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Honk1n

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A member registered Nov 26, 2018 · View creator page →

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Thank you for playing and input, nice to hear that you liked the concept :) At first I thought that I would add that minigame and two basic tasks to each world and then after tutorial and baseloop, music and effects wouyld have been next, but it is interesting, how time just flies when trying to fix basic things and ended up without base loop intact. But we'll see if I'll get some more development on this in the future, thanks for encouragment :)

Thank you for playing and encouragment :) 
Lets see if I got the idea to form more coherently in future.

Thank you for playing and for your input :)

Nice to hear that concept had some merit. Stealth idea might be interesting idea to bring different rhytms to the game :) Point about player feedback is really valid, making two different movement scenes kinda muddied waters and ended up trying to get basic things to work in both scenes and playstyles, aaand left the level design and player feedback till the end. I even had tutorials written down but had problems to get textmeshpro to update texts like I wanted.

Liked the idea and really atmospheric enviroment. Seeing Cthulhu model made it feel really imposing and in turn turn fisherman that much smaller feeling, so feeling of scale was felt. Some problems with playability, grabbing items and limited camera made playing itself bit frustrating, but I really liked the idea, look and feeling that I'm but a little speck in this cosmos. Great job :)

Loved the scaling spell animation and very coherent yet simple artstyle. Nice idea, first time using multiple scales in one jump felt fun asnd creative use of mechanic. Great job!

Nice movement and really liked the super simple pixel art and color palette. Took quite long to get what is going on, but after a while it was really fun to make jumps, quickly attach the hose and hurry back up to catch it as soon as it comes up. ALso liked the design and sound of machine. Great job!

Nice idea and fun that you could only scale it to some extend, so ended up scaling from both sides like crazy, I like how it made for some unique gameplay. Bit hard to grasp how to play as game starts quite hard, but idea and theme were on point, great job :)

Fun game and kept the stress piling, manually putting weighs was fun idea and checking documents lead to situation where I didn't even weigh the heart, just tossed it to shredder. Lost it when hammer came to picture, great job all in all :D

Really good looking art and fun concept. I liked that saving yourself from being devoured added to intensivity and made dooming people more entising and kept judging quick, to make it easier for player to make mistakes or just doom some poor guy to save yourself. I also encountered bug on day two, but still amazing work with this!

Very fun idea and hitting enemies felt super strong with good juice! Difficulty of hitting them also made it that much rewarding. Its funny how this seemed to be combination of many former GMTK jam themes, joined together and out of control in addition of this years theme. :D Great job!

Very nice, polished and suprisingly addicting. At start everything felt sluggish and weak, but the impact of upgrades felt great. (even though after some testing, I ended up using only miniguns :D) Also liked that you had to stay close to enemies, especially as you get upgraded, you could keep your distance better, but it encourages to take risks. Amazing job for jam game, but constant spawning of enemies made it suprisingly stressful as only pauses were to upgrade and still, enemies didn't stop spawning. Great job all in all!

I like this idea a lot, getting to choose where to mount things was nice and added depth. Bit on the harder side to start and to get first unlocks, so took multible tries to even test different parts, but extra thrusters and weapons felt so good and impactful after brutal start, so kinda liked how much they impact the gameplay. Zooming out would be nice idea to plan movement (maybe it could be on upgrade choice :D). Also liked the art and its modularity was fun. Great job!

Fun puzzler and quite nice level of challenge and mechanics thaught piece py piece. Great job!

Awesome creative idea that made fun gameplay, squeesing through smaal gaps was fun idea andgives that great rush if you can actually drive fast through them. Also liked the idea of race course build on table from everyday items and the room had fun decor underlining the theme in level design as well. Great job!

From Developer (doing this alone, so even with 96 hours a lot was left out):

WIP - Doesn't have win or lose states, or context, so here is some for duration of gamejam:

  • ASDW to move
  • Shift to dash
  • E to interact
  • Space is used in minigames

"Look at this job listing. What are they looking for, a super human for trainee position?"

You have super powers, but it doesn't mean that you don't have to pay rent like all the others. Its been thight but now you got trainee level job in office to pay your bills. If you do great, maybe you'll get a well paying position. But powers bring responsibility for planets well being, but it doesn't pay at all.

At work, shredder is broken and offices new cheaper paper catches on fire for almost no reason. But you have couple of tricks up your sleeve.


This was fun project and many assets were already waiting, so if this consept peaked your interest, let me know. After jam ends, I'm propably gonna implement the basics like win/lose states, tutorial, small story and new global crisises but if you're interested, this might be a fun project for future development.

For future development ideas that some of I kinda already started working on:

  • I already had global crisis "UFO attack" ready
  • Human NPC:s that would give you tasks
  • Idea would be that it would be possible to play multiple days, with light story elements, point being in balancing work and saving people. Maybe some downtime also?
  • More scale: Adding a city layer between office and planet. There is also a moon on the sky already, maybe you can visit it?
  • More minigames and ability to carry items, to get more out of physic engines chaos. Also new obstacles like waiting for boss to finish his call before you can get more work.
  • Music and sound effects

Thank you for playing and nice comment, gave some energy after disappointment of not getting actual playable version out.

I actually uploaded v1.0 that has some animations, actual graphics and bugfixes, if you'd like to see what sort of game I had in mind. Thinking if the idea has merit, as I really liked the consept and been thinking where I would take it if developed further. (Actual storyline that would include decaying surroundings as skeleton guards the dungeon for decades and decades.)

Thank you for nice comment, even though I'm quite embarrased that I couldn't get actual playable version made in gamejams timelimit.

If you'd like to see what kind of idea was supposed to be, I uploaded v1.0 which has more graphics, and a lot of bug fixes. Just interested if the idea has any merit to it, cause I had some ideas how to develop it further and I like the base idea.

Thank you for commenting, sorry that version you played was somewhat impossible to understand. Started making the mechanics, but left tutorials and visuals (wich were really important to get the idea) last and when something went wrong, didn't have time to add them.

If you'd like to see what kind of idea was supposed to be, I uploaded v1.0 which has more graphics, and you should be able to finish it. Just interested if the idea has any merit to it, cause I had some ideas how to develop it further and I like the base idea.

v0.1 and 0.2 were done withing the time limit of GameJam.  Animator proved some difficulties, so sadly I couldn't add my animations. and camera had some challenges so camera was quite close. Trying to add sprites, animations and sound shortly.

This ended up being crude, small and simple prototype for simple AI model, where enemies look around, trying to find treasure, breaking open containers and stealing Rubies.

Idea is that adventurers go around gathering treasure and you lie still in wait, pressing Space to rise up. You don't die, but you lose your unholy energy when moving or when hit and have to wait to rise up again, watching helplessly while they steal artifacts, waiting to gather more energy to attack them.

I wanted to reverse the idea that you want to loot dungeon and so you can't loot treasure yourself. Also the adventuring and moving forward to different places was reversed in that you stay in same place, trying to preserve it. I had vision of Link shattering pots to get Rubies, and wanted that to be bad thing to you.

Really nice to hear that mechanic was interesting , I was quite happy with the initial idea :)
And thanks, made that logo as part of my studies and have been using it to give more professional feel. Still need to actually get to professional level :D

I actually added death in the last two hours, in version 1.0 you can't even die. After adding death and new models to later enemies, game got significantly harder.

I started with idea of mastery of system, but never got controls smooth enough to warrant that.

Thanks for playing and feedback, helps a lot to get perspective :)

Must say that propably used more time 3d modeling pieces that should have gone to hone the mechanics.
Playtested with cubes with better hitboxes, but then got too attached to chess piece idea. Really nice to hear that art was nice and that mechanic was interesting as this was my first selfmade movement mechanic and art for 3d project.

Thanks for feedback :)

Wow... just wow.

Amazing atmosphere. Simple premise but everything just goes together so well. The need to roll twos. And how hard it is to roll when you want is as usually the last bounce turns it around. The problems of letting go and with downloaded version how it goes straight to desktop if things end. Amazing.

Didn't knows that "eyes" of a dice could be so sad and unearthly.

Great job and thanks for experience :)

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Hehe.. hehe.. God is its rought to see that. Nice visuals and audio and its simplicity and gave it raslly fun feel. Idea of game was fun and I really tried to win. But like with others, those ones are rough.

Still nice job as I really wanted to finish this :)

Really fun and relaxing. I love flipping pancakes itl so this hit great.  It took some time to get hang of two dices, but it was so satisfying when I actually started to get hang of it.

Great job!

Fun game. Quick movement, ability to bumb enemies away and jumppads was reallty fun way to keep it moving. Even though at first iI got 185 point without even knowing that there was lava. Rerolling stats was fun idea, but didn't notice it that much and as they were rerolled couple second from last time, didnät have much time to get hang of what does what.

But simple look, nice quick gameplay and possibility to trasin in menu were great.

Nice work! :)

Nice hectic game. First took some time to understand the upgrade system and how it affected game. (Big numbers usually mean good thing, but not now) Static and unusually quick enemies made thing chaotic in fun way, especially as I left couple d10s on pool.  Possibility to mount so many weapons and to upgrade made shooting quite satisfying .

Great job! :)

Really nice puzzler.

Simple mechanics, but good puzzsle design and its great how you needed to start thinking different ways to use dices. Like others, controls could be bit hard and for some reason I kept pushing r instead of e and it resetting everything got some frustration from me. But it kept me thinking and was one of few games I started again to speedrun it.

Great job! :)

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Really interesting idea.

Got orange and blue dice, but didn't get much further. Really great atmosphere and the air of mystery was done really well. Not knowing what dices do and trying to figure it out made nice premise for mystery and hopping between various planess of exxistence were really nice ideas. Playing itself was quite hard and dying at the start was maybe too easy as it was hard to get bearings.  But this felt really alien and I felt lost and it was propably my favorite thing about this. If death wasn't so easy, it would have been fun to see all, but couple deaths where I couldn't see what killed me made it hard to try again.

Still, great job and very unique world.

The lights and sounds were amazing.

Slot machines are now propably my new favorite type of "crates" for supplies that I've seen in an game: had fun just shooting all the slot machines to get the sounds. Fun gameplay, weapon feel turned up quite often which was really nice and enemies were animated well and had nice different ways for attack. Visuals and audio were amazing, really had casino feel come through and feel cool and exciting.

Really great job! :)

I liked the idea of trying to get the feeling of miniature on gaming table and when dices where thorwn it was quite fun moment to see where they land and what they spawn. (Actually got my initial idea for this jams setting from roleplaying games and using whatever miniatures you got to present challenges) Gameplay itself would have benefitted for using it more often to spice things up. but still nice job :)

Thanks for playing, glad to hear that main mechanic was fun :)

I desinged hurtboxes and jumping mechanics with pawn in mind and after bringing bigger pieces to game, I should have play tested them more to tweak it, but time gets away so easily. I had couple ideas to better control the die on air but as I wanted it to be at least somewhat physics based, I couldn't come up with good system that wouldn't add too many controls or make it too easy.

Thank you for your feedback :)

Thanks for playing and nice to hear :)

Really loved shaders and golden art deco style. What did you use for shaders? (Unreal engine isn't that familiar to me)

Crowd reactions and messages were fun way to give character for this game. Gameplay itself was left bit to shadow, I actually got another weapion, but didn't even notice it or dash speed changes.

Nice job! :)

Really nice game!

Took some time to understand the concept. Using multiple dice to choose your movement kept things randomized to hit the theme, but still game options. Sometimes it was hard to figure out how to use pieces, but at the same time maybe the point was that they had many uses.

And atmosphere was amazing! Water, audio,calm gameplay, all supported each other. As fully subjective observation, I fell in love with the "mystery" aspect in level design with huge sword, unnatural stairways etc.

Great job! :)

Nice atmosphere, artstyle and presentation.

Moving around I thought that mayde rolling could have happened more often and reminded what they do. And getting up to firsst elevated level might have needed one more way as when I dropped and if I didn't have right skill, moving forward was quote annoying.

Nice game and especially coherent artstyle, chill music and loved tutorial texts at the wall so could read them and get hang of movement and camera.

Great work! :)

Really nice looking and fun presentation.

Really liked the hands and using them both to change class, but to save from difficult situation as you take damage. Gameplay bit hard, especially as you don't know special abilities and if you take damage, you roll again, so took many death sto understand some abilities. But really nice entry, amazing presentation and I have to add that I really liked different projectiles that acted differently.

Great job!

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I loved this. Graphics, the simple animations and transitions between rooms, different types of bugging (loved the nod to gameoff coding ;) ) and creative solutions. Polished, thought out and fun. Loved the animations when they got bugged out.


Amazing job :)


PS. And forgot to mention collectables, really nice way to bring more attention to detail

Just loved the style and "cutout" animation. And using 3d models with drawn textures just ties the world perfectly together. So much cool stuff in this.

Really nicce job! :)

Simple idea and game, but... being coder on your keyboard and trying to avoid bugs generated a really nice mental picture that resonated as, well, my own game had rough time when I coded too eagerly and didnät check for bugs before it was too late :D