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Juancaos

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A member registered Jun 23, 2020 · View creator page →

Creator of

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We did think about having the possibility of being able to play with either keyboard two-handed or mouse and keyboard... I'm honestly not really sure why we ended up not including the mouse buttons. Honestly I mostly tested it with controller so I didn't notice it. And thank you!

This was an amazing puzzle game, restrictions do in fact make wonderful puzzles, and the twist of moving the environment is simply superb. And then every new puzzle element felt flawless. The level design was also spot-on. Definitely would've played many more levels like these

Look game rather nice and juicy. The idea and execution are interesting and it is quite intuitive and fun from the get-go. Movement feels nice but the jump is sometimes icky, and the shot detection feels a bit inconsistent. It does get repetitive rather quickly but it seems like the idea has potential.

The idea of reversing the roles of a tower defence actually works out rather well. Funnily enough it plays a bit like a clicker.  I think it still needs a bit of balancing, and maybe a way of getting rid of towers.

Art looks stunning. Gameplay can feel a bit slow and could have more depth. Still looks quite appealing thanks to the polished presentation and that alone has been enough to keep my engagement.

Thank you! The swapping was the first thing we tried to get right and I think we got to a good point, so I'm glad you enjoyed it.

225, that's the Hero's health (in a vacuum that's just a number, so to add on that skeletons do 5 damage per hit and slimes do 2)... so yeah a lot. The idea was so that you wouldn't be able to win by doing nothing at all, it does make the game become a bit harder but I think thematically it fits, after all, the bad guys usually have a hard time winning

The game looks beautiful; the shaders, the fire, it's all gorgeous and the UI is nice and smooth. The concept is nice and makes sense, it also makes a lot of sense that houses fire you up much more, great! However; it feels odd that cacti do not fire you up, maybe I just don't know that actual cacti do not burn up but I feel that's a harder connection to make coming from the fact that they are plants. I also gotta say that a bit more of a twist would've been nice since the base concept began to get old at some point, but since the game is not too long anyway it's not something that might've made it feel boring by the end. It also has a quite relaxing feeling. Very nice!

Nice little idea, although, you might want to consider that fake walls, and spikes out of sight are not challenging, they are annoying and unfair, especially when they collide with your other mechanic of having to memorize the path to the exit.

It has an interesting point to it, and it certainly is entertaining for a while. It clearly still has some design flaws to be addressed, mainly the fact that you can get unclosed chains of blocks that are impossible to get rid of, it can be quite unforgiving and when you encounter a situation like that you can start to lose the motivation to keep going.

Beautiful visuals, nice relaxing music but integrates alarming sounds when demand is about to increase so you can react. Very polished fun gameplay, instructions are a bit unclear and you take a bit to understand how to play well but once you get the hang of it its all great, it can also be a bit tricky to figure out the movement of the satellites in the beginning, since the line you draw to lunch them is in the direction you want to go but then they leave a trace which is also pretty much a white a line in the opposite direction. It's an amazing game and I spent some time on it until I was satisfied with my score, definitely the best game I've played so far from the Jam.

It is quite an interesting idea and can see a lot of potential for fun puzzles. However; the difficulty spikes quite drastically from level to level, could be nice to have a smoother progression. It also often feels kind of arbitrary when the camera angle is going to do something (as in you might have thought you already tried a camera angle, but apparently you were just slightly off for the characters to move).

You've got a nice-looking well-structured puzzle game, the level design and how it gradually introduces mechanics and expands on them is really smooth. Sometimes it feels like a guessing game whether or not your friend will hear you, but nothing too bad in any way. Also, when using boxes that you have to push consider that players can corner them and be unable to move them again (it happened to me), you can consider adding the option to drag them back or a way to reset the box's position.

Pretty addictive fun gameplay. Nice fitting minimalistic visuals. Only thing is that I feel the hole in the obstacles with a single hole might be too small, could be nice if it was the same size as the holes in obstacles with two holes. Great job!

Your mechanic is really interesting and your puzzles really play well with it. A small issue is that it can be hard to figure out in the beginning that the grey squares are buttons you have to push, nothing major since once you've done it once you learn it to heart.

However; my real problem with this game is its combat and enemy system, the thing is I really don't see the need for it, more than adding to your gameplay it is hindering it. Your puzzles are amazing and are definitely the selling point of the game, but the enemies get in the way and become an annoyance instead of an interesting part of the gameplay. This is a shame because otherwise I grew to love the puzzles and it looks really great.

It's an interesting implementation of the idea of connecting dots. I have to say that it loses its fun rather quickly tho. It could also be nice to have some feedback when you try to create a new line but you can't since you reached the max amount of lines in game, at some points, I just tried to create lines and couldn't tell why they weren't showing up (of course it is because I already had 5, but didn't get feedback besides the line not showing up)

Nice take on Snake, we also thought that a snake-like game would fit the theme of the Jam; I feel, however, that it still lacks a bit more of a twist that makes it its own original idea. I also don't see how the 3 classes differ.