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jwrunge

19
Posts
A member registered May 20, 2020

Recent community posts

Ahhh... I just looked up what Pico8 is! I get it. Yeah, it's a bit big for the lo-res jam, but I'm intrigued by the Pico8 design limitations!

Great aesthetics and fun to play! Is this being entered into the lo-res game jam too, or is it too hi-res for that (64x64px)? I think it may be a bit big...

Anyway, I'm always impressed by how great a good artist can make things look even when they consist of so few pixels.

The article is nothing technical... Just about attention to detail. https://www.google.com/amp/s/www.polygon.com/platform/amp/2020/6/22/21299451/the...

That was hilarious once I figured out what was going on... took me a second. Great work on this! You first game? Really well done!

This is a super chill game, and also a very clever one! Very original. I actually never finished my submission because it all hinged on getting a puzzle block-like grid system working, and I didn't get it done. You've taken it several steps further--really great job! My favorite game so far.

Really cool! I wasn't expecting the multiple reality angle. I wish there was something I could do to "glimpse" the other reality or timeline without having to sacrifice myself or just guess. Or maybe I was playing the wrong way?

Keep this one! You could do a lot with it.

Super polished and a lot of fun! The timer and the rotations made for a really tense experience. I can see a final version of this being really good for speed runs, and it might be nice to build in some rewards or something for finishing with a certain amount of time on the clock.

I did finish with quite a bit of time left (but this is the only jam game I've finished so far!). Maybe in a final version that can be tightened up, and maybe add in some optional checkpoint rooms where you can activate a reverse thruster or something that will push the space station away from the sun for a bit and extend time that you otherwise wouldn't have enough of.

Great, stylish visuals, too. I took your advice on the fullscreen. :-)

Really really cool! Nice job.

Whoa. That got unexpectedly trippy real fast! Made me laugh. And the cool fish eye/distortion effect made me blink, so mission accomplished!

The randomness of the control changes are a bit frustrating. It would be nice if they came as a result of something else. Like maybe you have to make a trade-off--if you take this key, it'll reverse your controls; if you take this pack of extra arrows, you're going to get this (maybe less intense) image distortion.

Really cool look to this game! Kind of Tron-like. It did make it kind of tough to tell which direction my tank was oriented. Maybe a marker that shows which direction I'm facing, or a clearer silhouette on the tank?

Really, really cool concept! Would love to see it developed further. A light tutorial buildup would be nice, introducing us to one method at a time...

Dividing your attention between stoking the fire and avoiding the seekers kept me hopping! Would be nice if I could do something to trap/fight/delay the seekers' pursuit--like make them run over a tack strip or get them stuck in mud or something.

I was a little confused about what I had to do at first, but the moment I figured out, it was a huge LOL moment and I was smiling the rest of the time I played. With some polishing up, this would be a great touch screen game in an app store!

Also, I can't imagine how much time and thought you had to put into the way the hose wrapped around things. I was just reading a whole article on the rope physics in The Last of Us 2, and here you pulled off an (albeit simpler) version in two days! Nice. :-)

As it is, I didn't have much desire to keep playing for too long--the "out of control" nature of the controls don't jibe well with my level of patience--but I think adding, say, an arrow that indicates the direction and force of the water may help better convey how your farmer will move.

Aaaahhh---that does help! Lovely cactuses. ;-)

Super, super cool concept--very unique! My only issue was that I lost dogs in the trees, and then couldn't find them to click them again.

Really cool! I'm pretty terrible at it and didn't get very far, but I really dig the aesthetics, and you can do a lot with this concept! The jump might be a little buggy, especially in tight spaces, so that could be a post-jam fix. :-)

Really cool presentation! Controls are just kind of frustrating, though. I think this fits Mark's description of frustrating, output randomness from his video on randomness. Some way of feeling more in control, even though this is a game that is supposed to feel out of control, is necessary, I think. I never even got to the cactuses. :-(

This is a really nice-looking game, and total chaos (which is fun!). I'm not sure I completely understand how all the members of my opposing team disappeared and I was leading them by over 100 points, but I didn't really care. I think a little more clarity on how all that works post-jam and a little polishing up, and this could be a really good game!

I had a ton of fun with this! I kept saying, "Okay, I'll move on next time I fail," but I kept playing anyway. Little tough on my laptop with a trackpad--it was all or nothing in terms of the force of my launch--maybe it's a bit easier to control force with the mouse? Or maybe I'm just bad? Anyway, a press-and-hold keyboard key to launch would be cool for after the jam!