Skip to main content

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

Tintenseher (they/them)

232
Posts
1
Topics
168
Followers
84
Following
A member registered Jan 23, 2017 · View creator page →

Creator of

Recent community posts

Sent a request on Discord!

I'll never complain about the Magic Wand tool again.

Excellent question! We'll have a proper glossary in the rulebook in the full game, but for now, it's a bit of a corporate-speak way to say that the witness is somehow psychologically unwell — "fissile" in the sense of "easily split"!

Possibly the coolest thing yet to come out of my RPG projects. Thank you for this!

Howdy, thanks for your interest! As is predictable with these things, my initial timeline for finishing the game did not pan out due to other work getting in the way. I have been slowly adding to the core book and expanding things out, but I'll refrain from promising a date that I probably won't meet. But it is still in progress!

(1 edit)

Haha, thanks! In fact, we're working on expanding our own jam entry from this very jam — keep an eye out for Anomalous Intake later this year ;) Wishing y'all all the best!

Yo, sick! Love to see a jam game get a release! I'll be checking out the demo and you've got a wishlist from me for sure! Congrats, all :)

Amazing throwback to those physics-based web games of old. Keeping the visual style simple was a huge boon to the presentation and readability, and the resulting challenge is super tight and fun! You could easily expand this into a full-size puzzle game if you wanted. Super cool stuff!

Incredible style and polish — definitely room for more depth to be added if you wanted to expand on this, but this was a really fun little game to play just for the visuals and sound. There's so much impact to every action and animation, and so many adorable details. Awesome stuff!

(2 edits)

Adorable little game, loved the variety of the room decorations and the intuitive gameplay. The sound effects and music helped tie everything together. I would be so curious to see a speedrun of this game, especially if you expanded on it. I never was able to separate my hands enough to manage two things at once, but I bet there are folks out there who could really blaze through it. Details like the blocked-off room showed the potential for expanding on the core concept. Super cool stuff, would love to see more! It's like Towers of Hanoi, but less frustrating. This could be a great puzzle game with more development!

I kept losing too many civilians without really understanding how to stop it, but the core concept is really cool and unique and I would love to see more! This could be a super fun casual game if you polished it up and expanded on the core mechanics. Awesome stuff!

(1 edit)

Others have given feedback I would give on the controls and difficulty, so I'll just say that the level of polish here is amazing! The squash-and-stretch when you jump, the effects when you grind (or explode), the nice little sound effects — gave me a huge nostalgic throwback to playing web games in school. Neat stuff!

Edit: Ah, had to come back and try for the high score. Got 2144 and then I wasn't fast enough on a jump. Enjoying the top spot (for now — I'm sure someone will take it from me)!

Funny concept, and an insane level of polish on the visuals and sound. I couldn't figure out how to actually balance happiness and anger enough to get a good ending (always ended up unhappy or too angry), but the presentation was so fun that I tried several times just to see if I could make it work. Really cool stuff!

Hell of a turn radius on that truck. The gamefeel in this one is wild for a jam! It's simple, and responsive, with a classic rage game feel and even some nice polish with the various camera views. Spice up the visuals and give the player a little more control over the camera (I fell off a number of times while trying to rapidly cycle through camera views and skipping over the one I needed), and this would easily blow up on Twitch!

Photobashing is a real, valid style of creating art! You made something new from disparate parts, and, most importantly, it suits the game and enhances the atmosphere. If you were to expand on this, maybe you'd want to explore other styles, but you don't have to downplay the artistry that went into this. And personally, I would have been happier with unedited stock images over AI, so it's both appreciated and cool to see you working with what you had. Don't sell yourself short!

I figured it was just a timekiller to switch stuff up between busking, and that was genuinely a great instinct to include. I was only hoping for a cash reward so I could get out of my 60-franc debt 😄

Truly, all of those things I mentioned (the walking, the drumroll, whatever) were tiny parts of the experience. This is easily a favorite jam game for me, it was so charming and had actual skill and growth to the gameplay! I look forward to your next project :)

(1 edit)

Great concept, it's a unique take on the theme and a style of game I've never seen before. I'll second that the collision was a bit more unforgiving than I could actually handle, but I loved the idea and the variety of interactions (the different styles of movement and controlling the rotation/distance) presented in this short span. Cool stuff!

Other comments have covered the feedback I would give, so I'll just say the concept is super fun and unique, and the visuals were really impressive. The stream chat was exceptionally authentic. Cool stuff!

Solidly holds together, though I struggled to get very far as the planting/watering process was somewhat unresponsive. The homegrown visuals, scope of the gameplay, and sound design (initial glitching notwithstanding) are all highlights. Neat stuff!

Really beautiful pixel art and an enjoyable concept. The sound design was a nice touch, though the glitching did become grating. The text styles separating the characters were also a fun little surprise. Do I spy a fan of Thomas Was Alone? If so, you're in good company. Neat stuff!

Really interesting core concept and a crazy amount of visual polish. I mean, the scan lines on the map?! With some improvements to the gameflow and variety, and some chunkier sound effects, this could easily be a killer strategy/base management game. Super cool stuff!

I had trouble wrapping my head around the box concepts, but the feel of the gameplay is solid and there's a lot of potential for expansion. I'd love to see more of this with a focus on using the core mechanic in other ways. Neat stuff!

Absolutely loved the style and atmosphere. The uniqueness of the visual style, story, and gameplay make this an instant standout. I loved the dramatic text popups and learning more about the culture and history here with a cool horror twist. Really fascinating stuff!

At first, I wasn't sure about this one, but as soon as I realized how much extra complexity comes from trying to manage the parity of the numbers rather than just reducing them, I was really impressed. There's some really nice polish on the UI and interactions and the core concept is unique in a cool way. (And it's highly relatable, which is nice.) Super cool stuff!

Took me a while to even find these towns and units I was meant to be managing, but I was able to keep up a solid economy for a few minutes before things started going unexpectedly wrong. The UI alone is pretty impressive for a game jam (the camera moving as you select things is a really handy touch), and having more than one villager sprite (and animated) is just neat. I would love to be able to get farther and see these little towns expand across the whole map. Cool stuff!

A funny concept and an impressive amount of polish! I was already impressed by the menu and gameplay, and when I saw the speed echoes on the dash, my jaw dropped. I kept having trouble upsetting the audience members in order to clean up messes in front of them (how are they so dirty?!) but it was a fun little experience. Really neat stuff!

(2 edits)

Loved the humeur and faux French, the style feeling like a silentois filmatique, and the unique concept and gameplay. I had trouble with the unicyquelle as well, mostly due to hitting the sides of the busking area and instantly tipping over, but I was enamored enough by the humor that I was determined to get out of debt and practice the mustache-plate-spinning. I still fell a lot, but once you get going with the plates, it's much easier to make money, so I did eventually finisheu the game! I had a real feeling of dread when the final challenge started, but I got there eaventuealleigh.

Unicycle difficulty aside, I liked that being more daring with your balance attracted more spectateureurs! The map seemed larger than was necessary, so wandering back and forth was slightly tedious, but only slightly, although it felt odd on rainy days after I could 100% Bleouf against Philippe — I'd just walk down, enter, leave, and walk back up. (It also just stayed on "Le Bleouf est fini..." after winning. Not sure if that's intentional or if I just missed something there.) The repeating drumrolls also got on my nerves eventually, but that wasn't a big deal.

Awesome job on this one. Reminded me of playing old web games as a kid. Thanque yeue foire thisue gammue!

I'm not one for rage games, but I made it to the top without losing any energy, so I'll echo other comments that the core mechanic seemed underutilized. Still, pretty solid little jam game. The platforms bouncing when you land on them was a nice touch.

Really impressive for the jam timeline, especially only working on it for one week! I like Reigns a lot, but I think if you pushed away from those influences and went with more of your own style (whatever that is), this could easily be expanded into a full release. I would love to see more types of interaction, more clarity on the decision outcomes (something missing from the Reigns influence are the indicators for which stats will be affected), and/or more to see in the room. I was doing well for a while, but eventually the mutants took over. After all I did for them, the nerve!

Thanks for the kind words!

Seems tutorials are often a weak point for us — something to pay attention to in the future. Thanks for the feedback!

Cheers, we appreciate the feedback a lot!

Thank you for the feedback!

Had quite the bug list to work through, haha. Thank you for the feedback and praise!

We were definitely unsure of where to land between hectic chaos and traditional stealth. Thank you for the feedback and kind words!

(1 edit)

Weird! Yeah, I dunno, I played in browser in fullscreen mode and the black screen didn't fade away after winning. I tried it again just now and it worked fine. Guess I did something unusual the first time.

Wonderful art and a fantastic concept that I would love to see more of. Some attack combinations were quite difficult to deal with (mostly the spikes or zombie into the double-swing), but I was motivated to push through by the premise and art. Unfortunately I hit a black screen after the hero won and wasn't able to see more (I am on a 16:9 monitor, not sure if it mattered). This is easily one of my favorite jam entries — congrats on the incredible work!

This is a surprising amount of content for one person in the jam timeframe, especially for your first jam and first game in Godot! Stuff like dialogue choices, snow and other particle effects, and the clean pixel art are all really impressive to me for your first outing on those fronts. Gameplay-wise, I'll second that I felt the lack of Coyote Time pretty hard — I couldn't get past the series of thin pillars as I just kept falling off the side without jumping. And is it weird to say that the premise gave me David Lynch vibes? Cool stuff, definitely keep at it — there's a lot of promise here!

There is a crazy amount of content and polish here! You've gotten a lot of praise and good feedback that I can second. I'll add that the constant passage of time didn't seem to add much; a system where each actions takes some amount of time/stamina might have made more sense. The cramped UI also made it difficult in places, to, say, apply the ingredients I wanted or search through my stock. Overall, though, I'm incredibly impressed by this, and it's easily one of the most content-complete games in the jam. Congrats on the awesome achievement!

Adorable art style and concept. I found it somewhat difficult to tell when the best windows to drink coffee were (kept getting caught after the boss seemed to have walked off the screen) but eventually I realized what the sound effects were trying to tell me and managed to make it to the ending. I enjoyed trying to juggle the drinks and the customers, and the reviews on the computer were an excellent touch. Also a surprising amount of polish, like the gentle breathing and blinking on Emily and the pouring animations for the coffee.

My only issue was getting stuck with a cup of coffee in hand that I couldn't drop or drink while a customer was at the register, so I was forced to give out some wrong drinks — but, since I could delete their bad reviews, it contributed to the gameplay loop anyway. This was super cute and one of my favorite executions of the jam theme, and one of my favorite games so far overall. Very cool stuff!