Skip to main content

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

Mightybjorn

97
Posts
1
Topics
3
Followers
1
Following
A member registered Oct 11, 2023

Creator of

Recent community posts

This is very well done, Mr. RaZeR! Despite the inherently tedious nature of counting money, I found that the silly characters and bits of world building kept me engaged for several (in-game) days. That said, I think this game could benefit from some quality of life changes: firstly, the ability to flip between the pages of the book by pressing A and D or the right and left arrows, to save time. Secondly, a GUI calculator would be a fantastic addition, as having to rely on a non-diagetic calculator (especially for Paws) was a hinderance. It would also be cool if you could purchase equipment to speed up the counting process as you progress; for instance something like a conversion machine, where you select the input and output currency and drag all the coins in. One more thing, though this is a bit more subjective: I think  there was a missed opportunity for some narrative fun with the whole lizard racism thing. I think it would have been neat if reptilian characters actually didn't have a higher rate of forgeries on average, but because everyone tells you they're suspicious, you treat their coins with more scrutiny and inadvertently let forgeries from other species slip by. Overall though, I had a lot of fun with this. It's wacky, it's cute, and the ability to grab and rotate all the objects on your table (even the GUI elements) was a great touch.  I would be interested in playing a more fleshed out version of this in the future!

Ah, I wondered if I could switch between them, but it seemed that I was unable to. That makes a lot more sense!

Ah, that makes sense! I was worried I had done something wrong or there was a game-breaking bug, lol. Good to know it was just classic Game Jam last-minute cuts, I know those well :P

This is fantastic! The visuals are all extremely polished, down to little VFX animations that make putting together the monsters all the more satisfying. All the pixel art, from the tetris-like organs to the backgrounds and the thumbnail looks great. I will say, the game is a bit difficult: I was only able to get about 3 perfect monsters before I hit the end, I simply didn't have enough parts most of the time. I also found myself confused as to what the different monsters did. The traditional Frankenstein's  Monster guys seemed to be digging, but the spiders just sort of... sat around? Not sure. The bit of progression hinting at a larger version has me excited though. I'm interested to see how this plays with more content, since the core gameplay loop has already proven to be quite fun!

Nice job! This reminds me  of a classic flash game; simple but kind of addictive to play. I think it could have been improved with a few more mechanics to add variety to the gameplay, though. The controls also felt odd, with the air speed and ground speed not lining up as you'd expect them to. Not bad though, and the art is cute!

Very well done! The art style is super charming, and I like the distinct voice each character has in their dialogue. I appreciate the inclusion of a tutorial through the Count, as I've played several games that lack such instruction. The mystery felt well-balanced, with a good amount of red herrings but an ultimately understandable sequence of events. However, one thing that was odd to me was the whole countdown mechanic. In the description it says that residents of the house will continue to die as the clock ticks, but I never noticed anyone else die? Maybe when the chef showed up on my detective board that was a signal that he was dead, but there wasn't a direct confirmation. Not sure what's up with that. I did feel that the ending was a little anticlimactic; it would have been nice to see a little scene of the murderer being arrested or something, but I understand that the time limitations may have prevented that. On the whole though, neat little game! I'd definitely play a full release.

(1 edit)

Yeahh, the levels do get a bit difficult past the grass area. If we had more time, I鈥檇 prefer if the hint system was two-tiered: first you鈥檇 get a slight nudge in the right direction, and then perhaps the next time you ask for a hint on that level, it would place one bomb in the correct spot to guide you along. But, I鈥檓 glad you had fun regardless! DTG is a great composer 馃敟

Thanks! I had fun with your game too. The ball rolling animations were kind of mind-numbing to make (moving a bunch of dots one pixel and adjusting all the shading, repeat 13 times), but they were totally worth it in the end!

I found this game quite delightful, with funny dialogue and a cute art style. I wasn't able to crack the case though, as I quickly got overwhelmed with various pieces of evidence that I struggled to remember. I feel like you'd have to play this game multiple times in order to get the right evidence to make a successful accusation. Overall though, well done, and pretty ambitious for a 4-day jam! I'd love to see this expanded and polished into a full game.

This is a great concept. The voice acting is quite funny, and it is satisfying when your solution works. However, on the whole, the game didn't feel that smooth to play. It took a bit to figure out how to aim the spells, then occasionally a fireball would hit the corner of a wall and instantly explode me instead of the enemies. Also, the fact that the game doesn't save your previous timeline when you die can be annoying when you know the solution was set up right and the only issue was your movement/aiming. There were also a couple of times when it seemed like I beat a level when I in fact had not, and others where it looked like I lost but when I went to the menu, the next level was unlocked. It would be nice to have more visual feedback as to whether you won or lost. I think with some bug fixes and a tutorial this could work quite well!

I like this a lot, it feels like it could be adapted into a board game and work in that format too! The concept is super creative and the art is adorable. I found it pretty fun, though I wish that some of the enemies had mechanics beyond the tick they move on to make the game more challenging. However, I recognize that that was probably not feasible given the time constraints. Overall, great work!

I like the concept for this game, but the execution leaves something to be desired in my opinion. There are 20 levels, but only the sprite and location of the target change, nothing is mechanically different between the levels. This is different from what is described in the description, but I assume that is a consequence of the description being AI-generated. With more variety in level design and no use of generative AI, this could be a solid game!

Fun! I like the variety of puzzles that are present, and the fact that sometimes a room will have a different one than on your last playthrough, it keeps things interesting. The narrative was simple, but effective. I will say that the main song doesn't really fit the tone of the game in my opinion. It makes it feel like a fun adventure rather than someone desperately trying to save their ship. Additionally, there are aspects of the visuals that are unpolished, like different pixel sizes between sprites, and GUI elements like the health bars and dialogue boxes not matching the look of the rest of the game. Overall though, it's a pretty good game with fun puzzle designs!

Upon playing this, I was so surprised by how much content there was! I didn't have the time to explore it all, but I liked the different mechanics and aesthetics provided by each area through the sewer tunnels. The art style is super cute and charming, and the musical references are fun. Only criticism I'll give is that the gameplay can feel repetitive, but it's in a way that's almost meditative? I think a finalized version of this would make a neat cozy game. Great stuff!

Nice blending of the tutorial into the narrative. Fun, but it can get repetitive and he's quite hard to beat. Love the visuals and sound design!

I absolutely love the concept for this game, and I think it was executed quite well! A couple times I was confused as to what buttons connected to what doors, but I just had to trial and error my way through those parts. The boss fight is a neat conclusion as well. There are some artistic inconsistencies, which is expected when multiple different asset packs are used, but I think this game could really shine with all the visuals polished up. This one hooked me enough that I played all the way through despite my struggles, so great work!

I like this one a lot. The randomly generated people and descriptors lead to some really funny implied narratives, and the gameplay is fun and surprisingly addictive. I enjoyed Expedaniel's dialogue as well.  Great stuff!

This is a neat concept, but I feel that the controls are a bit flawed. Because you have to move your mouse up and down to control the temperature, moving the mouse to click eject also changes the temperature which can be frustrating to deal with. Having eject bound to a key like Space or Enter would make for a more streamlined playing experience. Other than that, the game is simple but works well!

Interesting tower system! I can see how it could be expanded with more functions. However, the game did not feel very polished, with several different pixel sizes and a main theme that didn't really match the energy level of the gameplay. It's a good start!

Thanks for the feedback! Yeah, we sorta ran outta time to do more intensive playtesting and balancing :/

Absolutely insane concept, pulled off really well! I would have liked some sort of obstacle, or challenge, but it is fun to just be an all-consuming meat monstrosity. Especially considering the timeframe for this jam, great work on this one. The vibes are immaculate (horrifying).

Hopefully I can get this working at some point, but Windows literally will not let me download the game because it detects it as having some kind of virus :/

Nice concept with a cute art style! I super appreciate the inclusion of a proper menu screen with settings that fit the art style of the game, that's not something I see enough of in game jams lol. That said, the player movement was a little weird and unforgiving, almost like gravity was too strong? Not sure how to describe it. I also liked the hints at a story when the hole changed with each color layer :)

This is a really cool concept, and I enjoyed my time with it! That said, there were a couple things holding it back. I think the movement would feel more engaging if it were a bit more "slippery", where the player has more momentum and acceleration. A wider racetrack would also be nice. Overall, solid entry!

Solid idea! In my opinion the enemies shoot a bit too fast for it to be fair, especially since the player can't shoot while moving. Also a settings menu with audio controls would have been nice because the music is quite loud lol. I liked the narrative and bits of dialogue. Not bad for a first entry!

Interesting concept with cute art, though it definitely could have benefited from more instruction or a stated goal. It's kinda hard to figure out what makes you progress. Sound design could help with that, to make the game feel more responsive. It's a good start though!

Glad you liked the sergeant character, I sure had fun voicing him! Sorry about the screen  not updating, that bug unfortunately seems to happen every time you die in this version.

Thanks! Yeah, unfortunately with the scope of the project we ran short on time for fixing bugs 馃槄

We used Godot for Pogo Loco, so I鈥檓 not sure how it鈥檚 done on unity. DTG might be able to help though, he鈥檚 the programmer.

Thanks! We鈥檒l definitely be turning up the I-frames a bit 馃槄

I鈥檇 also be interested in making a version where the jump is simply a space bar tap when you鈥檙e on the ground, but personally I enjoy the difficulty curve of learning unfamiliar controls. Thanks for your feedback!

The movement definitely takes some getting used to, but that's by design!

Yes, we are currently working on a solution. We're not sure what the issue is, it only occurs when the game is exported.

Thanks! The lag seems to be dependent on the power of the machine you鈥檙e running the game on. DTG and I can run it fine, but I鈥檇 imagine it would lag a decent bit if you were playing on a laptop or something. We hope to optimize it better in the future.

Thanks! We're already implementing more features, so stay tuned!

Awesome game! Visuals are clean, sound design is satisfying, gameplay is a good concept and executed well. I only wish there was some way the game got harder as you progress, and another rune shape would be cool as well. Overall, well done!

Thanks! In terms of guidance for factories there is some stuff mentioned in the tooltips, we would have wanted to add a tutorial with more time but we got rushed toward the end unfortunately. Cover photo is about to be remedied!

We also noticed this problem with the AI. In the future we might have the ability to click on an enemy to have all models within range target it, or something like Bloons where you select the targeting mode of your modules.

Neat idea, gameplay is a bit confusing though. Especially without any sound, it's hard to tell what the game wants you to do. I can see this becoming a solid infinite game though!

I really like the gameplay variety and art style here, but as others have said it's a little hard to tell what to do. The only instruction is on the page itself. I think some in-game tutorial stuff would have gone a long way in making the gameplay more fun.