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shieldman

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A member registered Jun 06, 2017 · View creator page →

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Hey, competent is what I aim for! Thanks for playing, and thanks even more for the video review! I'm glad you enjoyed it!

I've done a few game jams, both on itch and in person, and my biggest tip is to make a title screen as soon as you can. It sort of forces you to think about the actual shape and flow of your game, and that both helps you keep your scope in check and makes the game feel more "real", at least in my experience. 

I swear the timeframe is plenty! Remember you're not making Grand Theft Auto 6, you're just making something small and silly to practice all the nuts and bolts of gamedev. There are jams that are only a weekend long, or even a single day long, and some truly magical things come out of them. Take breaks - you're more productive when you're energized and excited than when you're just grinding out the motions. And don't forget to have fun! That's why we're here. :) I'm excited to see what you make!

Nice, simple score attack game! I think the only thing I would have wanted is a warning that the craving is about to change (sound, flashing light, etc) so that I don't get caught out. Well done.

Straightforward, and not too badly executed. I like the choice of music, especially. Having some mechanic that changed over time like the speed or density of the obstacles would be nice.

Thanks! I had fun making the ingredients. I'd have loved to do even more, but it seemed like time I didn't have, haha. Maybe next time!

It's amazing what theming can do to make mechanically similar games feel very different. Thanks for playing!!

I like the randomization of what ingredients you have in each category - it really inspires the chef in me, even if maybe not in the best ways. The little hamsters are cute and I didn't run into any bugs! All I wish it had is a restart button at the end. Great job!

There is no greater Cronch than eating your own bike. I probably would have liked some external confounding challenge to stop me from just hitting rotations easily, but I like what's here! Any game with a fish gets an automatic point bonus from me.

As much as I love the concept, I think that anything involving cards will overshoot a 3 hour mark. The art is adorable and I can definitely feel the bones of something good here, but as it stands it's a little too ambitious.

I'm the first guy to mix a bunch of sodas at the soda fountain, so I like the concept of this game! Echoing the desire for labeled buttons, but after I found the labels on the particles I had a better handle on things. Some sort of stock animation for pouring drinks on top of the particles would also have given it better game-feel. Overall I like it! 

Thank you so much! I would definitely like to give this an hour or two more to get it into a playable state, but I'm glad the core concept shines through.

That's what I was aiming for! Thank you for playing :)

This is fantastic!! The art is evocative of other beautiful games like Loop Hero, which is an accomplishment in a game jam. The gameplay is also super, super fun, as it's deep without being clunky. I played about six rounds, and though I didn't win them, I had to tear myself away because otherwise I'd be up all night playing. Great job to the team!!!

Yeah, the grid based system was a big challenge but I think it turned out alright in the end - and yes, it was a Nukem reference :) I'll put shotguns on the future feature list just for you. Thank you for playing!!

Super, super cool idea! This clearly has a lot of thought and work put into it. I enjoyed the tactical aspect of rotating the tiles, and it did feel very rogue-like when I was cornered by wolves at low health. My one suggestion would be to provide some sort of agency over the tile deck, such as abilities that shuffle it or generate certain guaranteed tile types. Great job!

Looks great! The different damage avoidance systems are neat, but it felt finicky to have to choose defense every time I was hit. Having hotkeys in that menu or a "default" defense would be awesome. That's my only real nitpick though! 

Oh, this rules. This RULES!! The sailing feels great, and I love the concept of trading routes being living, dangerous things. 

Very clean and classic, and I like the art style. The timer-grid mechanic is pretty neat! 

I dig it! Really gets to the heart of the RNG aspect of roguelikes. You're definitely at the mercy of the die, but have just enough agency to feel like you're not totally out of control. I really enjoyed the Light Shoes item.

I always maintain that if a game is good, the developer should be terrible at it so that there can be players who find minmaxed interactions and break the game wide open. 

Ahh, related to my own white whale - functional room generation. Thank you for playing!!

I played through two and a half runs (I might have been able to salvage the third but I got impatient lol). My deepest floor was floor 4, so it was mostly a skill issue on my part. The level generation never gave me a good place to line up bow shots after I'd bought the bow so I just ended up dying to math (I couldn't deal more damage than the slimes in melee). Still, very fun and I see myself coming back to this after the jam.

The "Don't look at that" bit was my solution for a random bug that kept breaking the look feature :P I do have designs for "outside the ship" areas with oxygen mechanics that I'd love to implement. Thank you for playing!!

Thank you so much for playing! Yeah, most of my time went into learning how to make a grid-based level generation system from scratch, and even then, it only sort of works haha. I'm hoping to come back to this post-jam and add more stuff like enemy variety and scaling.

Solid delivery of a straightforward roguelike! It'd be nice to be able to distinguish potions once you've drank them (e.g. "White Potion" --> "Healing Potion") but other than that, no sticking points. Good job!

Oh, Doom Man... your doom hands aren't just good for one thing! They're good for clean roguelike fun AND stylish graphics! 

Spellcrafting is always cool. It took me a bit to understand the way it worked, but it's a very neat system. Well-executed traditional RL with a fun twist!

Can confirm, I am also getting this error.

Whoof! Very heady concept, but very in the spirit of roguelikes. It needs a little TLC with the UI, but I can see a fun, heavily chance-based, bite-sized arcade game from this.

Personal bias on full display, but I love plant games, and this doesn't disappoint. Big fan of the synergy items and the rewards for diversifying your crops. The franticness of trying to click on everything as the days ticked over felt a little at-odds with the otherwise tactical nature of the game, but if missed harvest value is a feature, I can see the intent. Great job!

Wow, this is very polished! Big fan of the music and art as well. Innovative gameplay and an interesting array of skills. I can see myself playing a lot of this!

The concept is really cool! Unfortunately the tile rendering made it difficult to tell what was going on in combat, and in four runs I didn't manage to kill a single enemy. Unsure if that's intentional for a Babel-based game, haha. I also had an issue where the inventory/spell/etc icons overlapped the text box, so I missed some of the dialgoue. With a little bit of number tweaking and some refinement to the UI I think this could be really awesome! The language-based character creation sticks out as a cool selling point.

I LOVE me a good spell crafting system. Easy A+ from me, even if I am pretty bad at it haha

I'm always a huge fan of tactical tile-based games like this. Great polish, love the art and interface, definitely has a lot of room for depth and strategy. Definitely my favorite so far!

I really like the look and feel of the FPS wizardry! Once I had my bearings it was fun to walk around and blast things. I had a pretty severe performance drop on the second level that made it impossible to proceed, though. Great job overall! 

Excellent twist on classic Minesweeper. I love the mental reasoning aspect of Minesweeper and this puts it up to 11. Well done!

Saw wriggling shapes in the dirt. "Ooh, worms!" It was not worms. 10/10

super fun and creative! loved the light touch of the storytelling, A+

Hell yeah, this rules

The loading screen was a sort of last-minute addition but it ended up being one of my favorite parts. It just sells the illusion that much more! Thank you :D