, at least towards the later levels. First and foremost - slide is tied to the CTRL key. On many browsers, CTRL+D opens dialogue to save the page as a bookmark. This meant that if I mistimed my inputs, the whole game would freeze until I closed the popup, and I would then have to restart the level as I inevitably met my demise. Additionally, wall-jumps did not give consistent height or momentum, making it difficult to get a consistent, muscle-memory run pattern going.

However, it's not all bad! The theme interpretation is good, and the tutorial is very well-implemented. The difficulty curve is also one of the strongest parts of the game, and the pacing was solid.

(As for the slide jump issue, I'd recommend tying it to shift instead. Similar keyboard location, easier to reach for most players, and no risk of keyboard shortcut problems!)

I enjoyed the simple puzzles and the wholesome narrative, plus the art was spectacular! I do think I would've liked to have seen a bit more complexity towards the end, and a little more narrative focus, but given the time constraints I definitely understand the scope.

Hey, that was me! My bad, I'm blind. Both games are pretty good though, so hopefully you both take it as a compliment!

The core gameplay is definitely enjoyable, once I figured out how to properly jump! It also suits the theme very well. I found the bloom and lighting to be way too bright a lot of the time, though, and it made it difficult at times to see where to go. In addition, the obstacle hitboxes felt slightly misleading - some were smaller than they seemed, some were larger. Aside from that, it's not bad, and made me want to make it to the end in one piece!