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DrDre3k

303
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A member registered Apr 02, 2020 · View creator page →

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Thank you for the feedback! I’d appreciate it a lot if you had any specific suggestions for visual indicators. Currently it’s really just “on fire or not” and “is it a goal”, so I think a few more like “what direction it will move if it’s a motor” and “is the goal activated” would be helpful. As for the pause/play, that’s definitely on the list now so thanks!

Immaculate presentation! The vibes are just right and really feels like it fits right at home on the gameboy with the music and everything. Great job!

Sometimes that’s just how it goes with Game Jams and thinking of something a day later, has certainly happened to me 😅

Thank you! Glad the variety helped!

The vibes are perfect here, even if that means the stress is really up once everything starts happening two minutes into a shift! Great job!

Thank you! Good to hear it’s got nice classic vibes.

This was a really neat idea for a rougelike, and I enjoyed the depth and variety in mechanisms you added!

Glad to hear it has the flash vibe, thanks!

This is really nice and really reminds me of the Creeper World series! It’s really satisfying to get everything built up, good job!

Thanks for the feedback! I may add undo in the future, but I thought the small level size and level count would make it fine enough for the jam scope. It sounds like it would be a must add if I added more levels and gear types though!

It felt really nice to see how all the mechanics came together, and how much variety there was out of just “powering on” the mechanisms! Great job!

Glad it gave you a comfortable challenge! Thank you!

So that’s why they call those cars hot rods!

Thank you! I’ll have to think of something to make it easier to figure out at first.

That was a good depth of mechanics! I liked how far you could stretch them in the levels.

I really dig how far you went with the “power” motif. I feel like more unit variety or even just road variety (like some roads that go slower or faster?) would make the game a lot better without adding that much more content.

The player felt really slippery, which is not necessarily a problem if that’s what you were going for. I kept trying to hit esc to cancel out of building, but that would take me out of the level which was a bit annoying. Gameplay wise I thought the energy line mechanic and managing towers was great! It really reminded me of Creeper World.

Really reminded me of Minit, but with extending time periods. Would’ve been nicer if we could unlock more shortcuts, but the area was great for a jam!

I like how this turns the main gameplay into the power scaling system! Normally you’d pick up attack drops or go to a shop in between levels to upgrade, but instead you do it by how you play. Good job.

This kind of reminded me of the old game “Gridland” that was a bit of a match three kingdom builder, only this was top down instead. It’s a really unique spin on classic kingdom strategy games.

Cute idea with the donuts and sugar. I would not have counted those toppings as sugar, but they certainly are!

A cute little puzzle game. The animation on the reset was slick. I didn’t realize how the “uncovered” wire worked at first, but then it clicked! That’s the moment you’re looking for in puzzle games so great job.

Not a spin I expected to see for a trolley problem, but it was very effective. I’m not sure we need all this power, but also these bunnies should be able to move just slightly off the path! Neat combination of mechanics and priorities.

I liked it, and it reminded me of Into the Breach, just with more frog! Neat take on the energy system that reminded me of Creeper World too.

Cute and fun game that builds as you get farther, nice job! I definitely didn’t get the strategy until way later than I should’ve, but it felt really nice to pull off.

Thank you! It’s definitely meant to be easy to pick up, until the customer really rush in.

This was a really neat take! It’s seeing shapes on the ground when in an airplane, except you draw them yourself! Great job!

I like how the game progressively built up to the end like the multiple acts of a play. I also appreciated the dialogue that explained the rules.

Thank you! Glad you enjoyed that mechanic!

Thanks for trying it out! The letter highlighting is a bit buggy, but I liked the effect it gave for the most part. I would fix that to be better on both ends if I made a follow up build.

This was a unique game. I really liked how it focused around the Dr. Mario and Resident Evil 4 styled spell inventory. I would’ve liked some symbols on the pieces to get a better sense of what they were for. It would also be cool if the space could change size depending on the level, or perhaps even the opponent changes the shape of the spell area instead of attacking you directly? As for difficulty and tutorial, I think if the early game were more focused around using the elemental pieces in a relatively low stakes environment, kinda like the early parts of Pokemon games, that would really help with learning and progression. Good job overall.

Did some fun stuff in the park, hung out with family, then died so malnourished. Good times.

I think the speed was overall too fast, at least in the intro. Couldn’t keep up with the text on screen. The writing was pretty comedic so I liked that. While I would’ve liked some more explanation on what to do or what was going on, that doesn’t seem quite in the spirit of the (potentially) goofy adventure.

Overall I think it was a fun romp!

I wasn’t too sure what to expect that I failed immediately! The following attempts were far better though. I liked how in between some rounds the items were linked. I was also unsure on picking up the wrench because I thought “oh man that’s a lot of negatives” and it wasn’t until I got egg shells that I realized “wait, I can just remove them!”. This was great with all the interlocking mechanics. Sometimes the luck of the draw gets you an underperforming build (or it’s just me underperforming) but I thought it was mostly in your control. I think this would be great for a tablet or phone. Awesome job!

The movement was pretty unique for the platformer, but I totally did not expect those “I wanna be the guy” styled spikes. Getting around after that was pretty hard because of the ants “guarding” the sides of the platform. I couldn’t get much further, but I like the silly premise. It reminds me of Splatoon’s style feud in the first game. I think more focus on the rolling cotton could’ve been even nicer.

I got some strong Battle Network vibes. No idea who the characters are or how that impacts gameplay. My main thing is that the background felt far too noisy for what was going on. Everything seemed bright and “in my face” that I wasn’t sure where to focus? I know the action was going on in the field, but it felt like I couldn’t put my attention there. This was even more apparent in between rounds where I couldn’t even read the text depending on the background’s state. Perhaps just a background tint where the text is could help? Overall I think it was fairly fun, just hard to read.

I found the UI confusing at first. I didn’t really get what to do or why I couldn’t place any blocks. Once I got the hang of it it made more sense. I think having some of the buttons on screen at first might help to know what to do. Nice job.

This was really nice and felt super stylish. I especially liked how you’d have different colors on restarts. It was really nice early on and started getting harder somewhat reasonably. I feel like having more unique level names than just “number” would also lend to unintrusive and even funny hints to help encourage players to keep going into the later levels. Great work!

This was really adorable. I didn’t really feel like I understood the people or the world, but that’s understandable for a such a short game. I did take a quick glance at your page and socials, and looks like there’s a much larger world already too. That’s really cool! The visuals were amazing, and I especially loved the animated comic book style ending! I would’ve loved to have something like that for the intro too. Everything else felt like it worked well together, from the map and art to the dialogue and sound. Great job!