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Dron231

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A member registered Oct 26, 2021 · View creator page →

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I love the idea that the soundtrack is just the tune which the character hums to himself.

The idea that the player has to be in a certain place to scale an object is interesting. One thing I would like to see more of are situations where it's hard for the player to not scale an object with him (for example if there is not enough space to move away from it or with a separate mechanic) and what kind of puzzles can be created from it.

Great job! 

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We both made a fishing game. We are brothers.

Loved the game! The presentation is increadible for a 96 hours jam and the idea is creative and easily expandable.

As a rhytm game fan I must also inform you that I will no longer sleep until I catch that pesky eel.

Thank you for providing feedback!

There is currently only two ways to get away from a boat-sized fish the player has to either swim far enough away or dodge 3 of it's attack for it to get bored and give up. We're looking to add new ways of interacting with it after the jam. 

If you're talking about the giant fish it's indeed impossible to swim away from it, but must of the time it is benefitial to let it attack and eat you - this doen't do damage to you (at least it's not intendent - there is currently a bug when you can hit a rock if you're close to it, when the giant fish attacks) and you can catch more expensive fish inside.

Again thank you for playing! 

Footsies? In my game Jam?
Great game! One problem I encountered was a bug with the dark lizard. It stopped in place after jumping near a wall. This unfortunatly happened twice and I couldn't finish the game because of this :(

Great game! Super fun and polished!

One thing that would be nice to see is somehow give the player more insentive to scretch to the far away huoseholds. Right now the houses recharge so quickly it's optimal to just keep taxing the closest 5 or 6 of them without ever reaching for the further placed ones. Which is just kind of unfair to those poor closeliving peasants (although probably historically accurate).

Прикольно видеть русских разработчиков на джеме :)

Amazing level of polish! This pretty much feels and looks like a finished game.

One thing I was confused about is when robots effect activates. It feels like for positive effect you have to destroy the robot and for negative it activates when it reaches the end of the field, but I'm not sure.

Neat idea! I found the big monsters to be useless at the begginig of the game - you can't place them unless the team is already buffed, but they take up space in the hand intead of the usefull cards. So one thing that would be nice to see is the ability to place monsters and bonuses in the room beyond the next one.  So you can drop a taurus near the end and just hope that the characters are strong enough by this point. You can pair it with the ability to choose player path (although I understand, that it kinda goes against the idea of DnD session) or placing some preexisting monsters on the map. 

Overall the game has a lot of potenntial. Good job!

Found a bug (I don't mind though)

The game is great btw!

One of if not the most interesting idea on the jam! The art style is also great! 

Surprisingly this was also unironically the hardest game I played and was able to complete.
I would suggest showing the range for nearby stars on screen so the player can tell exatcly among which stars the constellation stars can be found. And there was also an issue once where I made the right constellation in the wrong order (went clockvise and not vice versa and it didn't count) which could be sooooo confusing when you're not sure about the shape.

One quality of life change that would be nice to see is the ability to reset the constallation phase wighout reseting the hint phase - what I mean is if I made the wrong contelation now, I have to manually unclick the start in the same order I clicked them so it would be cool to have the button that just clears the lines between stars without reseting the whole level.

I really enjoyed the game and hope you continue to work on it after the jam! 

Great job! 

It's an interisting idea to make jumping tied to a limited resource. Gravity is indeed a little to high so it can be difficult to react and boost away in time, but those kind of issues can be ironed out with enough playtesting. 

Congratz on partaking in the jam despite the situation!!

Simply increadible!

One of the most fun games on the jam!

Thanks for playing! 
Giant fish might be scary but they are actually somewhat on the player side as they allow you to catch more expensive fish inside. It's the average-size fishes you should be scared of (those are evil).   

Great game! Nice to see someone bringing strategy games on the Jam! 
One issue I had was accidently closing/refreshing the tab for some reason. Windows version would be very appreciated in the future. I also wish there was a button to select half of the castle population since 50 is enough to upgrade an empty setllement to a castle.

Good job!

Oh, interesting solution! Will keep it in mind in the future. Thank you!

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What a banger! I love how quickly you can blaze through the level and how many options you have to do so. Absolutly loved the game!

My only suggestion would be about the timer - I wish there was an options to play individual levels for practise or at least have another time counter which doesn't include restarts so the player can figure out which path works best for each of the levels. I was able to beat the game in 194 seconds but had quite a few restarts so now it's hard to tell whether I should complete some levels differently or just try my best to replicate the solutions I've already found without dying. 

The movement system you created works so well for speedrunning! Would love to see the full version of the game some day!

P.S. I also found the bug when sometimes you dash to a blob close to you while being on a platform you fall into the platfom collider and it takes some time to fall out of it.

Sounds like a bizzare bug! Guess I just got a blessed version of the game accidently :)
I should also mention that I played windows version and already had some highscores in the game on my first playthrough (just in case that helps with detecting the issue).

FOUND THE SEEDS! LETS GOOOOOOOO!! 

Such a cute game! I really hope the gnome I took the matches from will be alright - maybe he can visit the one in the pond in his new house. The art style is so nice and cozy and the way magnifiing glass works  just feels right as if I was actually looking around using it. One of my favorite games from the jam so far. Great job! 

P.S. I also encountered a visual bug with the flowers (see below) that I would like to point your attention to. 

I was specifically looking for a deckbuilder on the jam so thank you for scratching my itch :)

Such a great game and feat for the theme! My two suggestions would be to 1) let the player cancel the card if they accidently picked the wrong one (I had tims when I selected the glue but didn't realise all my pieces at the top were already glued so I had to waste it at the bottom) and 2) make the freeze card actually freeze for 2 turns. In my experience the pieces frozen by it just stay frozen making it very easy to have a sort of checkpoint at any height from which you can build further even if you lose connection with the tower at the bottom which is probably not intendent (you can see this situation play out on the screenshot).  I initialy thought freeze for 2 turns was more of a clever situational card you would use to protect yourself from the birds or to build a "floor" which you would later strengthen with other cards but it ended up being the powerhouse behind my whole strategy. 

It would be really cool to see the full version of the game with wider card selection and more deckbuilding options. Fantastic job!

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Artdirection is fantastic! 

The way taking damage in the game works is interesting because with current spawnrates it's pretty much impossible to keep enemies from overwhelming you after taking 1 or 2 hits. But since you yourself become smaller it's easier for you to dodge enemies and survive. I think this kind of dynamic can work great in the game where you only have to survive for a fixed amount of time - you spent half the level clearing the battlefield then took damage and then spent another half a level running and scrambling for your life. 

Great job!

Nice job! 

I wasn't expecting the game to have so many enemy types. Every time I thought to myself "okay that's it" a new enemy type would appear like "no it's not, keep shooting my guy".
I think I valued getting player speed at the begining of the game since some enemies are faster then you but overtime DPS becomes way more important since enemies don't speed up (at least I think so - maybe they do) and the damage is also your source of healing while also defining your "progression speed". I think it would be cool to let player choose what type of powerup he wants when picking up cheese (just like in the mentioned below vampire survivors).

Also the fish animations are so stylish I am curios how did you make them?

Overall great game! 

Kids this days have it easy - when I was just 4mm tall I had to go on advneture to find God.

Great game! I love how most levels allow for multiple solutions, some of which are extremly wacky. As someone mentioned below there are some quility of life features that would be nice to see like seeing the placement of the character before starting th level. There is also a possibility of dropping some objects in the pit and having to restart the whole placement part of the level so it woud be great if they respawned somehow, although I understand that there might be technical difficulties with that. 

Overall I had a lot of fun! Good job! 

Thank you!! Really glad you liked it!

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Thank you for playing! 
Initially we had some plans for giving the player a way to fight back against the medium fish using harpoon or hide away from it in the tall grass, but those ideas got cut due to the time limit. Right now it's possible to either swim away from the fish or make it attack you 3 times for it to get bored and let you go but we do think that the player should have more options to interact with aggressive fish.
The lack of small fish to catch is also a really common complaint so we will probably adjust the spawn rates or even change the way spawn system works in the future.
Again thank you for playing and providing feedback!

Thank you for your feedback!
The "return home bubbles" are currently spawned randomly and it is indeed possible for the player to not find them for a while. We tried to solve this problem by significantly increasing the chance of them spawning, but idealy there should be a guarante that player will find them after some fixed amount of searching - we will look into that after the Jam.
Glad you liked the game!

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Thank you for playing! 
The misteriuos ship in the giant fish belly is actually a bug which we only discovered like 5 hours before the deadline. We all thought it was so thematicaly fitting for player to find some of his broken ships inside the giant fish though that we just decided not to fix it. We call him bro and really glad someone found him. The bug doesn't happen often so you can consider yourself blessed by the Fish Gods!

Thank you for your feedback!
Shop music is one of the first thing in the "didn't have time, will add later" list, as well as adjusting the numbers for fish spawns and behaviour.

Thank you for playing! 

We wanted to make giant fish eating the player as cinematic as possible, but unfortunatly didn't have too much time for that. Making the sound react to it's approach is a great idea we will look into in the future. 

The best way currently to catch fish is to swim around and search for it (because of the way AI and fish spawn works), or even better get eaten and look for fish inside the giant fish. Right now it's very common for players to play safe or even avoid giant fish entirely. In the future we will look for ways to provide more information to the player without breaking the element of surprise.
Thank you again for your feedback! Glad you liked the game!

Great game! The symbols can be somewhat unintuitive (I spent like 5 minutes at the first level thinking downarrows meant "they are below us, so we we should be placed higher" when in reality it's vice versa) so the clarification text was very much needed for people like me. Othen than that the game was extremly easy to pick up and play.

One minor thing I thought was very interising is the way validation of the solution works. The most straight forward way to do it would be to go through the list of tribes and check whether or not their condition is fullfilled and tell the player which tribes are not satisfied. Right now it checks if the tribe is placed on the right floor according to the set solution (I assume) and tells the player how many were placed on the right floor. This is interisting becacause the player actually gets less information about where he made a mistake, I was wondering if this was intentional.

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Simlpy increadible!The most polished game I played this far and the puzzles were perfectly balanced in terms of difficulty (at least for me).

The main mechanic of scaling things to move around is very popular this year but your implementation of this idea with the "unscalable" zones is so elegant and clever. Great Job! 

Fun game to run around.
I couldn't figured out the mistery :( I had an idea that it might be conected to the unusual shape of the island or you have to connect the small pieces together, but I couldn't get anything out of it. Or is there a way to open the chest with a key?

So stilish! The way scaling of the hub area works is very fun. One thing I wish was in the game is information about what each upgrade does.

The goblin will pay for his crimes!

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I love how intuitive the concept of gnomes climbing on a boat and making it go deeper is for some reason. There is no need for a tutorial or an explanation - you just know what to do.

Very cool idea with a lot of potential! The animations of scaling are well made although I wish they would take less time (especially the animation of going into space - sometimes you have to do it multiple times in a row, which can get tideous). Alternative idea would be to somehow apply the effect of changing the state of the sun and the moon in the same order you changed them (what I mean is if the player moved the moon closer and after that moved the sun far away he would come back to see the water rise and only after that get frozen). It probably wouldn't benefit the game artistically, but it would save the player from having to go in-and-out multiple times. 
The mini-puzzle levels inside the buckets are also really fun. Great job!

Writing france with no capitalization unlike every other toponym in the game is a power move.

Great experience with a lot of out of the box thinking tied together by some top-notch writing! 

Nice and sweet! (just like the honey)
There is a long comment below which pretty much lists everything I had to say about the gameplay, so I'll just mention that the plan at the begging of the game is crazy cute and the art style in general is very charming.
The controls were a bit unintuitive (dragging flags and camera around was my initial instinct), but once you adapt they allow for a very quick and comfortable gameplay.

Great job!

Is there even a Sonic Unleashed CD-ROM on this island?? Unplayable.

Update: found Sonic Unleashed - 10/10 game (would be 11/10 if it was Sonic Adventure 2 tho)


On a more seious note I think it would be great to have an ability to zoom out the camera when you have a lot of dudes so you can see where the top dude is going to jump. Great game!

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I really like how deceptively simple the control scheme is - there is only one button (well two with reset), so it's extremly easy to use but spacing and timing your jumps can be quite tricky. I wish the fish rolled on the ground after landing for a bit more, so you can better control your direction by pressing jump at the right moment although it probably wouldn't look that natural. I also think it would be amazing to see the full game on mobile, if you decide to stick with it - the controls fit perfectly!
And the art is so cozy and chill! Great job!

Such a solid core concept! I loved the idea of a subnautica-like movable base, which you have to upgrade overtime to go deeper. I also think that there is a lot of potential, in case you decide to continue development. Like opening up new types of fish overtime or extra gear for the ship, you can even add some gear for quicker movement - like portals, or pathways for quick movement but only downwards and upwards. I also wish that different types of fish were more usefull in different situation, as is I was using blue fish most of the time since it is fast and can carry enough scraps at a time. Some minor tweaks can incude making everything move slighly faster and increasing radar camera size.

Unfortunatly, I was only able to get to about -800 meters. Is there a end point in the game, that I wasn't able to reach? I'm also curious about the way radar works - can it see scraps that are far away and go into caves? (I don't think I ever saw it work that way but I wasn't using it a lot)

Overall I had a lot of fun playing the game! Great job! 

Pretty cool game! Initially almost all attacks felt undodgable, but after spending some time with the game I was able to complete all bosses without taking damage, which is a true mark of "challenging but fair"