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TheBrickccentric

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A member registered Jun 25, 2024 · View creator page →

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Well while I wish it was finished, I think what you have so far here is a great start. There aren't many flowlab games set on a train, much less a steampunk train, so this has a lot of potential to be engaging and fun in unique ways . . . I like the particle effects, and the sounds are nice too (though the footstep sounds are a bit loud---at first I thought something was going wrong with the water tank when I was walking around). Also the option to sound the train's whistle is great :)

Good job so far, and good luck as you develop this more!

Deceptively deep and well thought out, but yeah my only trouble was that the zombies are too strong early on, and building was kind of tough to do without placing the walls facing the wrong way...

I also think the trees' foliage sprite needs to be a different color or more saturated or something; I get you were going for a desaturated / grimy look but the trees kind of blend in with the ground and make it hard to tell what's what sometimes.

Also random idea but I feel like this would be the perfect game for an animal sidekick of some kind . . . it fends off the zombies while you build, etc. I thought that was what the tutorial dogs might be but I guess not, haha.

Anyways cool game, yeah I hope you can replace the menu images with something that fits the game better (maybe a better title too?); best of luck with developing this further!

This game has a sort of surreal feel to it, which I suppose is fitting if you're starving . . . I got to the boss pretty fast and killed it, but unfortunately died of hunger soon after. I think you could probably mathematically figure out the best route between the enemies to keep your hunger bar up, but for the most part it kind of felt like it was better just to run past them as they would usually hit you if you didn't. Also the attack extends a lot further than it looks like visually, which is I suppose better than if it extended a less far than it looked, but it would still be nice if the attack sprite matched the range. Pretty simple but neat game

Huckleberry basically commented exactly what I was going to, so I'll just say I agree with him and otherwise nice job on this!

I have tried to play this a few times now and there must be some part of the tutorial I'm missing because I cannot figure out how to progress aside from refueling and attempting to activate stuff with my electromagnet. The tutorial being voice-acted is cool, but the lady who tell you the button for the light says "X" or "S" or something and pressing those doesn't activate any sort of light as far as I can tell. I was a bit confused by the terminal as well, though that may just be my own fault, not sure.

I do really like this game's atmosphere, and having actual voice-acting is super cool, I was just confused about what to actually do or what the goal was (my own jam game has this same problem though, so I get it). I get the sense from the tutorial and intro text that this was supposed to be much larger in scope, so maybe there's more to the game that I just couldn't see? A walkthrough or step-by-step explanation would be nice

I like this but I have to agree with what pug said below. Everything (art, music, dialogue, sound, UI, etc.) is great except the actual gameplay itself which is fairly monotonous. Also kind of feels like your choices don't really matter when you get the same dialogue repeated several times (the robot who will "never require authorization again" is kind ironic and funny in that regard).

That being said, for a jam game, this is still quite impressive, and I can tell all the people on the team worked hard on it, so very nice job overall; hopefully the gameplay can be improved on after the jam

Very fun, but very hard (for me at least, maybe I could do better with practice). I like the variety of objects and mechanics throughout the levels, especially when you need to think creatively to avoid getting overwhelmed by the enemies (which have some super interesting AI by the way; not sure if you ended up using my pathfinding but the enemy behavior is very unique and fun to try and predict).

I wasn't able to get very far into this (don't worry; I'm not going to rate it poorly because of that) so I'll certainly be coming back to this one after the jam

This has some very creative puzzles and mechanics (I like the targets in particular), and I got as far as I possibly could (eventually I got stuck in a wall and couldn't get out...)

The collisions could use some fine-tuning and some of the later levels got especially tedious, so I'd recommend maybe shrinking down and simplifying some of them just a bit. Otherwise though I thoroughly enjoyed this!

If the game is crashing or not loading, I have made a tutorial for how you can play it anyway: https://www.youtube.com/watch?v=dmrLRM_LDGY

Basically just go here, download the game for your specific device type, extract it if you're on Windows or Mac, and then run the exe file: https://drive.google.com/drive/folders/15f3tsfL2xTz9_hVgJ1D5QBWSM1-hNDqD?usp=sha...

Haha thanks, and sorry about that; I'm going to work on shrinking the spritesheets as much as possible after the jam

My favorite part of this is definitely the atmosphere created by the art and music, combined with the funky house layout. Getting lost is kinda fun, which is good because I did that a lot, haha. The various puzzles are clever, if a little obscure sometimes, and I especially enjoyed the piano part. I'm not sure there's a ton of replay value to the puzzles themselves (since the real challenge is just figuring them out the first time, after which you can do them pretty easily), but really I'll play this again just for the atmosphere and game "feel"

Wow, this has a lot of really cool ideas, only held back by the various bugs that show up (text gets misaligned and unable to be read, cards are sometimes frozen / unable to be clicked, etc.). But yeah there are lots of neat mechanics (I especially love that you can draw your character, which is something I feel like more flowlab games should try to have)

I played as the blue side (I forget what it's called, sorry) so I'm guessing that boosted my defense significantly because---wow, by the time I got to around floor 20-21, I was absolutely destroying the enemies, frequently going above 1000 defense and 100-150 attack. I'm not entirely sure I understood how the action system works or why there are 2 sets of numbers for your attack and defense (if you want to explain it a bit perhaps?), all I know is you can (at least as blue) click defense pretty much the entire time and win each time.

I like the idea of the medallions too, though what they did seemed to change from how they were described in the store for some reason? Also I couldn't figure out how to properly remove just the ones I wanted and was stuck removing the one on the end most of the time.

Also I would have loved to see more actual meaning behind the order/location of cards you choose to turn over (more stuff like the medallions that double power gained for a certain row; maybe have it be where if you turn over certain adjacent cards they interact in special ways? Also having some kind of limit/way to figure out what cards have been turned over already vs what still is left to be turned over, so you can strategize about it in different ways, maybe play more risky if you feel you are pretty safe, or play more safe based on what cards could be left as enemy encounters, etc.

Hopefully you can keep working on this, adding more enemies, more shop items, stuff like that (no pressure though, it seems like your time crunch was pretty tough this time around, so you can certainly be proud of what you were able to accomplish here---it's pretty great!)

This is another game that feels like it's installing malware in the background or something. If that's not the case and it just likes to lag for whatever reason, I sincerely apologize.

This is another of my favorites this jam. So simple in concept, but super replayable and pretty funny sometimes too. I did have a bit of lag sometimes but that's understandable given how big the world map is; I do wish there were slightly more item / setpiece spawns along the road (though maybe there are many more just off the road and I'm missing them).

Anyways very cool game---the art and sound design fit together well, and nothing feels out of place or like it's unnecessarily complicated. Oh and the shear amount of player customization options is wild . . . Excellent work overall!

I found the flowlab link and got as far into it as I could, unfortunately you have to actively create bugs/exceptions in the level layout to progress, and I could only make it to the 4th room after around 20 tries. I'm hoping you're able to fix this up after the jam.

The sword swing animations and how they interact with your inputs are really neat! Once again I hope they are able to be experienced properly after the jam (let me know if you want more help with this)

[and counting]

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I really appreciate your honest feedback, and I 100% agree that there needs to be a better tutorial. I will be attempting to make a walkthrough video today which I'll link in the game's description if you feel like trying it out again (and if not that's perfectly fine)

Makes sense, you guys obviously worked hard on it.

(Also maybe try downloading the standalone version of my game  if the web version isn't working, link is in the game's description)

I really wish this got more time---it starts off very strong with the intro sequence but there just really needs to be more to the actual gameplay . . . The idea behind it is unique (if a little dark) and could definitely carry a full game [though I think there just needs to be more of a full game for it to carry]. The art is good though; hopefully you can keep going with this after the jam

Very chaotic in tone and presentation but I'm sure that's intentional

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This has a surprising amount of depth for how simple it appears to be at first glance...the art is a bit all over the place but I imagine that was due to time constraints; the gameplay itself is quite creative

The art is pretty good and the idea behind this is cool, but the actual gameplay itself feels like it could use a bit more playtesting (the platforming is very precise but the player controls aren't, etc.)

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This is another one that feels like a rage game

If you're stuck on the 1st level, the little tiny black rectangle in the top left corner is a platform you can stand on (also you can grab and jump off of the corner of ledges)

This game is susiciously laggy and constantly tries to put itself into fullscreen for some reason

This is a cool idea, I just wish you had been able to make more for it. The player animation is nice, and the whole idea of your attacks potentially strengthening enemies is very interesting...just needs more substance

Super unique game (or "game", I guess, haha). After playing I don't know whether to feel special or incompetent

The art and style are fun and really sell the idea of this being one of those vintage arcade novelties

Wow this is an intense one, certainly challenges your reflexes and ability to take in new stuff fast

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Is there a button for fullscreen? The game gets cut off at the bottom

It seems cool but I'm kind of guessing at how to play since I can't read the tutorial text

Interesting game, and certainly easy to get in...

(Also the monsters kind of remind me of the nightmare creatures from Don't Starve)

There are some parts that make this almost feel like a rage game, and other parts that feel like the intro to a horror game or dystopian story of some kind. It's a very interesting combination for a first game, and the artstyle is pretty unique for a first game as well. Keep learning and practicing, you'll do great!

Specifically the multi-punch move seems to only activate sometimes when pressing k/L in rapid succession. Does that move have a cooldown too?

This feels like a good start, just need to add some enemies or puzzles or clues around the map to help/challenge you on your way to the keys. Keep going!

Being honest this is not "my type" of game at all (but I'm going to try and not let that affect my rating); however it was still pretty fun to try and get the hang of it. I love all the old-fashioned dialogue and personalities, and the art and easy-to-navigate ui really helped the game not be annoying when it easily could have been. Instead it feels fair, if a little tough, and like rusnorful said below, finally getting through a successful run is quite satisfying.

Nice work overall!

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Well if you set out to make a spritestacked TD game, you definitely succeeded at that! The spritestacked art is cool, and the camera rotation and panning is nice to be able to position your towers and the UI just how you want them on screen. I think the weakest part is probably just the repetitive nature of the gameplay itself; there just doesn't appear to be much variation in what happens for each wave (unless I'm missing something major, which is possible). However I do really like this game still, and it kind of feels like getting the technical side of things working was your main priority, so I hope you can get more time after the jam to expand on this.

If I could describe this game in 1 word, it would be "Clean". Super super clean. No fluff, no confusing extra stuff. Just clean art, clean sound, and clean gameplay (and a very clean execution of the theme). This is one of my favorite games from the jam so far, and I very much look forward to playing it more after the jam (maybe see if you add anything to later waves?)

Pretty fun little game, though it's very easy to become overpowered fast and absolutely demolish the enemies. There are 2 pieces of feedback I'd like to give:

1. Having the dash move you towards the mouse makes it basically useless during combat (at least I could not find a good way to use it) since it pretty much means you either dash right into enemies, or you have to aim away from enemies in order to use it (which is dangerous). I think it would be a lot better if you the dash moved you in the direction you are currently moving (via the WSAD keys). Also having the dash key be C is kind of awkward since it's hard to reach when you have 1 hand on WSAD and the other on the mouse to aim

2. The coins should probably disappear after a time, otherwise there's no reason to pick them up until after the round is over, and you can become very rich very fast

That being said I like the artstyle and the gameplay (particularly the enemy design & behavior), and that dynamically animated hat on the player / wizard is super neat!

I got to what I'm assuming is the final boss, and after killing it, nothing else happened and the door stayed shut, so I guess that's the end?

Very short, but the presentation is everything

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The art design and player movement in this are phenomenal, and though the music is flowlab music it almost feels like this is the game the music was made for...

The gameplay itself is hard, but well designed and makes the player feel like their decisions matter. I am looking forward to seeing the what gets added to this / refined after the jam.

This seems to be inspired by the classic stickman fighting games, and it's pretty fun in the same way those are. The move combo detection seems to only work sometimes, unless there's a cooldown timer not shown on screen or something (not for the J move but for the others I mean). Otherwise decent game though; I especially like the animation for the rapid punches move