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A member registered Jun 26, 2022 · View creator page →

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I think the tutorial is still there, but it requires a whole magic spell to access. You see, if you leave the game small, you can click on level 4 and, I think, 5, and then you, for some reason, get a tutorial. If you full-screen it, you don't get those buttons. I have no idea how you guys managed that without intention, but it's kinda hilarious. 


I remain a bit confused as to how to actually utilize the scaling power, probably because I'm not entirely sure what actually scales and in what proportion. Unfortunately, the game has quite a few frustrating bugs. For instance, shooting a missile by changing back to turrets - that's a bit of an unfortunate waste of... gears, apparently? One more day of polishing and, perhaps, another turret, and you would've had something pretty cool on your hands. But currently, it's a tad frustrating and a bit boring to play, imho. 

I badly need a WASD version, my arrow keys are a tad broken lol. Similar idea to our game, though, so there's a bonus point right there. I don't know if there was more to explore there, but I didn't really see how the size changing mechanic actually came into play. I guess you can go through some tight spaces when you're small, but that's about all I found. Would've liked to see some more reasons to change size! But you did it alone, so it's difficult to ask for such things, definitely not bad for a single person and 4 days!

Can't go wrong with an upgrade based game, can you? Always just works. The bullet drops are a nice addition, though it's not clear what some of the keywords actually do. And once I figured out that I need to rescale the damn pop-out window for the shop to make any sense, things became a lot more clear. That's my bad for not reading the description, though :P

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There is probably a cool concept here, but, as others have said, without more information it's a whole puzzle game in itself to figure out what's going on :|


Edit: Wait a minute, Submitted 3 days, 8 hours before the deadline? Hmmm...

Cool idea. A bit hectic without remembering what button does what. I don't appreciate that my current real world location is probably the first thing everyone is gonna suck up, though! I did win, even though I'm not entirely sure why. About time, too, because the web player was very unhappily stuttering about. Hitting those damn planes is also real hard!


Really cool game!

Cool idea, good execution, nice job! The only thing that got really annoying was the error handling. Sometimes moving buildings didn't quite work, even though it probably should have, and oftentimes that still cost mana, I think? Similarly, it wasn't always quite clear whether something could still scale up, because you need to have it in a precise spot to do so (with enough space). But overall, pretty good!

I'm... very confused. There are bugs warping in from hyperspace, fairies with machine guns, a tank turret that is sometimes moving, extremely long load times when first loading an asset and a red square of death that I can't identify because I, well, die. Not gonna lie, I have no idea what's going on :/

I have entirely the wrong kind of brain to enjoy this, but I see the idea. Might even enjoy it if it were a tad less tedious, it's a looooooot of clicking. But cool idea, don't think I've ever seen anything like that before. Not quite sure that I see the theme really fitting though, it feels like a bit of a stretch, as it were  :P

Unfortunate that you ran out of time, would've liked to see where this was going. But, as is, I have no idea what to even do :D (other than running away).  

In principle, it's quite nice, and I spent entirely too much time trying to figure it out, but I concluded that I don't have enough info to do so. I always ran into energy problems and to keep that under control I always reached the house limit before I could progress. It's easy enough to cheese it and constantly remove the roads to farm some energy, but that didn't feel very intentional.

Very similar concept to our game! Unfortunately, it also has a lot of the same problems we have, floaty character controller and sometimes frustrating death locks, for example. But you made it on your own, so not bad!

That strikes me as rather concerning, but I'll take it, thanks :P

Huh. Well, I can't speak to how that happened, but I can very much confirm that something is very broken there. I didn't do the testing, and I've not been very involved in how the cards actually work, but I pinged our second programmer who did do the testing and hopefully knows more about this. But I was able to find a lot of issues basically immediately, and I'd think he would've spotted those yesterday, too. So maybe there's something funny going on with the web built? Unsure. Thanks for checking it out again, though!

*ping*

Well, it depends. The reason this happens to me so much is that I try to do something new every time I jam. This time, for instance, I leaned heavily into Unity editor code. Made some graph tools and whatnot to build our maps. Eventually turned out that we only had one map because time, so that was all a bit of a waste of time, but the point is: lots of really occult problems. Mostly to do with serialization. But now, a week and a lot of refactoring later, I learned a LOT about that topic and understand where those occult problems originated from. Sure, it made our game worse (sorry team lol), but it's certainly a more entertaining way of learning than just getting out some dusty tome :)

Sounds about right. And hour or two, yup. But I would've managed to break about 5 times later on and spend another 4 hours on just trying to fix it again :D

Budget cuts, man, it's the economy and all! Thanks though :P

Hold click :<

Guess that's why they say you need testers :o

Took me way longer than I care to admit to figure out what's even going on, but I got there eventually. Neat little puzzle, cool theme. Unfortunately probably not very expandable, but cool entry for a jam.

Damn. Pretty impressive. Makes me wonder how much ready-made code you are hoarding, lol. I gotta get into the habit of that... That selection wheel alone would've been a good chunk of my 48 hours :o

Neat little game. I do have some questions about those streets and the traffic rules on them though lol

Good chance you soon will!

Personally not a fan of ... whatever this genre is xD But it's well executed, feels fairly polished, and I can see people having fun with it. The balance feels a tad aggressive, though.

I'm not sure how much more this could realistically be expanded, but for a jam game it was quite enjoyable while it lasted. 

Nice, we (actually just me...) floated a similar mechanic early in our brainstorming. Glad someone made it after all! Decently polished, stable, flow wells. Good job!

Since we're currently rewriting a lot of it, I'm starting to understand why. Doing it cleaning takes quite a bit of time lol. Luckily, the code we uploaded here is very much not clean :P

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Not getting at anything, it's just very suspicious timing. An entire week of good vibes and a great jam, then I report a singular person and poof, suddenly an admin appears on our page. I think that qualifies as strange. I have absolutely no idea what's going on, and I'm not insinuating anything, I'm confused.


We can communicate just fine, it just seems to me that you know a lot more about what's going on than any of us do, apparently. So we don't really know what to even talk about, as we have no idea what's even going on.

Edit: Welp. I'm no longer confused. That's all rather disappointing.

Ouf. Oh! The good news is, I'm pretty sure we know about that bug (it's a lot less specific than that). The bad news is, I freaking fixed that half a dozen times xD Oh well, I've already done some massive rewriting, so hopefully it fixed itself by now (or rather, once we can update).

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So... I report a guy for spamming useless beggar comments all over the place, and an hour later I / we get accused of something very similar? That seems... rather... strange?!

Also, what's the "ask your team" about, if this were actually happening then surely you could point out who is supposedly doing it? This is very confusing and the fact that it happens about an hour after I reported an actual spammer is... very, very odd, let's say.

Wtf what.

I'm gonna front you a lot of faith here, because I don't have a second player handy. Single player is predictably boring, but this must be a blast in multiplayer! Great polish, neat idea!

Not bad for, what was it, 12 hours? I find it difficult to judge how good this concept actually is, it kinda needs more content to really know. But the execution is decent, it's a fine game, the pacing is tad weird though.

Quite impressive to have that many levels in 48 hours. Cute game, pretty fun. And surprisingly challenging at times. Very well done!

This is pretty cool, actually. Like a lot of other entries in this game, there is a certain... anti-pattern to the idea. After all, there is usually a reason that we play the non-reversed version of things :P There are a lot of difficult questions to answer for this concept, such as what other mechanics and complexities can you add? It's difficult, because a lot of obvious answers would make the game worse and not better. Something I observed with a lot of entries to this jam, because of the theme. But I think there are some answers for this one, and it could be a really fun game, it's already pretty entertaining. Though I also just happen to be into these "tweak variables and watch things unfold" kind of ideas, so you already had me there :) 

This was pretty neat lol. Good job! Though I'm mad that the last level killed my score pretty badly because throwing  two volume ups quickly doesn't seem to finish the level, despite the settings being right. Gotta do the wall bounce. I call hacks!

Fun game actually, but my combination of poor reflexes and non-existent attention span made this very hard lol.

This game feels like it should probably be illegal lol. 

I don't even know what else to say :O

Cool concept, very nice presentation, but absolutely horrible for the environment! You got lucky this time, no category for recycling efficiency, guess you got away with one here!

Quite ambitious for 48 hours and I kinda love the idea. It didn't quite deliver on what it promised, because it really just can't, not in 48 hours, it's way too big for that. But man was my head buzzing with ideas and opportunities! I wish there were a bit more strategy to it, the only advantage I could find is the generator. And there are, of course, the pretty brutal performance issues.


But overall it's pretty damn cool, especially for just 48 hours. Well done! Really curious what a content heavy, high polish version of this could look like :O There are so many cool ideas one could throw into this concept!

This was pretty damn good! Solid puzzler, very little to complain about. However, as I am German, I must complain about something. I choooooooose... the fact that you can't distinguish between single and multi-blocks in a row! When you need to reorder things, sometimes it's a bit annoying to find the single block you threw into a row somewhere!