Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

wintrmut3

48
Posts
261
Followers
2
Following
A member registered Jul 30, 2019 · View creator page →

Creator of

Recent community posts

Very nice little game! The birds are cute and the concept is well executed, I found it to be a relaxing break from the other games :)

Simple and well executed mechanics for an incremental game, I can see it being pretty addictive

Well executed! I think the aim could be a bit more forgiving, and starting the player off with all 3 coin types and all 3 bullets is a lot to do at once, so maybe a more gradual difficulty curve would be good :) 

Really fun and addictive, the upgrades changed the game a lot and had nice tradeoffs, I ended up playing this for a while haha

Very well executed and creative idea, fits the theme well. The horse sprite when you mess up is really funny LOL

The controls felt pretty well tuned but boy is this game hard, I think I died 10+ times on the tutorial. Maybe you could've scaled down the gravity a bit if someone dies too much :) The aesthetic and vibes are very polished, I liked being in this world for a bit :) 

Oh man the Q/E quickslot suggestion is so obvious now that you mention it... thanks for the feedback, glad you enjoyed it!

You should elaborate on the red/blue attack modes and shield compatibility more, even in the game description. I think it's a really interesting idea but it takes a while to understand. I think the blue shields are also rendered in reverse somehow on the first real level's box enemies, so I didn't realize I was supposed to hit them from behind. 


Great execution of the theme, the rewind / ffwd mechanics look great and the enemies telegraphing their attack felt very polished.

This is a really great interpretation of the theme and super polished for a game jam. The mechanics are very elegant and I think straightforward to understand. The juice and SFX add a lot too!

Great work! Fits the theme very well. If you wanted to add scores to this I think you should incentivize fewest placed blocks :) 

I love the art style and overall aesthetic, you all clearly put a lot of effort into the visuals. I think there could be a bit more depth to the gameplay though, as a player I think there aren't any meaningful decisions to be made, and it's easy to game by spamming E as soon as it comes off cooldown and staying in the lit area. Perhaps some cost attached to luring the sheep (eg. attract monsters too? of a different variety?) would add some depth. It would be interesting to play this game from the perspective of the monster too :)  

Those icons are incredible and really show what you can do with a 16x16 sprite. Bought the pack just for those!

(2 edits)



* Going to update this periodically with gameplay gifs but will wait for more polish before uploading builds.

edit: lol nvm no time but it's sorta done!

Great use of particle effects for those lovely explosions, and a nice UI too. I wish the one tile that's a bit hidden was more visible, but I'm not sure how you could've done that. Also, having the AI move indication (like Enter the Breach?) was a neat effect :)

This is a great puzzle game with a coherent aesthetic, and well executed mechanics. The camera work is pretty satisfying, as are your animations and VFX. Nice work!

Great submission. I love the polished minimal pixel art aesthetic, high quality animations, cute sound design and engaging gameplay. Congrats!

I love the wobbly pixel art style! The upgrade system is pretty nice and everything is well implemented, but I don't really understand what the score is for.

Lovely aesthetic and environment art, great animation, tight controls and interesting upgrade system. I would have liked to see the dice incorporated more but a fun game nonetheless!

Fun little arena shooter, I like that the dice are physics objects and how everything has noticable recoil. I think the controls could be a little tighter but it's super well done for 48 hours. Also, it's easy to stand in a corner and hose down enemies with the AR lol. Congrats!

Well implemented strategy game, though I wonder how you could incorporate the dice more than just having it be randomized action point count, but you have a lot of mechanics to balance it so you can't just win with the luck of the roll. 

Thank you for the feedback! I panicked a bit when the build didn't work close to the deadline so I did disable the compression, and also made a lot of other modifications including using dev build to maximize my chance it would work. It did build a little faster, for 50% higher storage costs but I will disable in future. Your other points are also good, I will take them into consideration :)

Awesome and simple concept, but surprisingly really fun! I love the satisfying sound effects, the cute music is pretty fitting, and the potential of exponential explosions with chaining 6's is a genius mechanic. Also, that pixel art effect for rolling the die is brilliant, I couldn't figure out a good way to do that in my game but you nailed the tradeoff of complexity and showing the 'roll' effect. Great work! 10/10

Great aesthetic and the rolling movement was executed well! I think it'd be nice to have a button to force the die to stop though, since it's difficult to make the die stop precisely, though maybe that's part of the game?

Fun game! I like the dice applied to cards + wait option, it's a great set of mechanics that allows just enough strategic choice for interesting gameplay that's not totally random :)

That hook mechanic is really well done and nicely polished, but it feels I don't quite have the reaction time to play this game, since everything is moving a little too fast.

Thanks! If I make another like this, I will definitely take that into account. I didn't get the core loop down until very late in the jam, so unfortunately I ended up over-automating away what could have been fun gameplay. I appreciate the perspective!

Hey thanks! I think I got a bit carried away making the AI and I overcomplicated some systems to the point where I barely understand them (not to mention balancing) and I appreciate the thoughts. I have uploaded a videotutorial but it is 13 minutes long which perhaps says something similar to your comment.

This is pretty difficult, but very unique. The rope mechanic is pretty cool too, I think the ability to work with momentum is nice, but the controls feel a little sluggish.

Controls are tight and the puzzles are fun and smart. I think that a grid on the floor would improve the ability to see where obstructions are though, but that's my only comment!

Lovely little game. Tight controls, nice sound design and pretty art. Great work!

Lovely sound design and technically the execution is amazing for the jam. Great job! In terms of improvement, I'd like to see a bit more story, if only the ramblings of characters at the bottom, and I found the enemy pathfinding to be a bit odd so perhaps that could use some more work. 

Nice work! Compact and well executed, and it was interesting to adjust to holding down a key for caps. 

Apologies for that, some lines are highlighted with a colour for which I set the opacity to 100% rather than 30%, so the text is not legible. Thank you for playing :)

Thank you! I'm glad my video was that compelling :P

Thank you friend! I'm glad you found it calming :) I wanted this game to provide a brief, relaxing respite from the daily routine and comments like yours makes me think it worked! I really appreciate that :)

Thank you! There is in fact an end, though there are a few minor glitches before that. It took me about 10 minutes to complete the game, and yes, I can't type sacrifice either. I left in an alternate command (burn) that does the same thing, but I thought that made little sense in a rainstorm so I left it out of the documentation :))

Thank you! I'm not sure why you can't paste text, but I think that might be a browser limitation as I was able to do so while testing it :)

Thank you for that review - the sacrifice thing sure was a stretch but I really was at a loss with the game loop there :P And thank you for noticing that rain effect breaking - I swapped the axes for the rain's direction vector and that ended up making it go off screen :/

Thank you so much for your thoughts. I'm really glad you found this a calming experience, and it makes me really happy to know that someone found this game enjoyable and relaxing :)

Ps. The OutOfControl function just makes the tiles flash. I was going to have it randomly feed each of the tiles but I didn't have time sadly.

That's a unique concept I don't think I've seen before. I like the idea of crossing a dungeon crawler and idle game, but it's definitely difficult to balance the amount of interactivity to have. I think you could have added a little more control (eg. targets to walk towards, though in a randomly kinked line) Very cool art and dungeon generation!