Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Bennett Johnson

171
Posts
1
Topics
18
Followers
18
Following
A member registered Oct 27, 2018 · View creator page →

Creator of

Recent community posts

great puzzle designs, really interesting core mechanic and you kept building on it for a nice difficulty curve I think.

Great game, I played on a tablet with a stylus which worked really well

Extremely satisfying gameplay loop, was fun to just run south after beating it to do some aim training

I really like the art style you’ve done for this. I’m surprised I haven’t seen more sokobon-ish games for this jam since I think it can be applied to the theme in a lot of ways.

Thanks for trying it out!

No worries if it’s not your thing but if you want to try again: The way the link works is that when something linked vanishes, whatever else is linked also vanishes. So on the third level you can get through the wall by linking the rock to the wall. Then when the rock vanishes, the wall will also vanish.

very nice entry, a small concept which is well executed. I think at 24 hours, I only had a box which you could move around.

Thanks! I’m glad you liked it

Great visuals/animations and music. I couldn’t figure out what connecting things in the time hub was doing for me, except that nothing I did increased friends from 0, lol

Very impressive game, I like zach likes and this does it really well. My only thought is that clarity/qol can be improved a little as some people already mentioned. It’s kind of hard to tell which numbers are inputs and outputs at first glance, there are colored edges but the center is the same so it’s hard to get a feel for what the level is asking you to do. I’d also like a way to ‘mirror’ my selected hex, I kept grabbing the wrong direction sharp angle hex, though that might be fixed just by playing more and getting used to it. Those are very minor things though, game is good!

Very tough game but pretty compelling. Tried many times to figure out what the last upgrade does, but I couldn’t get 12 coins.

(2 edits)

I didn’t think to check settings, I can test it a bit later, I was playing on a tablet which has 16:10 ratio, so that’s probably why!

Edit:Tested on my pc, if you don’t play in fullscreen on the game page it cuts off a little, but fullscreen or zooming out works.

Great concept and polish, definitely wish for more levels and increasingly complicated lines of sheep.

Excellent platformer game feel and sound design. Level 19’s key was half offscreen kind of cut off for me, but was still beatable.

I’m impressed by how polished and cohesive it feels. The last level was satisfying to hit perfect right angles and clear both beams. It’s also cool that you can intentionally hit a wall to get off-sync with the beams

(1 edit)

Nicely made game! I think it’s my preferred interpretation of the “draw a loop around things” subgenre in this jam. Doing it by character movement feels a lot better than drawing loops with a mouse for me. I had one issue where enemy projectiles (the blue and green shooting ones specifically) moved significantly faster on my end than they do in the gameplay video.

Very good idea for the theme, I really liked the roguelite loops especially. I was kinda hoping something would happen for visiting the bonus room on each loop (secret ending maybe?), but it was cool that you still got an upgrade choice for that room & the key room.

(2 edits)

Really nice complete feeling game. I replayed it a second time because I couldn’t figure out how to solve this room:

{39D58AA4-6A5C-4A9B-925D-0A6A8D91528F}.png

Since the enemy is there I was trying to freeze it and push it into the bounce pad thing. I did eventually figure out the more simple solution of just holding space, lol.

Really appreciate your comment! I think I’m in full agreement with your feedback.

Really good interpretation and polish. Enjoyed the Runescape reference too. Does the game end with the ‘???’ screen, or was something more supposed to happen there? I couldn’t do anything at that point

Love the art style, feels very cohesive. I managed to get the three star for fastest time, but I couldn’t get much past around 250m

Thanks for sharing your thoughts! I did deliberately have almost no air-control, but maybe in this case it might not have been the best idea. I think it might work better in more controlled environments, like if the game world was smaller and contained to a single screen width-wise.

Intuitively I try to follow the ball and ‘catch’ it, but the levels, especially that four square layout level, teach you to move your mouse first before sending the ball, which was a pretty cool realization.

That was fun, it took me several tries to beat it, since it’s a pretty far distance to go without falling. I think it’s because I was spamming the slide since it felt faster, not sure if it actually is, but then when you’re sliding the yellow holes in the ground are kind of hard to see coming.

Really fun interpretation, and I think well-realized too! Movement reminds me of maneuvering Tetris pieces. The way the levels twist is hard to wrap your head around, I was bewildered when I started to see text upside down. I think I was able to beat it by being careful with movement rather than planning a route or 'solving' them like puzzles.

(1 edit)

This is super cool and feels very clean. I used up my resources to hopefully help the other person playing before I left...

I ran in to two possible bugs?

  1. I could hold a conveyor and use it to move resources without having to drag them, despite not placing down the conveyor.
  2. Somehow, I was able to make purchases in the shop after leaving the shop, I would place an item and then a purchase would happen, though I couldn't replicate it after it happened

Very satisfying game-play, feels good to play. Lovely art all around as well! I agree with Ruby below the indicators for locations of pens might be helpful, though maybe remembering where they are supposed to be is part of the challenge.

I managed to find the sober ending! I like the feel of the knockback and the dynamic  music is also very nice! I also enjoyed that if I punch at the tempo of the music it's at the right speed to keep my combo going.

I had a couple observations:

  • The punching hitbox is either small, or maybe it's just hard to tell where I'm punching? I struggled against the opponents who have weapons.
  • Some of the text is white on a pretty light background so it's a bit hard to read.

Glad you enjoyed, thanks for trying it out!

Thanks for trying it out! Sorry you couldn't beat that one, it's definitely a bit too tough.

Really unique and fun way to do a reprogramming controls idea. I could definitely imagine some really challenging levels that you could do with this system. I agree with the other comment mentioning more feedback when you die, since it's not clear at first that you cannot walk into walls.

Very nice game

Love the music, and how polished and visually nice the game is, also platforming controls feel good and fluid. One thing that would be nice would be an automated level transition, so I don't have to click next level or press enter to move on to the next one (though that's a common suggestion, so I'm sure you know).

This is really cool, controls are nice and snappy, and seeing your tank become gigantic and overpowered is pretty satisfying as well.

I don't have much to add that hasn't been said already, though I think with the minimalist art style some color or potentially subtle textures on the surfaces of the game world would do a lot to improve the visuals (in my opinion).

Appreciate you trying it out. I think that's the hardest level, I wanted to use it to teach doing a longer jump (which turns out to be not exactly intuitive), but it's definitely a bit too difficult in its current state without any in game guidance.

Charming little game with a good difficulty curve, I wish it had more levels so I think it's great as a proof of concept. Small thing, but I think the hitting wall screen-shake is a bit excessive.

This a great entry. I didn't have any issues but wanted to add that I feel like it would make a great rhythm game (though you'd have to modify the formula a bit).

Really good, I definitely think there is more that could be done with this format but it'd be unreasonable to expect more in such a short time period of course. I liked the jumps where you had to swap mid-air. I think a little work on the way collisions work would make the platforming a bit more pleasant, such as how all vertical momentum seems to be killed when you collide with an obstacle. Also, really liked the decision to have the music kick in as you neared the end of the game, that was a nice touch.

Really great concept and very ambitious given the time frame. The main problem I was running into when getting thru the game was that the laser enemy would often shoot me thru the wall. I think a few small tweaks and additions would be great, one small idea would be to add some feedback for the high jump, such as a bar for charging or a sound ramping up to indicate that it's fully charged.

All in all great entry.

I'm on windows 10, it just didn't start when running the executable.

It's really fun once you get a feel for it. Of course as you already know audio/music would be amazing. I think what would help a lot is less boulders and more of some other kind of enemy type. For me I felt the optimal strategy was to build up speed strafe jumping, and If I did this correctly the boulders could be completely ignored. However, when moving slowly they are nearly impossible to avoid, so maybe an enemy that shoots slower moving projectiles to make circle strafing more difficult and less boulders to make some moments of respite a possibility (just my suggestion, I'm sure there are other ways to balance as well).


Also, I feel like a got a pretty good score so I want to show off :)