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xanhisam

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A member registered Nov 12, 2016 · View creator page →

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A well-polished and complete experience with a consistent art-style full of little touches that add all the juice. There's more than enough content here for a 48-hour jam, and the level of polish that it's delivered at makes it really impressive.

One thing I would have liked from the core gameplay was if strategy also mattered more. As it stands, it's a game of dexterity and the challenge only comes in the shape and movement patterns of the stunzone.

This was a breath of fresh air. Really satisfying as well. It was fun to just swing and slingshot around.

Physics and collision felt a little wonky at times but it was still quite polished for a 48-hour jam.

This was an interesting dice-roll puzzler in 2D. Good art and varied level design. Also very polished and complete. Quite enjoyed this! Thanks for making it!

Really enjoyed this! Really cool art style and overall vibe, and the mechanics are well thought out. Feels very complete as well for what I feel it was meant to be.

The slingshot movement (while inconsequential to the overall game) feels like a fun replacement for moving around the map in an RPG. Don't see it working long term without some more impact on gameplay but it's fun for this short experience without feeling gimmicky.

Did not expect a game like this from the theme at all. Kudos on the concept. The punching feels really satisfying. There's a lot of juice and the art is great.

The movement felt a little awkward and had drift on the camera rotation but I'm not sure if that's a thing just on the browser.

Really enjoyed this!

Fun little dice roll puzzle with a really cute aesthetic. Really like the visual style and that's what sets this experience apart from the other dice roll puzzles in this jam.

This was interesting. I didn't quite understand it for my first 5 minutes or so though, so definitely needs some onboarding. It also lacks any real reason to keep up with its loop of RNG and gem-pooping --- even if the core loop is intriguing on its own. The whole thing was extremely polished and the sounds added to the experience. Good job!

Fun concept, though I would have really preferred if abilities fired in the direction of the cursor. The random scroll power-up needs to indicate which power is gonna fire if you use it right then.

Sad that there was no boss fight. Hope you guys get to add it to the game after the results.

There's a significant amount of content here for a 48-hour jam. Lots of enemy types and weapon modifiers. The visuals give a retro vibe and are quite polished.

Some of the bugs are a bit unfortunate. Would love to see a more finished version of this after the jam.

Thank you for playing it!

We unfortunately weren't quite done with the weapon modifier display (animation, text and balancing) in time. The hearts pick-up is also bugged. Adjustments were made but we'll have to wait for the results to be shared before we can update the game.

There's so much juice here on everything. It makes the combat so satisfying. Shooting has weight to it and feels incredibly nice to squeeze that trigger. Great job, honestly!

Really appreciate the resonance between the feeling the gameplay evokes and the narrative premise of this. The more you play, the more that hopelessness becomes apparent.


Beautiful art style and atmosphere that further sells what you're trying to go for here. It's warm, welcoming and somewhat in stark contrast with the actual hopelessness the game pushes for. Serves as a backdrop for why keeping the engine running is worth it despite the ever increasing struggle. So really good job on that.

Though the gameplay nails the feel down, it doesn't keep me as engaged as I'd like it to. It was the thing that ultimately made me stop even though I kept the engine going. Not sure what can be done but simply increasing the dice management doesn't feel like the escalation the game quite needs for extended play sessions.

Neat little idea for combining dice with crumbling platforms. I would have liked to see it being used in more interesting ways, but this is still certainly impressive for a 48-hour jam.

Cool concept, though merging together dice RNG with physics seems to be really harshly affecting the player's impact on the outcome of the game. The red die would have made more sense if the player could opt to throw it --- take a gamble and weed out a poorly placed block. Even the drop time on the blocks varies completely based on dice physics and the current state of the playing area. I kept getting "Try Again" in one of the levels because too many blocks were in front of it and it forced the die off the playable area.

Might have been nicer if the blocks bounced a bit less as well. Some indicator on how high the current towers are would also help.

I was enjoying this a lot but it ended in less than a minute. Fun puzzler with a really cool vibe. Would love to see more of it.

Solid game with more than enough content for a game jam. Quite challenging as well. Only problem I had was that sometimes it felt like the dice was being rolled on the other side instead of the one where I approached it from, and one mis-flip made it really problematic to find time to actually shoot the bosses.

Wonderful game with an equally impressive presentation. Everything about it is done so well. Really enjoyed the concept and the execution is impeccable.

Cute little RPG with good visuals. You definitely kept things in scope and delivered a complete game. I think it could have benefited from not playing it this safe and trying to do a bit more with the combat encounters.

Cover art definitely had the draw to get people to try out the game. The description here also suggests something I'd like but it's unfortunate that none of that is seemingly there in the version available to play. Hope you continued and have a finished game to share after the results.

Really good visuals and audio. The gameplay is simple and fun.

I would have liked to have the option for inverting flight controls. It's also hard to see what's directly in front of the plane.

The hearts are supposed to be health pick-ups but unfortunately do not do anything due to a bug. While it had been fixed, we still need to wait for the results before we can patch it out, along with other updates to the game.

Thanks for the feedback!

The display time for the wheel was definitely something we were in the middle of tweaking, but we couldn't quite get the animation in a good enough spot before the deadline. We'll definitely try to make it easier to read the descriptions in our post-results patch.

Solid presentation and good music. The game felt polished and the core loop was fun.

Not sure if there's nothing after a few waves but I had killed everything and nothing else was spawning. Coins for hi-score made me think there were some upgrades I could perhaps buy in between waves until I made the connection.

One thing that stuck out for me was the dice abilities. First, an indicator in the play-space for it would have helped a lot and not just on the dice display on the right. Secondly, the fireball ability I'm still confused by and do not understand what it does. The last bit is that somehow spamming left-click and right-click right after each other made the most sense --- but it also felt like that's not what you wanted the player to be doing. If that is the intent then ignore this bit of feedback.

Fun game though! Good job!

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Glad you liked it!

That's really unfortunate to hear about your game! I'll be sure to try it out!

Couldn't quite understand the game at first. The lack of onboarding made it a tad difficult. The blink I couldn't quite figure out for the life of me even after a few minutes of messing about. The game also started a bit too abruptly, but it's understandable for a game jam entry.

I liked the visual style. Some sounds would have given the gameplay some much needed feedback.

Solid gameplay loop that kept me going for a while. The presentation is great, however the performance adversely impacted my experience significantly. The 10 FPS I was running it at was more challenging to deal with than the incoming enemies.

A fun little experience that I can definitely see myself playing every now and then on the phone to kill some time.

Only issue I have is that it sometimes feels inconsistent. I've had several instances where I've just balanced myself on a platform with nothing happening unless I rolled myself a bit more. The collision also feels a little off at times.

A deceptively simple puzzle game with some interesting use of its mechanics over the six levels. I quite enjoyed this one.

Each weapon type changed the playstyle and the card upgrades were interesting. Kept me in it until I had tried every weapon and then a bit more. So, good job!

Really fun little score-based platformer. Everything feels really polished and neat. Love the slow-down touches.

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Thank you so much!


On the hearts pick-up: That's unfortunately a bug that has since been resolved but we'll have to wait until after the results are out before we can update and patch it out, alongside a few other changes. It's supposed to just give you a little health back.

I was enjoying this up until the movement broke on me and my whole game got bugged. Somehow my cursor was no longer aligned with the grid and it made it impossible to select anything.

Liked the vibe though. The art style is really cute as well.

This was a fun, short adventure. The completionist in me wanted to see all the outcomes but being competitive I really wanted to win too. Guess I got lucky and won against all the opponents.

I'll try losing to each one of them in more playthroughs.

A beautiful looking game. Setting up faces for three different dice does give some strategy to the RNG. Would have been nice if I could keep fighting waves and see how far I get instead of the game just ending and starting from scratch. Enemies could have had extra rolls as well.

The money cheat was just really obvious in the tutorial. It even happened by itself for three rolls before I started forcing it.

Overall, it was a fun experience and the art style is so good!

Absolutely loved the game! Simple but fun, and the whole thing is polished - with a presentation that has a lot of heart.

Also, +1 respect for putting in SFX / Music volume sliders!

Cool concept and I enjoyed the visuals. I wish adjusting my thruster angles didn't feel so annoying. In the last level, it was hard to read the values of my dice with those bright orange numbers as well.

Despite the issues, I had fun. Some unique level mechanics might have kept it entertaining a bit longer. Some more mechanics to incentivize not hitting walls might also help.

Understandable. We all go through that :(

Still, what's there is great and you should be proud of it!

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Best game I've played so far from the submissions! Kept me hooked for a solid 30 minutes. The perfect game jam game. Would love to see more content once the results are out.

Got really hyped playing this, but you set me up for disappointment by making me expect some kind of an RPG loop, even if just a small one.

Even so, really impressive for a 48-hour game jam! Quite liked the overall presentation.

Would have quite liked it if there was something else I had to do beyond just the dice roll. Some kind of upgrades/barricades/emplacements perhaps to slow the hordes down as I try to get that lucky dice roll. As it stands, I could not be playing the game and everything would still be the same.