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Gaindeez

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A member registered Dec 15, 2019 · View creator page →

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Sorry for the late reply, but yes as stated in the description of the jam, anyone was able to join!

Thanks for playing!
Yeah, would have implemented more in depth textures if given more time, although I was going for the simplistic design of a lab / testing ground. In the end, my main focus was on gameplay and creating a chaotic & fun puzzle game.

Thanks for playing my game!

Knew that there were a lot of places you could get soft locked, but didn't have time to implement something to prevent it from happening other than the fact that you just have to keep an eye on the amount of dices you had ;P

The game was a nice take on the theme and good overall!
One thing that could be improved on was the enemies and their turns, sometimes it seemed random when they would start to move and the amount of moves they had did didn't always line up with what they would use, maybe a bug?

Great game, awesome art & sounds!

Although the fight versus the teacher is really easy, you can just keep spamming the dice next to him and beat the first section in a few seconds without math ;P

Graphics and lighting is really cool!
I get what the main mechanic was supposed to be and if given more time and polish could become a fun game, keep at it! :)

Idea & art was good, but the different types of bullets / spells weren't very different from each other, would have been cool with more diversity in what they did.

Still though cool game!

Played it all the way through, was fun! :)

Great game and visuals, although some more game balancing around the different would flesh out the game a bit, as there isn't much of an incentive to move around and staking bullets to kill enemies seems to be the way to go for easy stage clearing.

Still though, enjoyed the game a lot, good job!

Liked it, great job!

Really liked the idea and general gameplay!

Great job!

Really nice art & graphics!
Also liked the core game mechanic, although I think there could have been some adjustments to make the player think more about his decision to move.
As it is right now, you can constantly re-roll and go any direction you want without penalty.
Maybe make the moves you can do down to four, but you have to use those four moves before you get a new move set, that way the player has to think more about the direction to go in each move set.

Still though, great game I enjoyed it a lot!

Really liked the graphics, animations and presentation, although it would have been nice with some juicy sound effects! :D
The core mechanic is also very interesting, but consider maybe making the player have fewer dices to throw but much more powerful ones.
Since it was so fast-paced fighting enemies, you kinda just begin spamming the dices as you have to deal with enemies quick and the side effects of not hitting are minor and doesn't feel like they impact you too much.

Still though great game, really liked it!

Thanks, Hope you enjoyed it!

Thansk!
Aesthetics was partly inspired by it :)

Was a fun game and nice graphics, could have been more fun with some more chaotic elements implemented!

Personally, I think it would have been cooler to have the extra dice you buy all be thrown out at the start and for all of them to be directed by the magnet and jump ability!

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Really nice presentation and the main mechanic of the game was interesting, although I don't see the theme being used too much, but it was also a hard theme to be creative with  ;P

Was a fun experience finding out the best ways to accelerate, and the map had a good difficulty :)
Would have wished for the modifiers to play a bigger role during gameplay and change throughout the level, otherwise great fun game!

Tried the same, gamers think a like! :)

Really well-executed game, the theme fits and the atmosphere/story is really funny :D
It's also a 'blast' to play and it feels great to see enemies fly off into the sky after a good hit!

Small things:

  • Hitboxes should probably be more generous, having the blast radius of the shot also hit/affect the enemies
  • Cannon should maybe have a trajectory line for the start point of the shot, that then fades the further away you are trying to shoot
  • Enemy train should give feedback then hit (Visually or via. audio)
  • Your trains smoke gets in the way visually while trying to shoot
  • Maybe have a top bar for total distance traveled in comparison to the end goal

Great game, keep it up!

A real big fan of the aesthetics and atmosphere, really great work there!
The game also fits the very well theme as it feels like you're almost going through a museum of the past, rediscovering history that has already happened.

As this is mainly a story-focused game, there doesn't necessarily need to be challenges or fights.
But gameplay does need to be worked on, either making the world more fun to traverse or make it more interactable objects so walking around feels a bit more fun to do.

Still a really great job on the game, you have my praise!

Really nice usage of the theme and very good use of aesthetics/atmosphere. ( Bonus Minecraft villager sound ;O)

What's lacking though is in gameplay, doesn't provide much of any challenge, and keeps being the same. To improve you could make the shop become more messy and disorganized the more you trade.

Having different mechanics like potion brewing of 2 different colors to make a new one that was ordered. Maybe have the different items on the shelf somehow rumble and scatter, though earth shakes or other means, making a mess that you have to reorganize again.

Basically making it a game about ever-increasing orders coming in and with the shop slowly becoming in more disarray.

Other small things include adding background music and making mouse sensitivity higher (Idk, maybe it's just my sensitivity?) 

Otherwise a really great game! :D

Really like the concept and fits the theme very well!

Mechanics are also pretty fun, fleshed out, and innovative!
Keeping the gameplay dynamic is also a big plus for me, being able to place player commands and objects anywhere.

Ways to improve:

  • Have a tutorial and keyboard input clarified
  • Make the way you swap between commands/objects more seamless
  • Character gets stuck in mid-air surfaces
  • Maybe make walls that the character move into also reverse movement (Not keep running into a wall)
  • Make a restart key
  • Make levels more dynamic/open so the player can find more ways to solve the level in different ways
    (To accommodate, give the player more commands and objects to experiment within each level)

Otherwise really great game, keep up the good work! :D

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I like the idea of the game, being a bit comedic around the average guy and Mr. Above Average.
For me, though I couldn't finish the game so either it's a bug or because of dev time constraints.

Gameplay isn't too captivating but it does seem like you were going for a more story-based game, which is totally fine.

Good work!

Really liked the idea of the game and fits well with the theme!
The voice acting also makes the game 10x better :D

Although the game probably needs to be more fleshed out in its hide-and-seek mechanics.
Also not having an instant kill after 10-15 seconds would be appreciated.

Otherwise, good job!

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Try and beat my personal record and upload a picture of the time :)
IF U CAN!


(3 edits)

Try and beat my personal record and upload a picture of the time :)

IF U CAN!

Thanks for the comment and insight!

Yeah we also want to flesh out the dynamic checkpoint a bit more and give every death a small time out ;P
I'm also happy to hear that you found it more funny than annoying, which is the goal of the game to have funny effects that keep happening and mix in with each other!

We do wish we could have had a bit more time working on the effects since we had a lot more planned, but ey what can you do with strict time limits :D
(For now have a little sneak peek at some of the new stuff)






Nice game and idea!

Can see some bugs here and there, getting teleported randomly and also getting stuck but the core mechanic is working. I would work on the UI though a bit since sometimes you can't make out what the new controls are because of the pixelated words and maybe add a timer till the next control which so it doesn't change in a mid jump ;P

Other than that, Great job slime bro!

Nicely simple and well executed game :)

With that being said i do think you could have ran a bit more with the theme since i don't feel like you are too much "Out of Control", so if you had added some more chaotic elements that would have done wonders!

Also maybe a few more background wall sprites, instead of the exact one repeating everywhere ;P

Other than that, Great job!

I really dig the game idea and how it was actually a bit challenging in the later stages :P

Although i do think it would be really cool if the stages had a connection to each other, like some of them have buttons but then pressed they do nothing on the current stage but actually on the next one, like opening doors or maybe activating / deactivating traps! :D

Maybe one scenario being that one stage the slime is trapped in a death room with lots of traps to dodge while the other stage has the button to let it out.

Other than that, Great work slime buddy! ;D

I normally don't play visuel novels, but the art style caught my attention and hooked me a bit ;P

Then i got to playing it i liked all the cute drawings music fit well. 
But what i wasn't expecting was actually a story that you could actually relate with, since i could see many of the same things i also felt at some points in my school life.
So to that i feel like you really succeeded in making a story that was down to earth and felt real :)

But if i were to give it one critique it would probably be how the decisions was a very cut and dry, bad vs good without too much middle ground.
Other than that, Great work! :D

Well i'm glad to hear that you had fun ;D

The effects should be a lot clearer in the next version of the game and we are also working on the death mechanic having a bit of an cooldown and not being as buggy. The reason you couldn't move sometimes was because of the freeze effect ;P  (It now turns the slime blue when the effect is active).

Also, slimes rule! :D

Glad that you liked it! :P
We have already worked a bit more on it, adding more effects, polishing and overall making it better.
But we can only update it after the jam ends ;/

Yeah i worked on the UI and player sprite, the tiles we yoinked though from a asset pack ;P 

We have done a few more updates to it and the UI should be a lot more clearer and nicer looking with it being a bar where the effects move towards the end and then activate.  Plus we added some more effects to spice things up! ( Sadly we can't update it before the jam ends ;/ )

Thanks i spent a lot of time on the level design / a bit of art while my mate did a lot of the programming!

Yeah that was planned even more but we didn't have time to implement it ;P

Although we have remade the UI at the top making effects a lot more clear when they are coming, but can't update before the jam is fully over.

Nice little game for a few minutes, but not much replay ability after that ;P

Art is good though and music fits, good job!

Fantastic game!
The art style and music fits well :) 
Add some more levels and maybe blocks with different mechanics and this could definitely become a standalone game as a mobile game.

The idea is a perfect fit for this Jam!

With that being said have some criticism.
First of all the movement feels way too floaty and maybe a bit too fast, the jump also feels very inconsistent since it seems like running up ramps boosts the jump height.

The spikes that kill you around the stage are also very hard to notice and 80% of the time i died to them without really noticing they were there, since they blend in with the background and don't stand out.

If you iron out those things and maybe expand it with a few more actions then i think you will have a solid game, good job!