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Ethan Vance (Wattmelon)

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A member registered Oct 26, 2018 · View creator page →

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Thanks for playing the game!! Really glad you liked it :D

There’s actually a Perfect Rank system for each level that requires you to get all of your units to the end without losing any of them, which often requires a lot more strategy ;P

Although, there’s a bug with the game on refresh rates higher than 60hz that speeds up a lot of the game functions (I had no idea what deltatime was and that Construct 2 has it before the jam lol), so if that’s been happening to you, I totally understand feeling like there’s no strategy ^^'

Glad you liked the puzzles!

And yea, that’s intentional ^^'. Every level has a secondary completion goal of getting every unit to the file without any deaths (the “Pure Evil” rank), which requires all units to be sent out.

Very polished and pretty fun! Love the sound design and visual effects ^^

I have a couple gripes with the speed of the game and the last level (I'd assume?) though. I totally get why the speed of the objects are as slow as they are, but it makes waiting for/replaying levels kind of a slog. It's not helped much by the level design, which the level I got stuck on felt less like a puzzle and more like bashing my head against a wall. It might be something to do with how varied the options of where/when to throw out the misses are, along with some RNG in the movement patterns of the ground patrol and cannon targeting?

Either way, I love this concept, and the execution for the most part is spot on!

Pretty fun concept, but there's definitely some balance issues.

I found more often than not, my units would get stuck on a corner, then an enemy's bullet would snipe 2 of them at once, which made rounds snowball into impossibility. I also encountered a bug where the game was permanently in the Preparation phase and would softlock after I sent out units.

It's a great start though! Hope for the best if you decide to expand on this!

The ending to this was absolutely hilarious!

Short simple, and engaging the whole way through xD

I really liked the spin on the formula (pun intended) by introducing the freeze button! It's a great concept with a lot of great platforming and puzzle potential!

Ran into a couple bugs while playing though - if you freeze the game while over the flag, you can beat a level without touching the ground. I also had a ghost clip through the side of a horizontal platform and kill me xD

Other than that though, this was really fun to play and a solid concept all around ^^

Really solid start! Getting something out there for a jam is never an easy feat, especially with so little time, so the fact you even made something playable in 8 hours is a huge accomplishment ^^

That being said, the UI covered a huge chunk of the bottom screen, and placing blocks felt a little slow with needing to re-click the button after placing something down. If you barely end up using the top of the screen for platforming, that might be a great spot to place your UI elements! I'd also recommend finding a way to either drag/drop blocks into the game, or have it so you can keep placing the same type of block as long as you initially selected it.

Otherwise, impressive work so far! Hope things go well if you decide to develop this game further ^^

Should've recognized sooner that this was made by the SquishCraft dev - I knew something about the art style looked similar lol.

Absolutely brilliant puzzle game that left me scratching my head on quite a few occasions! Level 9 was completely out of my league though lol - I had to look up how to beat it and smacked my head immediately cuz it made so much sense xD

Only problem I have is that for the sake of the jam, it doesn't feel like it fits as strongly to the theme as I've seen with other games, but that's a TINY nitpick on an otherwise perfect puzzle game that I'd definitely play as a full release! ^^

I LOVE this art style, and I loved the game even more once I realized how to actually score points ^^

For something that was done in 2 days, this is insanely impressive! Obviously it'd be cool to expand on the concept by adding more mechanics/reasons to jump, but this is perfect for the jam if you ask me. Only issue I ran into is that the game would always crash after a certain amount of time? Dunno why it happens, but it didn't stop me that much from enjoying the game ^^'

Phenomenal work, 5's across the board from me! :D

Short, simple, and sweet! ^^

Had to play it in fullscreen because the arrow keys would move the page (the game also only took up a quarter of the screen in fullscreen mode lol), but it was pretty fun! Solid work!

Very funny take on the "Papers, Please!" formula ^^

Only thing that caught me off guard were the notes that said "no [ingredient] on X side" when the ingredient wasn't on the pizza to begin with? I assumed that it meant the ingredient was supposed to be on the pizza, but not on that side, and I got punished once for it.

That's only a minor nitpick on an otherwise great experience though! Would leave a 5-star review on Pelp, but you know how it is lol.

I had an alright time with it!

Pac-Man got suck on a wall a couple of times, which let me win pretty easily lol. Also idk if it was just me, but the characters move REALLY slow for some reason?

There's a lot that could be improved, but making something alone in 2 days is an accomplishment in and of itself to be proud of, and this is already a pretty decent base if you choose to expand on it in the future ^^

Was about to write it off when my first [B]ario managed to perform a perfect lap 1 and 2, but then I retried to realize that he actually CAN fall off the track lol.

Really fun concept with a lot of potential to get even wackier if you decide to expand on it!

I clicked the A in How To Play by accident and immediately fell in love with this game

Level 18 was convoluted as hell though, needed the hint for that one xD

I love the art style for the game! Every characters looks super unique and well thought out in their design ^^

Gameplay-wise, I think it's a great base, but it could use some work? I couldn't tell what each quest meant or if it had any impact on the hero you gave it to. If not, then I think that could be a great place to start if you're thinking about expanding on this concept! A lot of games in this genre seem to focus on reputation, which gives you access to bigger challenges/rewards as you progress in the game, and I feel like that could work pretty well here! The two bugs with the money count and end screen were pretty rough, but I saw that they got fixed in an updated build, which is nice.

Overall, I had a fun time with this one! The game's whole vibe definitely kept me going until the end, and while the current game feels a bit shallow, it's a phenomenal base to build off of! Amazing work all around ^^

The art and presentation of the game was absolutely adorable!! :D

The story and characters were great too! Having to remember your customers and make better decisions based on their skills is a great idea for a game like this, though you could probably push the ambiguity of what missions work best for someone even further if you decide to expand on this (for later in the game though - having super obvious missions early on is a good idea lol).

There's a TON of potential with this concept, and I'd love to see what you guys do with it! ^^

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I'm noticing a lot of people struggling on this one, but all I did was aimlessly swing my mouse left and right and killed, like, every enemy I encountered XD

The presentation and concept of the game is great! I love the design of the rock colossus, and playing as him felt empowering. The gameplay got pretty stale after a while though. All I did was swing the left arm around and basically everything died lol. And because it didn't seem like there was any sort of ramp in difficulty, I got bored kinda quickly and just let the enemies come to me.

Still though, I think this is a great base if you decide to expand on the mechanics! Maybe if the golem got new abilities and if new heroes that can counter those abilities were introduced, I could see this being a smash hit ^^

Had a lot of fun with this! The core gameplay loop is pretty addicting, and the mechanics work pretty well! I wish the player would speed up to their original position if they started falling behind though (maybe to counter-balance that, you could have the game accelerate more the further you get), and I never really felt the need to upgrade blocks since you can restock on them pretty easily by removing pre-placed ones.

Nonetheless, it's a really solid auto-runner ^^

Really cute and simple concept, but could definitely use some difficulty tuning. Maybe if you wanna keep the base difficulty around this level, adding some kind of leaderboard or perfect score system would be a great way to incentivize players looking for a harder challenge! Also placing things on the road felt kinda finnicky, and often times I felt like zooming in/out of the map was more of a minor inconvenience than a necessity, given how zoomed in it is at the start. If you decide to expand on this in the future, I;d recommend maybe making each tile to look like it's on a grid, then giving it a highlight if you've selected it (also zooming out the camera to have the whole grid on screen obv lol).

The art was cute and the gameplay was quick and easy to understand though, which made it fun to play through the whole way ^^

I JUST FOUND A NEW BUG WITH THE GAME THAT AFFECTS DIFFERENT DEVICES

For some reason the game runs at double the speed on some devices and I have no idea why? As far as I know it's happened on my other laptop that runs Windows 11. If anyone else has encountered this bug, feel free to let me know!

Omg wait... I just found a bug that makes it move TWICE AS FAST ON DIFFERENT COMPUTERS FSR???

I switched to my work computer, which runs on Windows 11 (idk if that's what's causing it). Not sure if this same thing is happening for you, but if so, I totally understand how much harder it is to beat every level that way xP

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Really glad you liked the game! ^^

It actually is possible to beat every level without losing any units - otherwise I wouldn’t have left the level designs in lol. Some of the later levels are pretty finicky, notably levels 8 and 10, but they’re all possible to get perfect scores on ;P

Can’t deny the lack of sound effects though. I was also planning on adding more unit types, like one that’s immune to turrets but has only 1hp against everything else, but time got the better of me and I had to reduce scope lol.

amogus.

(Very funny and addicting! Had a blast playing it ^^)

From one guy who made a puzzle game to another, I really dig this! ^^

Blew through the puzzles pretty easily, but they all felt really fun and well thought out :D

That's actually a really good recommendation! I was gonna do something like that if I had the time to implement sound effects, as each unit would've probably had their own hurt/death sounds, but a visual indicator sounds like a great idea as well ^^

Probably the best looking game of the jam that I've played so far :O

*adore* the hand-crafted art style the game has, and the tower offense mechanics are really solid! My only nitpick is that with how many tower offense games we got this jam, it doesn't feel like this stands out mechanically? The split path mechanic is definitely interesting, but it doesn't detract THAT much from the usual formula.

None of that is to call the game bad by ANY means though - I had an absolute blast playing this! ^^

Silly long kermit dog go brrrrrrrrrr

(Fr tho, this was very funny and very cute. Poor guy in the wheelchair tho, hope he turns out fine lol)

It was kinda hard for me to notice how this fit the theme, but then I noticed that the packages were getting destroyed after reading your input on how it fits the theme. Maybe if that was communicated better through sound effects, it'd be more obvious? ^^'

Outside of that, it's a pretty good tower defense! Nice job :D

Love the sound and level design for this game! The physics were pretty janky though, and it lead to some really funny moments where either an enemy would get stuck in the wall or I'd fall into the void lol.

Still tho, this was a pretty fun rolling ball puzzle game! ^^

Beat the game in 6 seconds and only placed 2 walls xD

Fr tho, this game was pretty neat! Kinda awkward and janky to control the ball, but all around a fun time ^^

Pretty neat! ^^

Don't have a lot to say cuz of how simple the game is, but I had fun with it!

I liked most of the level designs and thought they worked pretty well! However the last level was pretty awkward, especially because of the weird inconsistencies and jankiness with platforming on multiple movable blocks at once.

Still had fun with it though! ^^

Glad you liked the game! I definitely made every level a bit too easy to complete, but there's also a perfect rank per level if you manage to beat it without losing any units, which requires a bit more strategy ;P

Really like the art and the idea for the game, though it could definitely use more time in the oven ^^'

(I got spoiled to the twist a little bit before playing the game, but not enough where it didn't still surprise me)

Awesome concept that makes the game significantly more interesting on replay! Realizing that the power-ups made the late game harder was The controls felt pretty wonky, but that's cuz I'm personally not used to using the K and Shift keys while using WASD (I'd have done something like Arrow Keys, Z, X, C). The jump also felt a little awkward, but I eventually got used to it.

These are only minor nitpicks though tbf! This is a stellar platformer with an incredible twist ^^

A simple and fun gameplay loop! The fact you can occupy multiple holes at once makes the game way more exciting, and the minimalist style aids the game pretty well.

Don't have a lot else to say, as it's pretty bare-bones, but overall I had a good time with it ^^

Really liked the art and overall gameplay loop, though it felt a bit too easy? For the first few days I didn't even make it to the first boss wave, and on the last couple fights the boss wave basically cleared the whole level for me lol. With some tweaking, I'm sure this could be a really fun experience though, especially given how well presented it is at the moment ^^

Another pretty neat tower defense flip! (I made one too btw lol)

The art and theming all work pretty well together, and the gameplay functions decently well, although the pacing of the game itself was pretty awkward. The units felt like they moved very slowly, but after getting 3 guys to the castle I suddenly got 114 gold and beat the game after sending out a second wave lol. It felt too slow, but too fast at the same time, which I think could be easily fixed if you further develop this concept.

Had a good time with it overall though! It's a perfectly functional reverse tower defense, and a pretty good base if you ever decide to build on it ^^

This was WILD to play. Probably the best representation of the theme I've seen so far, hands down.

Playing this game is a nightmare though lol. I'm not sure how you're supposed to be able to influence the cursor to NOT do something, but even then, it felt like the lack of communication on which space the cursor was going to made this like 5x harder. I know that kind of frustration is intended though, so it didn't influence my rating that much ^^'

Overall, the concept of this game fits the jam PERFECTLY, and the helpless nature of watching someone else blindly stumble through a minefield is effortlessly executed.

Absolutely loved this one!

Took me a second to understand what was going on, but once I figured things out, it turned into a super cute and addicting management game with an engaging core loop! The adventurers did feel pretty slow and a bit awkward to predict, but I'm sure with more time in the oven that could be fixed. Otherwise, this was an incredibly fun experience ^^