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Wokarol

94
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2
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28
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A member registered Nov 03, 2018 · View creator page →

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Really cool art and interesting narrative. Tho after a loop or two, the character's slow speed became a bit annoying

Great puzzles, got all the bonuses except for the last one!

Awesome idea, I did not read the description before starting so the sudden "oh, where am I, where's the other guy" was amazing.
The controls were a little fiddly, but for the most part worked great (except for the horizontal beams).
Got to the Cycle 9 and it was tense! (Did not make it to next break)

If you were to expand on it, I would recommend stealing the idea from... I don't remember which game, I think Unraveled 2? Basically, some ability to controls both furLoops as one. That would make traversing the terrain once you find each other much nicer.

Overall, great experience!

Nice puzzle game, reminds me a bit of The Witness. The only issue I had with it would be the controls, supporting dragging would help

Super creative, a bit fiddly in controls but it was very enjoyable nonetheless!

It was a good game. There were a few issues, mainly the boomerang being way too OP. So I just saved some money to buy it and essentially finished the boss next try. But said finish was just a boring driving and shooting. 

Some rebalancing or a farther reaching attack for the boss could make it more dynamic.

Finished with 2192 points

The execution was fine, tho I think knowing the whole level ahead of time would be beneficial and more puzzly.
Also, there's little to no reason for clones to stop existing after the time. That forced me to restart a few times because I did not wait enough. And just waiting like that isn't fun.

Great concept, it would be nice if you could automate the loops instead of doing the tedious work every time you pass the tiles. The RNG is also super unfair with situations where I couldn't physically win because I was not dealt tiles that generate things.

With some Quality of Life features, content additions and a way to scale the loop to infinity, it would make for an enjoyable idle economic game

Interesting use of the "create a clone of you that repeats the moves" idea. Friendly fire added a lot. As balancing between having as many bullets as possible and not killing your own clones was great! 

The execution was really well done, did not expect a full pause menu with audio settings and so on. However, I feel like the gameplay was more about guessing that anything else

Cool art, but I have absolutely no clue what I am supposed to do

Controls are a bit of an issue, and the readability suffers from lack of animation when something happens. But it could work as a fun puzzle game with a bit of polish.

A bit confusing at the start, but overall a fun arcade title

That was great! The second level too me like... 10 minutes the first time I tried it because I kinda forgot A/D are a thing :v

But other that that it was fun and really well executed.
Also, my (probably weak) scores:
30ft - 50.3s
40ft - 118.8s
60ft - 92.7s
100ft - 109.0s

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Nice idea, tho I feel the backpack is really underutilized so in the end it's reduced to a annoying gimmick
(also, I had to scale the screen using browser zoom to have a reasonable field of view)

I liked the level design, lead to interesting puzzles. Even tho it was a bit finicky

A fun puzzle game, tho some parts of it felt a bit janky due to collision not always being cool with big objects. Overall a really great entry with a cool interpretation of the theme.

Oh, yeah. We did not realize when drawing the scale that it might confusing. But the tick marks on the bottom of the scale don't mean much in terms of actual weight. It's the balance that matters

Hey, thanks for playing. A hint for the 2.5g: You can pour stuff from one cup to another.

Great game, felt a bit too "trial and error" on few levels. But it was still really fun!

I love the more puzzle like take on the reverse tower defence!

I liked the concept more than the execution to be honest. You can avoid hitting anything by holding left the entire game

While I did not feel the theme as much in this one, the execution is really good!

It really felt like walking blindly, and that mad dash you have to do in one section... that was thrilling

While a bit confusing at the start, I liked the strategy aspect it presented. I would however enjoy an interactive tutorial for it

Amazing style and I really liked the music. Gameplay is engaging even if simple. Overall, really well made!

I loved it! It was a bit tricky to grab stuff and I felt I often did not equip parts I wanted. But the crafting aspect was a great mechanic!

Would love to see a full game based around building the car during the race!

Great game, it felt rather intuitive and was fun. I see that you can click a bud without having the mouse precisely on it and that's awesome!

Took me to tries to win

The idea and the depth added by the enemy AI is really fun.
I feel like the bugs and slightly janky controls make is a lot less enjoyable than it could be

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I liked the idea more than the execution itself. The camera felt a bit too... jumpy? Not sure how to say it, and the shot that the game rated as "the best" were weird.


I think it would work well on a gamepad and with a bit more polish. Keep it up tho!

Really fun, I was not able to get to the end and the game felt unfair in a few places. It would benefit from the camera being a little farther away.

Overall, I think it was done really great anyways!

It's a really fun game. I love the idea and the interpretation of the theme.

I feel like the controls were a bit weird a few times and game gave me a few impossible taxis (there where to far even with a straight path with no obstacles)

I got to 13 taxis or something around that!

I liked the twist, I was thinking it's just a simple top down shooter and wondered how it fits the theme and the boom, I am a zombie. The ending screen went by way to fast so I have no idea what was on it.

Overall, I enjoyed it

I tested the collections like Dr. Hippo suggested. And while this mostly achieves what I want. Would it be possible to allow for changing the size of the grid in a collection?

Itch by default uses 3 column wide grid for games and 4 column wide grid for collections. 

I tried changing that using the CSS Editor, but when I do so, it breaks on mobile as itch uses 2 wide columns there. Is there any workaround for that? And if not, can it be added as an option?

Oh, thanks. I did not knew that you could show collections like that!

That mostly gets me when I wanted to be. I will just have to play around with CSS to make the tiles bigger. But this is great overall.

A useful feature that I think would be worth adding is an ability to create "categories" or "groups".

For example, I would love to split my page into a "game jams" and "normal releases" sections. Currently both kinds of games are shown together in a single grid.

What I want is a layout like this:
Doing that by hand in the HTML is relatively easy as those are just <h2> elements

That could be the case. I think it should reset everything on every attempt, but there could be a bug I did not notice.

Thanks for playing the game! 

I also see that for many people the grindstone was a bit harder than I anticipated. I guess this is what happens when you test a mechanic over and over again so you learn it a bit too much.

The numbers were changing according to the rotation of the dice, that's why they were not random

We tried to sort of solve the lack of 3D perspective with the "dice layout" popup

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Sure, basically, when I typed "nav C2", it moved me to A2