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A member registered Mar 24, 2019 · View creator page →

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For the second bug, I believe it is fixed in the web build. Did you play the windows game jam build?

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Looks like we had the same exact idea, but executed slightly differently! How crazy is that? Your version seems a bit simpler, it's just UNO but you can switch between available cards. In our game, your card is an individual who can shape-shift. Plus, our game has randomized rules, not just UNO rules. And the goal is a bit different, in your game, you have to be the last card remaining, while in our game you just need 1 player to win the match to win.

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Thanks for playing the game and for your feedback! You are correct, there are still lots of things needed to be done to make the game super clean to understand. Plus, we need to test our rules because it does seem like some of them don't work as expected.
Right now, the game logic is based on OR rules, and each player draws a random card that matches one of them.
We are eager to experiment with the game and release a full game eventually, with story mode and everything. We even had ideas for a multiplayer mode. Glad to see you are interested in the game!

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Nah, right now it's just too confusing and overwhelming I think. I have a bunch of ideas that could make the detective game more fun and engaging. One of them is having the last 3-4 cards shown (maybe you toggle it by pressing a button). And another one is to have the rules just be partially hidden. So let's say there's a rule that says "Only Even Numbers". But in the game it will look like this: "Only *BLANK* Numbers". Or if the rule is "Numbers greater than 5" then in-game it'll show "Numbers *BLANK* 5" or "Numbers greater than *BLANK*". So it could be less confusing. And maybe even add an option to guess what it is. Like the options for the last rule would be "Equal to, Greater than, Lower than, Not equal...etc".

Thanks for playing! Glad you enjoyed the game! It's not a bug, the first level indeed has only 2 rules. The following levels have more (you get into the next levels by winning). There's no indication of the existence of levels, we wanted to make them randomized and add rules to the first level, but unfortunately we ran out time :)

There were so many fish games in this jam, but this particular one truly made me feel powerful as a fish. Love the funny voice lines, I think they made the game feel complete. It isn't too easy either, you can actually screw up if you touch a solid surface, and then the human gets released from the bait. This was fun, and with more features, I could see this game doing well post jam. Well done!

Ok, I realized the drag and drop are snappy, so I was able to do it lol

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Thanks! I was curious about how others would implement the "You are the card" idea. We knew that if people had thought about the same idea, the implementation would be completely different from ours. You took it in a "card creation" direction with some entertaining anime-like dialogues, while we envisioned it as a stealth/detective game. I tried yours, but the card creation time was so short that I was only able to drag one of the boxes into the card .-. But it was fun nonetheless!

I stumbled across this game while scrolling through the most rated section, and the thumbnail stood out for me from the rest. I was curious, so I played it. While playing it I felt a wave of nostalgia wash over me. It reminded me of my childhood, when I used to create platformers with Construct Classic. When I was experimenting with all kinds of ideas that popped in my mind. It brought me back to simpler times. Thanks, and good luck for your game dev journey!

I thought about adding the ability to speed up the timers by pressing a button, like 'space'. So that we keep the tension but if you figured out a tactic the game won't force you to wait for a long round time.

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Nice visuals! I defeated the spaceship, but nothing happened afterwards. I think clicking and pointing the asteroids mechanic could've been simplified. The asteroids could've just pointed themselves into the player automatically, and you would just spawn them. Something similar to how Vampire: No Survivors implemented it. Other than that, the game looks nice, and I believe more features could make it an awesome arcade game!

What do you mean if we get to top 10? I want to publish a post jam version regardless 😊

Too lazy to rate this game. It's 10/10 btw

The changing rules part was the easier part lol. The hardest part was to get a prototype working for playtesters.

You can skip that level if you want. Press escape to open menu.

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I agree, previous GMTK game jam themes such as "Joined Together" (towers joined together to create new towers) and "Genre Without Mecahinc" (tower defense without shooting) shine more than "Roll of The Dice" here. But I kinda liked the idea of getting random towers for you to figure out new strategies, and sometimes while playtesting the game I had a feeling of "Oh, how am I gonna survive this wave with what I've got? Oh, I've got an idea!". It can make you think more creatively I believe, like in Mini-Motorways, where it spawns new buildings and homes in random places. Forcing you to think in a creative way about how to connect them without breaking the highways you've built so far. It also makes you think ahead of time at the start of the level. Maybe I need to experiment with the game more to figure out how to give those experiences, without making it seem unfair.

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Tower Defense games that have combined player movement with tower placement have been done before. But I can't recall a game that lets you throw the towers into the enemies.
Combined with the random tower dice mechanic after each time you throw it gives this game quite unique gameplay.

There is some slight critique:
An annoyance I had was that you can't control the distance in which you throw the dice, which makes it quite tricky to place them.
And whenever I failed to get enough money to buy new dice at the beginning, then I couldn't get enough money to buy new dice which was pretty much game over for me (the -2$ penalty whenever you touch enemies made it really hard for me).

However, that's a tower defense game made in 48 hours, of course, there are going to be balancing issues ;)
But all of these are forgivable because the game is pretty solid and I had overall fun playing it. The idea was clear and executed well in my opinion. I wouldn't be surprised if this game gets into the top 100. Well done!

The enemies give damage based on their size/health, so that's why. Thanks for playing!

Thanks for playing. Better too hard than too easy tho, right?

Thanks for playing and for the feedback! What are you referring to as turrets? The buildings you place (towers)? And by overlapping and chaotic what do you mean exactly? You don't like that you can place towers on top of towers very near each other? Or is there something more specific you didn't like?

Oh yeah, I disconnected the controller and everything works now. Thanks! And happy new year to you too

Hi! Stumbled across your game, downloaded it, but it doesn't seem to be responsive on my machine. Whatever I click, nothing happens. I don't know if I'm doing something wrong or somehow the game breaks because it's full screen? My resolution is 3440x1440 and I can't see any settings option to toggle off the full screen. However, the 'R' and 'E' buttons work just fine. The game looks nice tho.

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First of all, I had a lot of fun playing the game! Spent a good couple of hours trying to beat it. I should say I haven't beat it, but I did feel like I made a lot of progress on my strategy. Was hard to understand the mechanics at the beginning, I had no clue what I was doing until later in the game. A little tutorial at the beginning would be nice. Also, enemy attacks sometimes feel unfair. Just because it's unclear of how they work and what dices they role each turn. Most games have a little diary about each enemy and more things the player might want to know about. With all that in mind, I still think you did a great job on the visuals and sound feedback. It was clear enough for me to get what's going on just by playing a bit more. Very well done! Love it.

If you decide to remove my comment thats ok :D

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I hacked your password ;) starts with "l___". I just stumbled across this game, I didn't even know about the jam, I just wanted to hack the password. Btw, I didn't expect it to be literally a TTL based game where you ARE the package traveling between routers. Cool visuals. Sorry for hacking your game :X

It should be illegal to make such polished games in game jams. Game jam games must suck! They need to be as buggy, unfinished and confusing as possible! How dare you publish a complete Nitrome-like game in under 48 hours??? You should be ashamed of yourselves)

I don't know why this game has such a low amount of ratings. This game is AWESOME! The movement feels slick and I haven't got stuck in any level. The progression is right on point, I didn't need anything to explain to me what to do, everything felt intuitive after the first level. The only downside I have is that I didn't have any sound or music at the beginning. And I only realized it exists when I got jump-scared by Light appearing XD. Other than that, it's pretty solid!

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Yeah, it also did seem to me that the dragons are just moving too fast. Turns out the movement depends on the refresh rate of the screen. Change it to 60Hz and you'll be able to play the game as it was intended.

Great idea for the theme, fantastic implementation! I had a lot of fun. I can totally see this game being top 20

Thanks for playing! The point was is that each enemy can change the zip-line route if you don't kill them before they do. So the enemy that comes from top to down is the one that makes the zipline have the same up-down pattern. The helicopter makes random patterns and the flying pink little guy (the helper) supposed to make it all flat again, so you probably don't want to hit it. But due to a game bug, it isn't working correctly. So hope that helps understand the intended mechanics!

First things first, the animations and the overall visual are pretty. The controls are sometimes hard, but the level design and the progression make it simple enough to keep going. There was one point that I got stuck because the bomb object slid away from where it supposed to be and it didn't want to respawn. So I just went away from the game for some time. Later I came back and the bomb came back as well! So I decided to continue. In the end, when the camera zoomed out, I fell into a rock texture at the bottom. I figured it wasn't the way, so I used the bombs and some parkour skills to get to the next level! I have finished the game and I couldn't believe the ending! HOW COULD IT BE?? Had a lot of fun playing it! It feels quite polished.

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"then it would immediately turn curvy", yep it's a bug. Other than that, the point of the game is that you cannot get hurt, but by yourself. This means that every time you miss, the bullet gets back to you. When you hit the fat guys they give you points, other enemies are there just to change the zipline route. Hope it's now clearer what was going on! Thanks for playing!

"Somehow I feel...I'll have to go all the way up" well, let's just say you don't have to...but you can ;) Thanks for playing! It was fun watching you play our game and both to discover your game! 😄

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I have patched a 1.1 version in the windows build! Lot's of small fixes and improvements, though the controls remain the same for now. Unfortunately, I couldn't make it work properly on web, it breaks the controls really bad for some reason :P And thank you for playing our game :)

Thanks for replying! I think you should wait for the patch tho, there's a bunch of stuff that I plan to fix and tweak, I believe I'll publish a patch today!

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Thanks for sharing this torture with me!) A physics car racing game where the point is to destruct yourself in order to get to the destination.
Which sounds fun, you can either detach your parts to fly straight to the finish line or in other places keep them as objects to drive on and get over obstacles.

Makes sense right? Except it's not! After you destruct the parts of your car, they disappear. Unless you detach them in a VERY SPECIFIC place that the devs programmed it to not disappear.

But that just applies to the wheels, the car itself has entirely different behavior. The exploded car will disappear each time you explode your car again. Which just makes the entire play confusing.
I would guess it was made to decrease the chance of the player ruining his own game and not be able to progress at some point, which is understandable. You don't want the player to be stuck because of stacks of car parts on the map.

Nonetheless, it was still a bit frustrating) But fun anyway.
With all of that in mind, I managed to beat the game. I think we're even now ;)
Here's my gameplay, so you experience the struggle with me :D


Getting Under It parody game ;) with trailer! - Rate Getting Under It by ToasterHead, DrR4V3N, Devarieuxmusic, TinyNerd, t i m o, Andu's Games for Wowie Jam 3.0 - itch.io

Very polished! I'm impressed! The visuals, the tutorial design are super clear and intuitive, and once the mechanic is introduced you good to go! Never seen such a mechanic in a platformer. Where you need to avoid spikes, but also get in touch with them once you set a checkpoint yourself (by throwing a checkpoint ball). For now, the levels are quite easy, but I'm sure that you could experiment and make crazy puzzles with it. Overall, a fun platformer with a twist ;)