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WizardsBeardedHat

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A member registered Jul 17, 2022 · View creator page →

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Thanks for the feedback!

The reason I left the hook long is because I felt it might add some tension when the ball is off screen, wondering if you'll get that last minute save! I'll do some playtesting and see how different lengths feel.

UI is a big weakness for me, I'll experiment a bit with different layouts.

I like the idea of holding onto the orb temporarily for more control, the end goal is to create a range of abilities and create a small rogue-lite experience, so I'll be experimenting with different interactions for sure. 

I've been toying with ideas for level geometry, thinking of adding some obstacles that your ball can only navigate when it reaches certain sizes, such as narrow passages onlysmaller balls fit, and maybe some death pits that it'll eventually be too large to fall down, or adding areas your ball can't reach so you have to risk abandoning it for a while to reach some incentive. Will have to see about balancing frustrations on that one though, lol.

The green cubes were a last minute addition, they're power-ups(health, instant reload, increased range, etc). In my post jam build I've added a little more visual distinction between them to make it more obvious! The physics of the sphere have also been altered since, I felt it was really sticky because it was bouncing off enemies as they died and bouncing off skulls as they were collected, so now it just rolls right through them and eliminates anything in it's path. I've also added lots of audio and visual feedback to abilities and other interactions like taking damage, so it's beginning to feel more alive!

I've done lots of work since publishing to the jam, I intend to release more updates after voting ends. So far I've added lots of audio and visual feedback when using abilities, collecting pickups/skulls, and taking damage. My plan is to have a rogue-lite experience with lots of progressions available to make abilities more powerful!

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The ball getting caught was a bug I didn't catch on time, but has since been fixed in the post build. It was caused because I forgot to reset the balls rigid body dimensions following death, so the ball would never be able to get close enough to the player to "unhook". I think a lot of my issues with controls feeling off were due to the lack of visual and audio feedback, I've updated this a lot in the post build and also limited the balls physics slightly so when it's hooked it doesn't just bounce straight over your head and become launched anymore! :D

Yeah, there are no sounds in the published build due to time constraints unfortunately, it was my first jam and I wasn't sure how best to budget my time! I've added lots of visual and audio feedback in the post built to be released after voting ends! :D 

Oh, I never even realised when I was playing there were more types of enemies and dice, I guess I kept dying lol! Fun concept, but I'd definitely add a win/loss screen, because I could never tell if I was winning or losing on the last hits.

Beautiful game, Huge download file though! I presume this was  due to using a custom built engine? The game was a pretty interesting concept, I could see it ramping up as more weather effects/hazards combine. Nice work.

I've since fixed this bug in my post gameJam build, it was caused because I forgot to reset the size of the rigidbody on death so the ball can never get close enough to the player when hooked! Silly me!

Thanks for the feedback! The right click to hook was intended to retrieve the ball, I ran out of time to add some other abilities though. But since the jam I've added a reticule to point in the direction of the ball if it wanders off screen! :D  I hope to add some risk reward for leaving your ball behind in the future, you're unprotected but maybe you can grab some bonus where your ball can't reach!

Surprisingly difficult, I can see lots of growth potential in this. Very cute art work, just need a few layers of polish to really shine!

Gorgeous game, I don't really have any critical feedback for this kind of game though because It's not my typical genre, super funny and well presented though! Nice work!

Thanks for the feedback! The cursor should be hidden and a small circle near your player represents your aiming reticule, There may be a bug I need to look at if it's not disappearing! Since the jam I've added some particles and sound effects to demonstrate the blink a little more clearly. It was my first jam and I'm a solo dev, so I struggled with time management a little to get all the features as juicy as I'd have liked lol. 35 is a good score, especially with my crazy rushed difficulty scaling haha!

Sweet platformer, the first level I played was super hard so I reloaded the game lol. I really liked the mono behaviour level theme, super creative! Nice work on creating so much variation, but I felt the attack ability was really under developed and quite redundant, I'd recommend in the future spending more time developing those core mechanics instead of adding so much level variation, other than that, really refreshing take on the theme!

Super fun, super polished and super creative! This is insane for a jam game, top 100 for sure! Incredible work!

Nicely presented, the animations and audio feedback were really clean and snappy. It's a shame so many games this jam used a similar game loop, because I feel that if you had worked on something more unique it would have stood out from the crowd due to your skills in adding polish. Nice work regardless!

Beautifully presented, but suuuuper difficult to control, could appeal to a particular hardcore audience though so not so not really a critique.

I had no team, just solo dev! Haha. Ran out of time unfortunately. I'm working on adding these features no for after the jam. :D

Cool concept, I really appreicate the creative take on dice. Nice change of pace, only critiques are it can get difficult because you have to be very accurate and the colours blend together easily, and the music might get obnoxious after a while so possibly toning it down a bit. Nice game! Great presentation.

Pretty game, Seems super polished. Could do with  some extra gimmicks to set it apart from the pack.

Surprisingly difficult! 

Super large! There's so much content here! Fun little platformer. I had some issues with stuttering at times, not sure if that's a game optimization issue or if it was something going on in the background on my PC, either way fun game!

Beautiful game, super fun to play. This would be fun if expanded to become some kind of adventure.

Fun game, difficulty ramps up fast, but it seems well balanced to force a little strategy in decision making. I think only time constraints stopped this game being even more fun, I'm sure you already know to add some game juice to bring it up!

Really pretty, super unique concept. Only thing missing is a sense of danger or some reason to continue your rampage. Awesome idea!

Thank you! I definitely need to change the appearance of those glowing cubes if I continue to work on this after the jam, as they're only random power ups to refresh cooldowns or give extra health. They're not supposed to be important to the overall goal of collecting as many skulls as possible, just a last minute addition before submission!

Very fun game, really nicely polished. Excellent cohesive theme! Controls feel great. Really the only way to improve is to add some sense of progression. Super job!

Super polished experience, I got taken off guard when the mechanics switched up and I started getting clubbed with 2 abilities at a time. Really well done.
I don't really have any critical feedback as the game stands well as it is. The only thing I could suggest is adding some sort of progressive score counter to give some replay value

Very nice art cohesion. It felt like a tight experience. 
There's a chance I just didn't make it far enough and you already have this, but if not, I'd recommend adding some power ups to give some gameplay variety. Split shot, bouncing shots, heals, etc.

I thought the lack of boundaries would increase the sense of danger, but I forgot to add a fail state if you fall off!

Great concept however, as others have stated, I felt no sense of danger as it was always my turn. This could be a nice game if expanded upon to introduce some consequence and strategy.

Very nice art work the aesthetic of the game was very appealing. 
It was too easy to glitch into the walls of narrow passages and lock the camera.
Either the camera needs major work, for which I'd recommend updating the camera every frame.
Or If the late camera is part of the aesthetic, pathing needs to be improved instead.

I forgot to add in a fail state for falling to your death because I was stressed about the deadline lol, would have taken 2 seconds, too. Not even a time constraint issue! Haha!

This is an amazing proof of concept. You've taken a super unique hook and really polished it. The only negative I have is that there's not enough of it! more hazards, more consequence for incorrect colour matching, some progression or power ups and you've got a nice little game here! I hope you continue to develop this.

Very nice presentation, it very polished! A little too obviously inspired by worms, I'd recommend trying to find a mechanic or game hook that can set you apart. Nice work!

Nice use of randomisation to make things unpredictable. I think they game lacks an interesting hook though, I'd recommended focusing on creating a really fun stand alone mechanic to centre the game around and build up from there.

Thanks for the feedback! I completely overlooked the possibility that someone might not know what to do, Game Jams are stressful!