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VeryLukely

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A member registered Dec 04, 2018 · View creator page →

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Got a demon on my first selection on the last round rip

Usually I feel like a game with this much luck would be offputting, but having a core component of the game being knowing when to cut your losses when the odds are against you makes it feel very skill based. I do feel like siblings and king should maybe be considered more neutral cards since they force you to keep on playing or they're negative, but maybe having that as a 3rd category would overcomplicate things.

Fun gimmick, wish it had more levels, the last one is a bit of a jump in quality. Very economical art style, I kinda vibe with it.

Big drill is a specific gaming power fantasy I don't get to engage in very often. I always appreciate when you can really feel upgrades rather than just being +10% or so. Really good risk/reward mechanic because I have bad judgement and I kept dying constantly trying and failing to get a big haul. 

cookie mama! I really like the pixel art. I feel like some minigames could be a bit more unique from other ones.

Reminds me of Mosa Lina a bit. I really liked messing around with different biscuit combos.

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Perfect synergy between gameplay and theme to make a game out of a dog jumping for treats. Really cute stuff.

I'm kinda confused what my goal even is, just to survive? I kinda feel like with all the objects I can yoink I should be able to sell them or something.

Unironically I really dig the art style. The game's vibe kinda reminds me of Mr. Sun's Hatbox. I did have a few bugs like crates colliding in a way that slowed my game down to frames so I had to restart, and the second time I played the house generated in a way that I couldn't get out the front door. 

Nice visuals and platforming gimmick. I'd have liked to see the screens built to use the gimmick more like bouncing off the ground then the wall for additional height

Also, you can definitely cheat half the files by going on one of the higher paths and holding left or right to go to the end of another path but I'm sure you probably know that. It makes it easier to replay at least.

Cute simple arcade game. I got 23 points.

I think there are some modifications that could be made to make the spotlights more fair, there could be an exclamation point as a warning where it's about to come from a second before they do. Or the movement could be modified to allow for getting out of the way more quickly, maybe a dodge roll on a cooldown or something.

You'd know better than me, I think it could go either way. Sometimes it's nice to be thrown into a pit and have to learn your tools, I just don't quite have the patience to get all the way to the end when I have a lot of other game jam entries to play. Out of the games I've played so far this one was my favorite.

Grapple Dog is just a game I like, lol. No other similarities other than I thought it was funny to mention there was such a game that exists, and I wondered if you had heard of it before and that was part of the creation process of this game in any way.

Difficult game but I really like the concept. The obstacles are hard enough I don't know if bumping into a wall needs to cause you to lose all of your boxes. I didn't read the description so I laughed out loud when I realized the game wasn't just going back and forth in a factory but heading out into the parking lot and onto a busy street. I was also amused that the robot just trips and never gets up again.

Have you heard of the game "Grapple Dog" by chance?

Really solid movement mechanic, I thought the grapple bounce was always logical and consistent so it was fun to learn. Swing almost felt like an unnecessary to me and a step towards a much more timing based game (but maybe I didn't get far enough for it to grow on me)

Creative idea to use minesweeper as a gameplay gimmick. I could see a lot of ways this could continue to be iterated on. If treasures don't have gameplay functionality (which would be cooler) I wish I could at least sell them.

This is a really neat way to force you to keep changing your build constantly instead of finding one really strong combo and continuing to upgrade it. Felt a bit too at the whim of randomness for my liking but I think it's effective for what it's trying to do since luck is supposed to be an aspect of the game.

I really like this movement mechanic. I could imagine the cursor being a tiny cookie or something so it looks like the hand is always trying to get it. 

Was frustrated by a few dead ends (immediately to the right from the start for example) but I think I won in 5 tries (at least, I purchased the biscuit in the shop and saw the character at the bottom who emitted a pulse but I wasn't able to interact with them)

I've played so many slow incremental mining games that I was expecting this to be the same, so the arcade vibes and energetic music was a great surprise. With some added meta progression I could see myself easily getting addicted to this.

Nice game feel on this one, the SFX and knockback go a long way towards making destroying the enemies satsifying. Was a little confused on why my weapons kept turning back into a wrench, if they're gonna break after using it'd be nice to have some visual feedback on that and maybe weapon slots to switch back to the wrench for a bit if I don't wanna use my stolen weapon

Really clean looking simple platformer. Great work, especially for your first jam, you're already better than I am after a year of making stuff. Some of the jumps were a bit questionable in terms of fairness but it was short enough that I didn't get too frustrated and reached the end

Love the character creator and the vibes. I get the impression from certain aspects that are very polished that the un-polishedness is an intentional choice rather than lacking skill to fix it, and I simply must respect SOUL

Wasn't clear to me at first that I had to defend the stump but once I realized that I won on my next try

I really enjoyed all the pixel art in this. So many details to take in. Extremely impressive work given the time frame of the jam. Gameplay is pretty simplistic but it's an interesting challenge. I kinda cheated in the last part of the game by phasing bullets through the floor.

Maybe I'm just dumb but this needs a tutorial I think. What I was able to play is really cool looking though, the Shump part is super impressive for the short jam period and the upgrading does seem really ambitious. This entry deserved a lot more ratings.

Really fun and original feeling game. I love the dynamic music and how much quick decision making there is about where to place stuff.

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Super cool concept, I was sad it ended so soon but I'm also kinda glad it didn't overstay it's welcome. The non-linear progression is really interesting to me.

One of my favorites I've rated. A little repetitive but that's kind of a given with this jam. I could really see this expanded into an auto pets type game with unit synergies and such. Great entry.

I realized that might be confusing from the very start of development and just didn’t fix it, to the point where I tried making the name asteroid dodger (maybe the most awful name ever) to try and bandaid the solution. And then I somehow forgot I was doing that and named it asteroid shooter instead?? Somehow an equally bad name that doesn’t clear stuff up at all??

Appreciate the art compliment I don’t get those often (some might say it’s “bad” I say it “has soul” (bad))

That’s exactly what I like to hear, thanks!

Very creative take on the theme. I am not smart enough to get very far because I just like placing stuff instead of reading. But I think somebody who plays more of this style of management games would enjoy optimizing it, there's a lot going on in that regard. I like the clean minimalist artstyle.

You weren't lyin you do have to tap real fast


I actually think it's a really fun challenge having to button mash while also needing to dodge stuff but I kinda wish the difficulty started off a little more lenient so you can get a handle on making the car go faster. It's also a little annoying getting flashbanged by the logo every time I restart :P

Great artwork. I love managing and preparing units in RPG's for battles more than actually doing the battles so I'd take a game with just that and no battles  (even if nobody else would), which is kinda the vibe I got from this game

I really like this kind of gameplay gimmick. I felt like I was breaking the game when I realized I could wait until the final second to kill the enemies, then I realized that past enemies still kill you and I had just traded one hazard for another. I like the freedom to pick your poison like that.

Really polished game. Cute narrative and music. I am tickled by the warped cat meows for some reason. 

Got a little frustrated by the movement system (it's always going to be a little rough in a game like this) but an undo button could have mitigated this, as others have said.

If this is the lightbulb level, there’s a darkness wall you’re supposed run into but it was really buggy, I fixed it. If it’s the tornado level before that I don’t know what problem this is, sorry. I think it’s the most confusing form, you can move left and right while levitating and you can jump on the ground but only once before you get stuck on the roof, so you have to first move right and then jump to the flag.

Oof, just thinking about playing that way that stresses me out. I would have added an easy/free play mode if I had time. I have trouble clearing day 7 and I made the game; I think the difficulty is sort of antithetical to what it should be which is a (somewhat morbid) virtual stress ball

I have some fun ideas to develop this out into an idle/upgrade tree game too

Yippee!

This also happened to me at some point and I was sure somebody would encounter it and (justifiably) tank my rating, I’m going to hopefully do an update today to fix and polish some remaining issues :)

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It really means a lot to get such a positive comment from somebody who is probably going to rank a lot higher in the jam than me.  Your game is extremely good. <3

Sorry about the stacked cars, sometimes my tendency to make myself laugh with a stupid idea outweighs my good design sensibilities.

Thank you! It's hard for me to get inspired to make something unless I have a somewhat unique idea for it

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Thanks! I tried my best with the pixel art because I'm not a very good artist so the only thing I can do to try and make it look alright. Given the limited time I'm happy with how it turned out although I still really dislike how text objects look in the construct 3 engine at low resolutions, I have yet to find an easy to implement pixel art font

Thank you!

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Personally, I like the challenge the game poses better with minimum upgrades which is why I didn't prolong the game any longer or have an end screen, haha. Glad you liked that mechanic though, blowing up cars and the combo meter is something I quickly added in the last hour during the extension to try any make the game fit the theme better, it almost didn't make it in because of a bug I was having with it and I didn't get to test it so I was worried it might be unbalanced. Maybe it kinda is, but fun is the most important thing to me. If I had more time I would have given the cars an animation for being destroyed so it feels cooler.