Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

TinchoLC

83
Posts
20
Followers
26
Following
A member registered Oct 05, 2022 · View creator page →

Creator of

Recent community posts

El talento gráfico que posee Ambugames es simplemente insuperable.

Simply amazing.

Funny graphics!

Simple but solid, congrats

Thank you so much for playing our game!  From what you described, I think you might need to talk to the grandmother at that point. Just in case, here’s a checklist that allows you to finish the game:


  1. Give the recipe to your mom.
  2. Walk in front of the mansion so the dog scares you.
  3. Talk to the butcher.
  4. Try to give money to both vendors.
  5. Give the cat to the grandmother (she’ll give you a hint).
  6. Talk to vendor P.
  7. Give the sneakers to the butcher.
  8. Give the meat to the dog.
  9. Give the butcher’s message to your mom.
  10. Use the key you got from the dog to leave town.
  11. Follow the path and use the sable.
  12. Final!

I find it funny that you used "wild" to describe the experience, it makes me really happy that you can feel something like that while playing the game! The increased walking speed at the beginning was a debug feature to test things faster, but I remembered how tedious walking through endless environments can be in this type of game, so I thought it would be a good idea to keep it to make the gameplay more dynamic. Thank you so much for your comment and for playing our game!

I’m glad you liked it that much! It’s in two languages since most of my friends speak Spanish. I also thought having the tutorial within the dialogues was kind of funny, and I’ll probably use that again in future jam games since it feels effective and not intrusive.

Thanks for playing the game! I wasn’t sure if it might feel a bit long, but I’m glad to hear the length worked out well :)

Polished to perfection! I love that jam games can feel so complete; it doesn’t just feel like a concept. It feels like a finished game that's expandable and full of potential. Congratulations

(1 edit)

I was already laughing from the disclaimer! The graphics? Very nice. The humor? Incredible. The game has so much personality; you all did an amazing job!

I'm glad you liked it! Since I originally wrote the story in Spanish, I was worried that the charm would get lost in translation, but I'm happy to hear it still turned out funny!

A very bold idea, executed exceptionally well. Despite the limitations of the Game Boy for a game of this style, it’s clear and fun to play.

I'm not sure if the mechanic of redirecting beams already existed, but I find it very clever. Besides that, please upload the games to play on the web, many more people will give them a try!

The humor is absolutely hilarious! On top of that, the mechanics are really fresh and have TONS of potential. The graphics are also very beautiful, congratulations!

The pixel art is truly unique, showcasing a distinctive style and a crazy color palette.

I really liked the concept of the curse and how it prevents you from aiming,  especially for the final battle where you can aim properly, connecting narrative and gameplay. As general feedback, the melee weapon should do more damage than the ranged weapon almost all the time (unless there are special bullets or something), and you should block the path on screens when there are enemies, as most beat-em-ups do.

Thank you very much for your comment! I'm really happy that players interact with objects even if it's not necessary to complete the game. We wanted to create that curiosity about what dialogue they would encounter

incredible game btw, one of my favorites of the jam.

Great job given the time you had! However, it was a project too ambitious to be fully completed. I really liked the detail of being able to turn the lights on and off.

I love the sprite of the final boss, the game is short but very charming; I really enjoyed it.

I really liked the character’s movement; it reminded me of how movement worked in Spore during the first stage.

Wow! I really loved the game! I’ll probably play it again after the jam ends. I hope you update it because it has a lot of potential.

I loved the graphics in the cutscenes, and I was fascinated by the death screen. The way the entire screen crumbles down with that effect was incredible! Also, the ending is really hilarious!

It's a shame it's so short; I really hoped to see more! The credits are very charming, and the game was fun. Well done!

Great game! (I think the bats scare me now.)

Thanks a lot for playing the game! We really appreciate your feedback. About the sounds: our sound designer actually joined the project quite late (mostly because we contacted him a bit late), so we couldn’t get all the audio work we originally wanted. And yes, PhantomCamera is an excellent Godot Plugin, with great documentation, you can check it out here: https://phantom-camera.dev/

The controls feel really good and add a lot to the game. The only thing I'm missing is a looping map, but other than that, it's a great entry. Congrats!

I have no idea what I just played, I loved it, and I love Monty too.

(1 edit)

The music is great! I love card-based games and I think the mechanics are really well-applied. it's fun and doesn't get repetitive. As for the graphics, they speak for themselves; the game has a unique identity and the visuals in the dialogue are a great touch.

I have a couple of suggestions for improvement: I feel like the movement could be much better with a few changes, like waiting for the character to finish moving to a tile before being able to change direction (In my own game, I handled this with a Godot signal, but a simple boolean variable would also work). Also, having a variable that completely locks movement during dialogue would be helpful, since that doesn't seem to happen when the cat talks to you before dying.

I loved the game! It was a pleasant surprise to discover such specific combos and interactions, and I would love to see that expanded in an update or in a future game with a different theme. The music is also incredible.

The only thing that feels a little strange is the movement. When I try to go up, I somehow expect the character to move up and to the right, not up and to the left. The same thing happens with the other controls. It's something you get used to quickly, but at first, it feels like something is off.

I just realized I didn't mention this in my original comment, but the animation of the dice when it falls is just beautiful.

Thank you so much for your comment! I'm so glad you liked the dynamic music detail. I love when games do that and I try to make sure my games also give that feeling of "quality." Our team's musician did an incredible job making it happen!

Dejar que los jugadores personalicen los controles es obviamente la mejor solución, pero quizás un poco complicado de programar mientras te estás preocupando por el juego a contrarreloj en algo como una jam (más que nada porque es un menú extra, entre otras cosas). Creo que con poner una pantalla que no se pueda saltear que aclare los controles al principio es suficiente. 

After win in 15 rounds, I went down to the comments and read, "You can hold left or right while Bumping to control the direction of the dice." I realized I'm pretty silly. Incredible game.

I loved the game name and the graphics are very cute.

I love the movement mechanics, and the ammo system is really well-executed. It's a lot of fun.

Great game! The interactions are a lot of fun, and the 13-day mechanic is a very original way to implement lives.

I also noticed we used the same dialogue addon.  When I first saw it, I knew it had a lot of potential, but it's impressive how much you got out of it—it turned out beautiful.

I loved the game's concept, and it's so well implemented! I'll definitely be playing it again even after the jam period is over.

The concept is great, and the sprites are also very nice. I wish the in-game controls were clearer. Since most games use keys like J K or X Z, I had to go to the description to even realize I needed to press Enter.

You should use enter, first on the symbol and then in the cell where you want to place it.