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TheDanimal

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A member registered Jul 10, 2020 · View creator page →

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Nice game, the combo system is cool! I find Amy a little stiff to control and the FOV is small enough that I can't react to things fast enough, but maybe I just need more practice. I like the music too!

  • You can look into vaults you've already opened, they're sitting around the table in the room (though I only used one image for the background so you can't see which one just opened unless you click on them)
  • The smaller gems can cross into other gems for the morse code puzzle, it's required to solve the puzzle
  • You can move the green gems downwards (it happens while solving the first puzzle)

Most of this game was inspired by the Myst games, the puzzles are mainly about figuring out what things do and how they affect other things. I guess it's not a kind of game that's suited for everyone, but thanks for trying it out, it's good to have some fair criticism.

The game has some good level design, the main problem for me was that the perspective made it hard to tell where the character's position was, which was made worse when I got to the 3d levels.

Simple and fun game! Great choice in music too.

It was surprising to find out that the player moves automatically, I thought my keyboard was broken at first! Maybe this kind of puzzle would make more sense if the player was stuck in a minecart?

The loop puzzles are a unique idea, shame that you didn't get to finish before the jam ended. I found that the camera was bugged (the photos didn't show up in the gallery) and the rocks on puzzle 2 kept disappearing when I tried to throw them.

Cool game! The doors were a little awkward to open and the levels near the end could be easily cheesed without needing all the items, but it was fun.

Congrats on making your first game! What you've managed to do within the time limit works well and the artwork is good. Hope you finish working on it after the jam.

Neat jam entry! Always cool to see unique spins like this. Just posted mine too — LoupeHole, a short light puzzle. Would love your thoughts!

Today I learnt that when life gets you down and you're stuck in the mundane cycle of life in our capitalist society, you just have to follow the  g r e e n   b l o c k s

You can play the game if you have Godot installed! I don't know if I missed something or not, but I couldn't find anything to interact with or use the gun on and I don't know if the game has any goal.

BTW, next time go to Project > Export, select a preset for the target platform then click Export Project. That will get you a .exe file and .pck file instead of the project files.

Shame that the game's broken, I found the rest of it very fun (even though my brain kept pressing the switch instrument keys when I don't mean to lol). The story's very relatable too.

Excellent sleuth game, very satisfying to figure out the answers!

The time travel mechanic is too confusing for the player to figure out on their own, plus moving is very slow and there were times (especially during the second bat level, when multiple bats try to move to the same space) where enemies would go between the tiles of the movement grid so that I didn't know which tile they would attack. I didn't enjoy it, but with more development time and testing it could be an interesting puzzle game.

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more like hamsterminator

Cool game, games that use non-Euclidean space are always cool to see. Maybe give the player less grenades though - there's enough to take out every enemy and since they instakill, there's not much reason to use the guns.

I like the art style of this game. I encountered a couple of glitches with the object throwing but building platforms was fun. Could be improved by having some more object types to throw later on.

Interesting weapon system, from what I understand is when you shoot enemies of one colour you decrement that colour's counter, which switches the weapon slot used to damage that colour of enemy when it hits 0. This could be fun to use in a roguelike game, in the jam game though it's too easy to stay out of reach of enemies so there's not much incentive to interacting with the weapon system.

Using the speed physics to break wood and get past the antiboosters is something I haven't seen done before!

I also like how the level design loops in on itself, even if it's designed to frustrate most of the time...

Thanks for the hint - it might be a good idea to update the game's page to say what controls the game uses, I didn't know the space bar did anything.

The game's fairly simple to complete at the moment, if you decide to work on it further it would be good to add some more puzzle mechanics or even just to have more 'dimensions' that you need to switch between per level. Also, well done for submitting your first game!

A cool arcade game where you fill in a picture while avoiding the enemies. It was fun once I got the hang of how it worked, but the enemy AI could do with some improvements; the green ships didn't move enough to be a threat, while the pink ones don't give much warning before they attack.

Unfortunately I'm stuck in the first room with no idea on what to do, don't suppose you have any hints?

Also a tip for the next game jam you try: if your game needs multiple files to run, you can pack them all into a .zip file so that there's only one thing to download. On Windows just select all the files you need in File Explorer, go to the Share tab and click Zip.

It's a cool concept that could be used to make some good puzzles. Sadly I couldn't get past level 2, I found that the boxes don't push down the switches consistently, which was a problem under the tight time limit.

It would be good if there was some indication of what is and isn't affected by the rewind mechanic, i.e. the boxes and the player's momentum.

I think this one needed some more testing, there's too many glitches!

Ah yes, the interdimensional portal in the bathtub. Classic.

There are a few times when there needs to be some extra indicators, I thought that a section having no indicators would mean you should return to the middle but that wasn't always the case. Those blue projectiles are especially hard to dodge.

Moving the player around is pretty fun though, overall this is a cool little minigame.

Oh I see, the pink character died so I was confused with not being able to do anything as blue. The level doesn't seem possible unless both are alive, it might be less confusing if the game ended when one of them dies.

If you're planning to continue development, I think this game has some potential. I think starting with some smaller, simpler levels would ease the player into the game mechanics more easily.

Music was great! I managed to figure out how a few things worked without a tutorial, but unless you can freely switch control between characters I'm not sure what to do...

I wasn't expecting that to happen, this is a wonderfully weird concept for a game! It would have helped if you showed the player what is required to do to finish the stage, also the second level won't load for some reason.

One of the coolest parts of this game is how well the checkpoints and powerups fit in with the theme and story. I'm not great at beat-em-ups but I think the pacing is a little slow to begin with (too easy to pile the enemies into the same spot and punch them all at once), otherwise, great job!

Very simple platformer, but I still found it fun.

Very simple, but enjoyable! It's a neat detail that each level is crafted around its own level number. I think the difficulty could be higher, maybe make the score requirement for checkpoints based on how many you place as well as how many deaths you take

Loved how crashing the robots spooks the cat in level 7!

You guys clearly know what goes into a good puzzle game, well done.

You don't have to do that at any point during the game, you're meant to give them the checkpoint right before they do the jump

It took me a while to understand that you need to wait until the green arrow shows before you pass the crossing (and not just wait for the cats to cross). Past that, the driving mechanics could be fun but there's not enough variety in the gameplay for that, and it's far too easy to slow down in time for each crossing.

Nice idea, kinda reminds me of Enemy585 by Nitrome. Maybe for the next jam...

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This one didn't really sit well with me... Controlling your character is difficult, having only 2 buttons and a random action assigned to each feels very limiting, and there's not a lot of time to figure out which one to use. I'm also not sure what the checkpoints are needed for. Also, it takes some time before I came across any enemies, and before I could get the right combination of inputs to try and move over to them, they just wandered off. That said, the music and graphics were excellent, and well done on trying for all 3 diversifiers.

Few technical issues, like how the enemies were getting stuck in walls. The fire and ice spells were my favourite part of this game, how they acted as projectiles to insta-kill a single enemy but also the trail they left behind damaged other enemies AND gave your arrows an upgrade if you shot them through it.

There's quite a lot of levels here for a game jam game! Haven't played them all but it looks like they explore several different ways to use the main mechanic. I think it could be improved if they were tested by more people, there's a few points where it's required to take a leap of faith, or you shoot a skull block and immediately teleport above some spikes, which feels a bit unfair.

The Bri'ish are far too strong for the lowly Frenchman :(

Cool game, projectiles seem impossible to dodge sometimes, plus I didn't know about the Black Market until I tried to exit to the menu and it would help if the explanations about what the powerups did were repeated in this menu.

It's a novel concept for a weapon in a tower defense game. I found it difficult to hit the enemies I wanted before the screen was overwhelmed with them, but maybe I'm just not good at shooters... I also liked that all the enemies were varied in how they moved and attacked, with some going straight for the towers and some going after the spaceship.