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Roldan

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A member registered Apr 23, 2021 · View creator page →

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Hmm, there's not much I can say. The game is excessively abstract and doesn't make any sense. Also, being a point-and-click game, you should pay very close attention to the user interface (UX/UI), which is quite poor. The audio is interesting, but little else. If you have a story to tell, carefully consider the details necessary to tell it; it's not just the content, but how you present it to the player.

Our artist wanted to do something on his own, and that's what he did, haha.

My head hurts. But I guess that was the point, haha. All joking aside, great thinking game. Although narrowing down the pool of possibilities would be a good thing, I think. Nice job.

Nice puzzle game! I would have liked to complete it all, but my brain can't handle it (I couldn't do any more at level 5, I got stuck haha). But you did well, congratulations.

BRO, DON'T LEAVE ME LIKE THIS! I love these kinds of situations you have in a game like this. You've created a really great atmosphere. I feel like you can build something really special with this. I'd love to see how it all ends <3

What an intriguing concept, though a bit too rigid. There's no way to know for sure if what we place is correct. Nor is there any penalty or objective as such. The development of the idea opens up many possibilities with the story you have.

Very funny experience, LOL. I hate when you're left to your own devices to figure things out, so I really needed the manual, haha. But giving feedback, I love the experience you shared. I would just tweak the timings a bit more (between each death, cutscene, and replay; I feel like a lot of time is lost instead of making you want to discover it, quite the opposite). That's about it. It would be amazing to see this kind of mechanic in other vehicles (trains, planes, etc.). Great job! :)

Very nice, and the level design is quite unique and enjoyable to play. Well done.

They did a great job with the polish, although I don't quite understand the difference between using the mech and fighting without it (why would I do that in the first place? haha), but it was fun. Well done.

Great experience. You really got to experience the depths of the sea. I love that. I feel like the only thing you were missing was a goal (because I've gone down quite a bit and nothing happened) to give the descent some purpose. Other than that, it was pretty good :)

I really liked it; you created a good number of levels and variations. I'd never tried anything like it before, so I wouldn't know much to tell you. But personally, it bothers me that my ear isn't trained enough to differentiate several of the instruments when they're combined, haha. But it was fun.

I gave it another try! (I saw the checkbox, but I couldn't find it; it was pretty well hidden, haha.) But the upgrades are still incredibly slow. The cheapest one costs 80 credits, and it's taking me forever to dig just to get one at a time. I feel like a better balance of some of the speeds or purchase factors would help. I do like the interface, though.

Whoa, incredible! You made a good number of levels with enough variations to keep it dynamic, fun, and interesting. Honestly, I would have liked a better ending for the vacuum cleaner level. But other than that, well done bro.

It's not a bad idea, but at least in my case the controls didn't work. It would be good to have better instructions on how to get upgrades and a clearer explanation of how this drill works.

You really understood the idle aspect. I like it a lot, although the sheer number of possibilities for building your factory is a bit overwhelming, haha.

Very fun concept. I feel you could improve the enemy design (which is also the design of your troops, haha) because honestly, since they die and respawn so quickly, it leaves almost all the tank slots empty and pointless. You're doing well! :D

It's not a bad concept, but I think it tries to do too much for what it wants to be. Your prototype is interesting to look at, but it's quite weak when it comes to playing it.

I loved your idea. Honestly, it's one of the most narratively complete games in the jam. You have an interesting story to delve into. But I feel like your gameplay isn't quite up to par. Your level design is pretty good in terms of bosses, enemy variety, zones, etc. You did a great job with that aspect, but you're neglecting the protagonist. I understand you wanted to take inspiration from Hollow Knight, but pay attention to the combat details (knockback, hitbox, powers, etc.) and I'd suggest you rethink your HUD. You have a lot of potential here, make the most of it! :D

Good job. These kinds of addictive games are really fun to play. Like others have said, it needs a good soundtrack and the difficulty needs to be better balanced; a small minimap wouldn't hurt either, haha.

Nice setting and good level design. I like the effort you put into the costume variations, and it's quite interesting how, instead of creating new levels, it's the same level but the way you complete it varies depending on the costume you have. I couldn't say if that works well or badly with your idea, but it's an interesting touch.

Beautiful setting. Very typical of this type of game. Simple mechanics, but everything is geared towards one thing: going down. I like it, but for it to work, we need a goal. Why are we going down? That's all that's missing.

It's very cute, I have to say. However, I find the gameplay quite clunky. Good ideas nonetheless :)

I loved it. Great bullet hell game you made. I liked this short but justifiable story, like all arcade games of this type. Well done (I'd appreciate it if you could spoil the ending for me because I don't know if the final boss is invincible due to a bug or if I should wait until after he explodes; please, I won't sleep soundly without knowing).

Uh... okay? I guess. I'm not sure what you were trying to achieve. But there's not much to see here, really. Good try, though.

Bro, I LOVED the drum mechanics. They're the newest I've seen so far. You only have one drawback, and that's exactly it. Your description isn't very descriptive either, LOL. I did my best (and I guess I did well because I got to Top 1 and Top 2, hehe), but honestly, it was pure intuition, because it's not clear exactly when you're doing it right and when you're not. If you can clarify that for the player, you have a world of possibilities with the drums! Well done ;)

A very nice way to handle the theme. I have practically no complaints. However, I would have liked it if, to give the machines more "difference" (instead of just the dialogue and the changing little image that drains your health), there was a different minigame, or at least a variation of the same minigame. The concept is there and it's good, it just needs a little more variety to make it amazing <3

Your Subway Surfers is cool, LOL. Seriously though, great concept you came up with. However, the gameplay needs some polishing (it's quite slow for a runner) and the robots you kill should have a more specific purpose (I'd say they should give you more coins because there are very few throughout the game). If it helps, Spiderman Unlimited is very similar; you can get some ideas from there. Nice job :)

I loved the "tower defense" concept, its simplicity, and the player's need to align the pieces. If I had to suggest something, I'd say increase the time between enemy waves so the player can collect more gold and rearrange pieces. Aside from that, you have plenty of material to create hundreds of levels.

Very interesting idea. A roguelike with typing mechanics was just what was missing. But for a good roguelike, you need to diversify the gameplay more with each new attempt. I feel like you have a lot of potential with the typing mechanics, so it's up to you how you'd like to improve it :)

You made a really good demo of this arcade game. Seriously. The boss design seems quite well balanced, as do the upgrades you get after defeating each one. I would have liked something more meaningful for the player (a mission or some explanation) along with some sound effects. But that's about it, great job :)

Pretty good, bro. A fun and enjoyable game to play passively. The music and illustrations go really well with the overall aesthetic. But, as with all games of this type, a rulebook explaining what each card does is the only thing missing.

You have a lot of talent, which is incredible for a game jam. But in this type of game, with so many variables to consider, you can't just assume players will figure out what to do and how to do it. It's a niche field, so experienced players will know what to do, but you lose the opportunity for new people to get involved.

Dude, you really nailed it. It's classic, but you did a great job. The difference in weapons, enemies, even a boss and an endless mode with upgrades is fantastic. The only thing I'd say you missed is the theme. Where does the Machine fit in? The weapons? The cubes? I'm not saying it looks bad, but I think you could have focused it more.

The best example of a game I can give you (and one of the main ones in the category) is Cookie Clicker. The main mechanic is clicking, however, the entire environment is constantly changing as you progress (designs, music, ways to advance, aesthetics, etc.). Because the game won't rely solely on gameplay; it depends on everything else. It's up to you how you implement it in your game. But you have plenty to work with (junk, car parts, and races). I hope this helps :)

In a game with so many variables, how you present them to the player is crucial. Frankly, it's very unintuitive to know which pieces do what. And the battles... if the point is simply to watch them. There's not much to see besides the numbers being counted. The music is perfect for what you're trying to convey, but the UX/UI aspect is sorely lacking.

Nice game. It handles the theme in a very family-friendly way. Plus, the art and music are great. Well done! :D

I had to turn the volume all the way up just to hear "something". Okay then 😅. It's just a matter of turning up the game's volume a bit :P

Your "Bad Piggies" arcade machine is hilarious! Seriously, great design. I'd say that, given the variety of levels, just like other games of this type, you don't give "all" the existing parts from the first level, but rather the most basic ones and gradually expand the list according to the level (otherwise, there would be no difference between using one block or another).

Very relaxing and entertaining. Plenty of variations, changes, context, and atmosphere. Very complete and with a rather unique style. I'd just add some background music; it's a PC, right? There must be an MP3 player somewhere, haha.

I love it. It's addictive enough to keep playing and get all the upgrades. I would have loved a double speed button or something like that.