Great art! Really fun game with great music too! Will be back for more! xD
WrathTitan
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Great game! Lovely art with a very relaxing music! I played around 10+ levels but I will definitely come back and try the rest too.
Rather than just placing the music notes would also love to see a challenging level where I would have to move the same note around multiple places to pass the level. Would be fun and challenging.
Hi thanks for trying out my game! I really loved your advice about Contextual clues. I will certainly work and try to improve on this. I did want to have some sort of glow when you're on the special sections so that one would know that something needs to be done here. But I wasn't able to make it work as intended hence had to scrap it. Though I made a lot of mistakes, I will hopefully improve this game on the future on the advice I received from this jam. Thanks a lot again!
Hi thanks for trying out my game! There was only one level that I was working on when I realised that I may not be able to finish. Hence I jumped to creating the tutorial and messed up with the tutorial just looping around and other elements not being complete either.
The goal that I wanted to work on was to collect the components and scale them up/down before delivering according to the wishlist. (Some wishlists would demand a large PC, a tiny monitor, a huge keyboard etc)
Nice game! Lovely assets used. Very cosy to see the villages in action :) Would want a lot more to do, though. Currently the sim seems to be devoid of an overall goal. Perhaps daily goals such as produce 50 gold or build 3 houses or mine 10 stones or something. I understand that it's tough to do that in game jam game, you've already put in so much functionality into this. That's a great achievement! A solid game!
Nice game! Great 3D models and nice music too. Loved the 2x time forward button. Much needed in a game jam game. Would be nice to zoom out and see the entire world at a glance but the camera movement helps anyways.
I think to add more complexity to the game perhaps different enemy types could attack different areas? Like perhaps a house could be introduced and then we could put heavy unity nearby so that they can protect that house and not have to travel far while we disperse lighter units according to the threat.
I also feel that maybe some fixed entry points for attack could be introduced? Like perhaps our world could have multiple gates and rather than seeing the spawn location of the enemies we rather hear some "rumour" that X enemies will enter from gate A and Y enemies will enter from gate B. It would then be upto us to call this a bluff or not. And that would be more engaging in my opinion.
Hi, thanks for playing! Yes, I agree, holding would be better. I wanted to go with holding space for scaling but it scaled up so fast that I had to implement some timer and that didn't work as intended so just to save time and finish work on the game I had to remove the timer. But I will work on this game in the future and try to fix this. Thanks!
Haha, it was a nice fun game! Cute frog, sad flies xD
Loved the music for tiny frog (sweet & innocent) and large frog (boss mode xD)
My time was 57.07seconds.
Currently I see the game as a speedrun high score obtaining game. You could also include flies eaten as a metric for score generation rather than just the time. Or the number of times the frog turned massive.
For an additional challenge you could add some frog enemies like a snake slithering through the ground because currently there's no one to challenge the player - not the environment (hazards like fire/pits/wells/spikes can be included) nor the flies (they don't fly that high neither do they evade the frog's tongue which could be challenging). It would be interesting to navigate the area when you're tiny avoiding snakes or other hazards adding a tactical platformer feel to the game. Of course, when you're a boss you could just squish the snake. Also a timer or indication for how long you will be in this form would also be interesting to see.
Lovely game! Great assets and music sfx!
I was really immersed into the detailed lines added for each and every encounter. Would lose to play more to see all possible plot points and where the story of my city goes. It does seem like our choices would have consequences. Though the tutorial helped me to understand most of the things but I couldn't quite understand which event lead to me losing life support/water/people. I sometimes suspected it was that mysterious growth serum that I poured into some crops or perhaps it was when I shared food with some traveller or perhaps some trade related incident lead to some stranger perhaps poisoning the food? I dunno. That's what makes it so interesting. Also perhaps some sort of indication that the food/life support will last for so long would be good. Not sure if it was in the game already and I perhaps missed it.
I also noticed that the menu for Building construction doesn't get updated even when you get more materials across encounters. It updates only upon clicking the dome nodes. During my first run I thought there was something hindering me from building even though I had more than sufficient items so I speedran through encounters until I realised it wasn't updating. Overall it's a solid game!
Nice game, good visual! 3D models were nice. Those indicators for expanding across a dimension were very helpful and much needed in such a game as one could at a glance check the dimensions that they are going to affect without checking which gun they were holding. In the 2nd level, one UI element related to scroll to change gun or something did not go away. In the 3rd it was fine.
Lovely game. With great art! Perhaps you can be a bit forgiving/lenient with the jumps and give a bit extra jump height to the player. I found myself stuck in multiple areas due to poor planning and couldn't jump. Also I could only reach around 191m and so I didn't quite understand the motive of those collectibles? Also why do other collectibles disappear after one is picked up? Perhaps it's some choice/decision based on above levels? Do they allow you to jump more or build anything or run a lot? Will try it again sometime later to try and use those.
Loved the look and feel of the game. Simple concept and very fun to play!
Perhaps the scaling can be adjusted for a single scroll up and down? Like I use my finger to scroll up/down twice or thrice in some cases and so it's a bit difficult for me to keep up with the moving enemies and by the time I scale appropriately the enemies are out of range. (Perhaps that's a skill issue on me xD or perhaps that's the intended difficulty otherwise it'd be too easy.)
Druken mode was a bit difficult for me as it messes the controls (but then perhaps the enemies can be moving slower?) I tried to keep the count of enemies below 10 unfortunately couldn't. Solid game!
Haha Great game! Who would've thought a normal 'weighning-things-on-a-scale'-game would be fun? Great art and funny dialogues of the customers... Made me feel a bit guilty when I scammed a few customers. I only realised after 10 days that I could put weights on the other side of the scale and earn bigger profits! A bit ashamed on that one xD.
However one thing I noticed was that the price of purchasing fake weights just kept on increasing day by day. (Is this inflation? xD Or am I earning quite low wares from this business? Or am I just too kind or fair at weighing resulting in me loosing this business? I'll never know.)
I remember that one same customer said that he'd buy a scale for his home and learn from me? Or something like that which resulted in me worrying whether I will encounter any undercover cops who'll monitor me and could possibly shut down my business. (Doesn't look like that's the case though.) I went on until Week 4 just in the hope of purchasing fake weights but it was always greater than the amount I obtained. Unfortunate that I couldn't try it out.
One thing I'd like to point out is that if the type of spice can also be mentioned along with the buy/sell price so that one can, at a glance, figure out that this is a profitable spice. The colours didn't help me much. And almost all spices have a buy/sell price difference of 2 or 3 so I couldn't really figure out how to each more profits apart from putting weights on both sides leading to balance and earning a gold coin. (Perhaps that's why I was going out of businesss)
Another thing that could be added, would be to send away a customer or to not provide them with the required spice in case we are not earning a desired profit? Also some customers pointed out that they were in a hurry so it could also be interesting to see an angry customer who storms off due to us not providing them with their desired spices on time.
Solid game! Fun to play!
Good idea! I love the minimap along with the day-night indication. I see the classic moving sideways makes you go faster than horizontal or vertical directions problem with 2d game movement, but I used that and the dashing mechanism to my advantage for running away from enemies faster. It was fun! It would be nice to encounter enemies of different sprites than just circular ones. And it would also help to have some life spawning (not sure if it does but I didn't encounter it). Overall fun game with a good gameplay loop.
Nice idea of a game within a game within a game. I liked that the AI is on the move behind the scenes. I took a long time on a nonogram game because I was AFK and then when I returned the AI got like 3 boxes on the tic-tac-toe and I was like what?! I though it would wait for my input but that's not the case. Quite fun.
Nice game, perhaps we could see some special attacks from the bear, which would kill the nearby foxes easily. We could also perhaps have some sort of system where we also need meat to survive. And so we would have to coexist, to add challenge to this we could cook the meat before consumption and so we would also grow indefinitely. This would lead to a nice challenge between prioritising your health and hunger over the bear's health/hunger/anger.
Thank you for the tip/hint. I got through both the levels after this. Though the 2nd level took me quite a lot of time. It's really fun to play! A lot of clever and interesting designs/levels can be made.
Very funny how I got stuck because of my size here and had to split and sneak away :) Totally loved this game!
I too am a bit confused with the aim, I see that the balls bounce and damage the areas but I didn't see any effect of shooting on the objects/ball. I think you ran out of time to complete this game.
To improve this game and better fit the theme perhaps you could show some shape that we need to make by breaking these colour blocks and then manually moving them around while trying to avoid the bouncing balls which can also damage the colour blocks. So we would be forced to shoot the balls. That would be a fun concept and also help to adhere to the theme.
Nice concept of taxation. A tutorial or detailed insturctions can be helpful. Maybe a fast forward button too.
Perhaps you can include some elements of growth and development with the money you tax from the people. You could also introduce some factors like happiness scale/crime scale/employment/unemployment scale etc., which is affected from the taxation scheme which could be some sort of a challenge to overcome.
I liked the different bio items and energy as a concept to grow the disease. Maybe you could introduce reproducing/creating copies of self and then we would have to build around them too. You could also introduce some meter like detection scale which would tell whether the immune system is being aware that a virus is present in the system or not. This would be detected only once you reach a certain size or something.
Good concept. I can see it begin expanded upon. Maybe art style can also be improved. Tried my best but I couldn't reach the wall everytime xD Good game!
Initially it was a bit difficult to grasp but on my second try I reached Wave 39, with 264 health! xD Would like to see some sound effects. Perhaps the way we are adding armour and providing weapons can be improved. Instead of clicking and dragging to slots, if we could drag and drop weapon/armous sprites to the required places on the actual soldier, it would seem more like I'm actually "building" the offence/defense. Nice concept though.