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zRedwind

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A member registered Jan 09, 2024 · View creator page →

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Thank you for playing! :D

Not a single bad wheel! Glad you got that cog! Managed to slip in the achievement in the last hour of the jam yesterday when I found the metagame project on the discord.

Really relaxing game. It’s really cool how your island really starts to come together, almost like there is a story going on. I ended up with a huge mass of walls and castles in the center, where the nobility absolutely ruled the land. Would be awesome if tiles or events destroyed your tiles somehow!

I kind of wish it was easier to tell if you are unable to place a tile. It turns slightly red, but only faintly and I got confused a couple of times on which piece was the problem. 

Thanks for playing! :D

Thanks you! Was a solo project so the audio was all me. I'm glad you enjoyed my attempt at voice acting!

Thanks for playing! :D

Those time constraints were just too short!

Was a bit tough to get going but man did it feel good when you got to top speed! I loved the art style. I think if it was somehow zoomed out a bit more so you could see what was coming next it would help the player keep their momentum. I ran into A LOT of walls that really killed my momentum. I wanna keep going fast!

I’m not totally sure what was going on. I *think* we would spin the bottle and whoever it landed on would draw a card with an effect like skip turn, lose hp, heal, etc. There is a main menu, so even a few words about what is going on would be super nice! All in all a great start to making a neat little game :D

Really fun little tower defense game! Loved the sound effects and the theme. I had a hard time figuring out what the radio tower did. I *think* it was hurting enemies in an area around it, but I’m not totally sure. Some way to easily clear up what exactly the towers do  would be a nice addition.

Really fun idea for a little arena of spinning discs! I could imagine a scaling colored box for the attributes from red to green to dictate how good an attribute is would be neat. Most of the gameplay interaction between player and game is during the betting phase, so increasing visibility of information would be awesome! 
Also for some reason I couldn't put numbers in the names. Not sure why I just thought that was interesting.

Odd that there was full screen from both Unity and Itch. The full screen from Unity worked way better. Super cute visuals. Mechanically a really fun idea, although I do wish there was a indicator on how long you are in super mode from a lollipop. Collision were a little odd for me, but otherwise nicely done! :D

I thought I recognized the art from Duelyst! Didn’t realize they were public domain now. Awesome idea for a game!
Neat way to combine a deck building game with tower defense elements and have a spin mechanic! Full screen loses the status and actions menus from my screen which is a bummer. The text was a bit difficult to read. It might benefit from a black border to help define the letters. 

Hey why not? I'll check out the ones in this thread to. 

https://zredwind.itch.io/raffle-wheel-inc

Thanks for playing! :D

I will say I was sick of my voice by the end of it, but it was super fun to write the script and act it out! I was pretty happy with how the environment came together, I don't really know how to use blender and modeled/textured the entire thing it Godot. Pretty cool what can be done with just the engine itself!

Thanks for playing! :D

I did just play Portal 2 a couple months ago... Maybe thats why my brain went this way when hearing "spin-to-win" and serious as the two main design themes.

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Thanks for playing! I had a ton of ideas for the wheels and money but just ran out of time to implement any of them. :D

Performance might be the web build if you used that, when testing it I had occasional and infrequent stutters even with a powerful gaming computer. I'm thinking 3D and web builds are a bit hard to get together and be performative.

Sound effects and spatial audio definitely are the top part of whats going on here. I love those sound effects, ended up just making as many bubbles as possible to hear them collide with each other around the room was great!

Thanks for playing! The Pay-by-Wheel system will revolutionize the industry! :D 

I haven't played Shipbreaker yet but its on my list one day. I do love me a space game themed game.

Nice little game! I can see the vision there! It's a really neat concept for swapping out characters and weapons during the game. Kept dying when nobody was hitting me in level two and I had no audio for some reason though D:


Didn't figure out how the spin the wheels mechanic worked off coins until I came over here and read one of the comments, maybe a quick word or two in the instructions would help alleviate the confusion :D

Very cute art! The music fit really well and it was an awesome first time game! For some reason the music stopped after bit for me D:

I think a indicator like a green checkmark or red x would help indicate if they got the food they wanted when they show their happy or upset faces.

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Fun little game, takes a bit for the ship to get going but man, once it gets going it move fast! I do partially wish the green things would bounce off the edges, had a few spawn near a edgeand then go right off before I could get to them.

I'm not sure what or when causes the bug... I don't have a ton of time this evening, but I'll take a second look and, if I can't reproduce it, I'll look at the game again tomorrow. From what I can remember, I'll be walking around and it will seemingly, at random, have the screen go black. Interaction indicators still show up along with the actual interaction text boxes, but the room/character goes black.

Nice! Always exciting to hear how people managed to get on the desk! We had a planned route that we used, but it seems like multiple ways to get up there are being used! Very exciting!

I thought this was a great! Wasn't able to complete it due to a bug, but what I did manage to get through was awesome! The sound effects, general look of the game, music and especially the running out of light intensifying effects was really good. I think I would have preferred the candle to not really "reduce" in size as I ran out of fuel, but instead to just intensify the visual effects on the screen as I ran out. That way I would still be able to maybe find a fuel source even when almost out of fuel. Instead, at a certain point, it becomes more of a situation where I would rather start over than wander around in complete darkness an getting stuck on furniture. 


As for the bug, my screen would just go black. I could still play the game and walk around, read notes, etc, but the screen would be black. It happened three separate times at different times and locations so I'm not sure what exactly is causing the issue. 


Other than that issue it was an awesome time!

Cute little game! For sure my favorite minigame was the color remembering one. Add a different toned sound effect to each color and I think it would really shine!


As far as bugs go, I did run into one where clicking the mute button during dialogue makes it so that the space bar mutes and unmutes the music. It is also the button that moves dialogue forward, so I ended up with a weird situation where the music would mute every other dialogue box. Additionally, and I'm not sure why, the game did not stretch to fit the full screen, so it played in with black edges on the bottom and right side. 

All in all a fun cute game!

Thank you for playing! The 'honey I shrunk the kids' vibe was exactly what we initially brainstormed as our idea! We had wanted to do a tiny person, but halfway through development we decided playing as a mouse better matched the theme and setting.

Thank you! The trampoline was one of our favorite additions! It took a bit to get it working correctly, but it felt like adding it added a lot to the game!

This is was a fun time! The unexpected use of the tiny theme was a great way to use it and the subsequent boss battle at the end was unexpected and, for me, a bit challenging.

For a gameplay critique, the wall jumping and sliding felt well implemented and good to use, but I didn't feel like I had a lot of control while actually in the air. For instance, if you jump one way, your momentum carries you that way and it takes a second to reverse that momentum. Jumping in one direction and double jumping back the other direction doesn't immediately let you go back. I ended up falling into the water several times from this strange feeling momentum. I think I would have liked snappier air strafing and controls especially when it came to the water platforming bits.

I love how fast the car accelerates and how the camera dynamically changes based on the speed you are going! I can definitely see where you were going with this! Fixing the collision/rolling bugs and adding curved terrain/walls to drive along would be awesome!

The music and the story are for sure the highlights. Especially when it starts really zooming out! That was an awesome take on the tiny world theme! I did find the actual gameplay difficult. It isn't really clear where to go and trying to give peoples things kind of felt like just mashing the the e/q buttons at different times until it worked correctly. I really liked the ending though!

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Just wanted to comment and say that, while there isn't a lot here yet, it's awesome you sat down and got the movement working as well as the bottom menu showing up with different options. Even if you don't return to it, what you worked on here will improve what you work on in the future. You got this!

Oh man I wish this scaled properly or showed up properly on my screen. As it is, I can only see about half of the game and cannot complete the game because of it. It's an awesome idea and could get really interesting if different types of block options were added, such as something that blows him all the way up or down or lets him jump over gaps!

Had a bit of panic there at the end when the stream of cats were coming out! The little rats scattered around were great, especially the one at the bottom center of the screen. He's my favorite.  Mechanics wise I would have loved to be able to upgrade the towers to a second level. Would give a level to thinking and decision making based on where a tower should go.

Oh man! Another comment says the dog was too powerful! He crushed me the first time! Got him the second time! I thought this was a really fun game. Watching the gnomes collect water was a really neat addition to gaining resources.

I think the only critique UI wise I have is how small the tree and cloud are in the bottom menu bar. For me, they were about half the size as the rest of the options, number text included. 

There doesn't seem to be sound effects at the moment, but I think a throwing sound effect for the  lil guys throwing their spears would be awesome and elevate the project immensely with that small addition! Hearing more and more as they build up in numbers would be so satisfying! :D

Our idea board had a "button to squeak" that we super wanted to implement. Ran outta time for it though but man it would have been a great addition! Might have to go back and add it later

Thank you! One of the few asset models I made myself! After one of the other team members coded and put the sound into it, it became one of our favorite objects to interact with :D

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This was awesome! The music, the look, and the sound effects really stood out! I especially loved the beeping sound effect. Got a smile from me when it started. I think the only thing I ran into was the first command line prompt. After exploring for a while, I had forgotten that you could type hint to get information on the commands and pretty much sat there watching the timer go down trying to figure out what to input. Perhaps a text response on typing help if an invalid command is used would alleviate forgetful/not paying attention players from getting stuck?

Otherwise this is an awesome game! 10/10 from me

When we set out we wanted it to be a bit open ended on how to get up there. Glad you had fun! Thanks for playing :D

Can confirm full screen button not working for me as well. Just chiming in to agree with a potential bug.

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I thought this was a great base for a fantastic game! While I don't think it had much to do with the theme, the look of the game is great and the music is awesome. I think the biggest change I would want to see is more activity somehow for the player. I felt like a lot of my time playing was spent watching the lil guy plant or harvest. Maybe more graves and less time spent planting/harvesting so it feels more hectic and perhaps pros/cons to planting one plant type over the other so a player would mentally have to weigh their options while waiting?