Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Wyatt

154
Posts
2
Followers
4
Following
A member registered Oct 04, 2021 · View creator page →

Creator of

Recent community posts

This is a really fun game! I liked the dejected expressions of the poor adventurers getting drafted into regular 9-5's, and it's very on-the-nose when you see a position for a janitor expecting 7 communication, 5 paperwork, and 0-5 Labor paying 4 dollars. Like yes, that's just every job posting for an entry level position these days lmao.

They're just a little guy, my favorite kind of guy!

I've only known this kobold for a minute and a half but if anything happened to them I would cry.

This was really cute and fun to play. I think a nice QOL improvement would be an indicator on how well someone did at a job if you've already sent them on it once before (ie: if you've already sent an animal to the school, and the school job comes up again, it can remind you how well that animal did at it)

The weapons all feel really satisfying to shoot!

I would have liked to have some factories require other potions as inputs. Something like Red+Blue needed to make the much more valuable Purple

This is definitely one that stands above the rest. A very interesting and surprisingly deep game reusing the 2048 control scheme in an unexpected and refreshing way.

My two favorite things were 1) Fishing up an entire oil tanker that briefly filled the entire screen, and 2) walking away from the camera when showing off the fish i just caught

I am also having issues with some cutouts not being draggable. Not sure what's happening. Ended up causing the entire first note to be un-finishable because the non-draggable cutout ended up always on top of any new cut out.

I do really like this idea! Just struggling with some technical issues.

This is a very unique idea. Unfortunately the game can become unwinnable if you have an enemy castle on a row, but have lost your castle on that same row -- no way to attack that castle ever again.

I felt like this game needed a way to recruit more adventurers to help around the town or some progression for the party to improve how much resources you get when working a building -- the four party members just aren't enough to spread around to everywhere you want them. For example, making planks wants the warrior making logs and the archer turning them into planks, which means you're already down half your party just for one resource!

There's a bug with the screen size on initial launch. Once I can get into the menu to toggle on the full screen option there everything works. I think if you adjust the itch page config so it doesn't start full screen by default that will fix the issue. Something about the default full screen isn't enabling the proper full screen scaling.

I really enjoyed the mechanic of the camera flash revealing things!

The audio is SO great for this! Great little tune and quirky bips and boops.

Yo! It's 2D Katamari!

This made for a fun little puzzle game. It ended up feeling more like a sokoban trying to figure out the correct path through the maze, which is an unexpected result from the two source games.

(1 edit)

Yeah, nailing the player controller on this is the challenge. We definitely overtuned the scaling on mass vs speed -- large bubs feel too slow and small bubs are way too slippery. We had hoped that level 3 would be the push towards getting players to build armies, but probably could have better conveyed the idea that your "bullets" that you shoot are also just Bubs and can also grow and split once they're big enough.

(1 edit)

What can I say that hasn't already been said? This is SUCH a fantastic game. A great use of the theme, instantly addictive. I maybe would have liked a slider to adjust the CRT filter's strength, but honestly this is nitpicking. The game is great.

I had already commented on this before, but felt the need to make a new comment with more text because I just keep coming back to this game. Wow.

The timing for the duck seems too tight, and it really needed a full screen option so we could appreciate the art!

The linux build gives a Segmentation Fault for me. Maybe there's additional build files that need to be zipped together with it?

Takes me back to DKC mine levels!

This had a very good difficulty curve to it with varied and interesting powerups. Definitely a cut above other similar entries in the jam.

The fisheye effect for the CRT is a bit too strong, but otherwise this is a great little space shooter!

The grappling mechanic feels really good, I just wish it had a little more range so I could look cooler while grabbing enemies from even further away and zipping into them.A VHS shader overlay would also have helped sell the aesthetic.

I would have liked a little less friction/momentum loss so I could set up longer shots, but otherwise this was a good little physics implementation of pool

Wow! This is an impressive little 3d collectathon in the span of a jam! I had a lot of fun with this one. Thank you for making this.

A very fun mechanic! I personally would have preferred a checkpoint at the start of each new screen, but the challenge wasn't too terrible!

Getting a good jump off a ramp seems a little too difficult, less a matter of precision and more luck.

This had us laughing out loud. We returned to our home planet. We landed juuust shy of the target one lucky time. We cursed the snowmen throwing giant snowballs at us.

I want to suggest changes to make everything more controllable, but honestly half the fun is in the ridiculousness of the physics.

We love Worms around here! Also, wow that's a blast from the past to see QBasic mentioned!

A fun little snowball tossing game. Always glad to see multiplayer offerings in a jam.

Road Rash meets Skate or Die on rails! This is interesting! The game itself isn't my cup of tea personally, but I can definitely see the appeal and I'm sure lots of other people are enjoying this in a big way!

I really like how much personality this game has going for it. I'd really like to see you take the time to refine the movement and attacks to feel more fluid!

I appreciate that you tried to include a speed slider for a difficulty option, but it needed to adjust the game's speed scale and not just the horizontal speed. Lower speed settings actually make some jumps impossible the way it is!

I think the difficulty was a bit overtuned, but I do like the core concept a lot!

I think starting with a planning/world map phase would have been a stronger choice. I can see some people getting space invaders as their first impression and walking away without seeing the broader and much more interesting xcom inspired portion. This is really cool and very ambitious!

I'm not sure if this is just me or not, but I was able to spin the snowball up so fast that it just flew to the end at some very ridiculous speeds! It felt satisfying, but also felt like I was missing the main content of the hills and slopes. Some light ambient music would be nice!

Maybe something where you can only place cards on the back/leftmost column and they advance forward toward the enemy every turn? I'm sure that would take a lot of rebalancing and it's a bit late for the decision, but that's where my mind first went for how to more literally display momentum/inertia in this context.

Isn't it just so satisfying to hit the split button when you have this many bubs and hear the cacophany of "Bloop!" sound effects?

This is impressive to make a roguelike deckbuilder in the span of a 9 day jam! I didn't really get the feeling of momentum here, but you knocked it out of the park on the mitosis wild card!

I felt like the yo yo damage was lacking, it took a lot of hits to take down enemies. Otherwise, very original idea!

This is QWOP combined with Overcooked. I ended up just throwing knives at customers, as is reasonable and justified.