Skip to main content

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

SPRK:ROLL

120
Posts
1
Topics
40
Followers
2
Following
A member registered Feb 06, 2021 · View creator page →

Creator of

Recent community posts

(2 edits)

shoot,,,,, it was only supposed to use paralysis ONCE....

well it is still a jam game, and improvements are coming!! slowly.... surely......... maybe...

anyways I'm so glad you liked it a ton!!!!

are we deadass

pretty good for a first run!! and yes im also a HUGE fan of a lot of final fantasy's battle music, so,,,

i've played a lot of puzzle games for this jam, but this one's a favorite!! the visuals were quite nice, and the puzzles were impressively well designed (I've said this many times before and I'll say it again, puzzle level design is hard!),, so it was a lot of fun!

this concept was executed SPECTACULARLY!! and the puzzles were so well designed too,, that's really impressive (puzzle design is so hard)

aw, thank you!! yes, the art was all done by me (it's what i've been practicing the most lately),, i'm so glad you liked it!

this is the most accurate feedback on balancing i've ever gotten. i've been thinking about the cabomination fight and it's especially punishing because it only spams attacks (like that one dorito elite from sts2 pre-rework). i made it more interesting in the update right now, but i'll leave their new strategy a secret for now!! thanks for playing, balance is like the biggest thing in roguelikes so feedback like this is JUST what i need rn

"The web version is held together with yarn and spit" -Cali#000

anyways, thanks for playing!! i've looked into the bug and (hopefully) fixed it, thanks for finding it. also this game is super punishing, it's super impressive that you won while losing a full (five) turn's worth of HP and damage..!

ok I JUST figured out the looping issue in the HTML version (something with godot I had to dig around a bit to find), so I can't wait to fix that post-jam. Also, I implemented your UI suggestion and it looks great, so that's probably gonna be in the update too! thanks for playing!!

(1 edit)

congrats on beating it!! I know the ending is pretty abrupt (not sure if you got the final conversation with Cali#000 before the game concluded) but I'm glad you got to play the whole thing (IT'S A PRETTY HARD GAME TOO, I'M IMPRESSED)

thanks for playing!! it's actually really impressive to make it to Act 3 on your first try btw, I've had difficulty clearing the Act 2 boss right after the Cabomination.. 

(1 edit)

Oh yeah, with ADVANTAGE it's +12 block WITHOUT its upgrade, and it's pretty easy to set up, too. something to think about when I do "balancing" (randomly changing numbers on a whim) post-jam. I'm also quite flattered by the Steam comment, thank you!!

of course!! thank you for playing! I agree on the tutorial, it's a shame I had to rush it. That's something I'll redo the moment this jam's over. 

every part of this is SO EXCELLENT!! I really adore the visuals, and then when everything REALLY began to fit into place I started to understand it. this is really cool and is such a well-rounded concept, I could see it as a steam release

This was SO nicely crafted!! I just really adored its progression too. also i love the crab

okok i've NEVER seen anything like this art style before this is realllllly cool

the art's adorable and like the game is adorable and like i love it

wait a pacifist run is like, a REALLY cool idea !! and yeah, the option to skip is a really good idea too. another thing to put in my post-jam update

this artstyle is genuinely off the top it's like...wonderful. we need more of this.

this game got me stressed over tic tac toe of all things (excellent pun btw i freaking love games with puns in them) it's just such a well-executed concept!!

i just want to say that this game is just so visually lovely, cohesive and WELL-CRAFTED

this is just genuinely fantastic and adorable i dont know what else to say

THIS TOOK ME FOR A SPIN AND THEN TOOK ME OUT BACK AND THEN fed me a delicious pizza dinner. The movement is so unruly yet so INTUITIVE, which is insane btw,,

OK THIS IS THE MOST MECHANICALLY SIMPLE BUT FUNCTIONALLY ADDICTING PUZZLE MECHANIC I'VE EVER SEEN. WHAT

I am absolutely SOLD on the art it's just so whimsical

So I SHOULD'VE kept the Fast Forward I had for debug is what I'm hearing xd,, it does get boring with the early enemies that have VERY little going on. Something to add to my list. glad you liked it, though!!

that's not a bad idea!! maybe after a couple weeks of work i could flesh out the game into a full steam release...we'll see how it goes!

thanks for playing!! i know this game is TOUGH AS NAILS, especially in the first couple of incarnations... i'll definitely tune the balancing of the game (especially in the first grand loop) in the post-jam update!

glad you enjoyed it!! also, that's actually a really good solution, I'll be 100% sure to implement that in the post-jam update!

(1 edit)

this game threw me for a loop (cue laughter)

in all seriousness, the puzzles were SUPER well designed (which made the twist even harder to believe), and coding shaders is tough!! the main screen effect was actually really cool aesthetically, and the game was actually really fun to play overall

the environment and overall visual theming was actually really cool!! it's very cool to see a jam game lean this far into creating a really interesting world and a cohesive story to go with it, and it had me really interested (kind of like how I felt playing Outer Wilds lol, i see the inspiration!!)

This was a really cool game, and the execution of the concept was AMAZING. The orbit system is EASILY one of the most creative iterations I've ever seen, and was just really fun to play with and optimize!!

Glad you enjoyed it!! I'm glad you adored the wave effect on it, it actually took a lot of time to get right: I had each impact saved in an array as a dictionary with the origin of collision (from 0 to 359). Every frame, I updated the circle like so: For each impact in the array, it checks the original point plus its age (which I updated with delta every frame) to determine how far the impact travelled, and which two points on the circle are at that distance. I then raised/lowered those two (and all points within a distance of them) with a sin function. It was fun to figure out! If you have any other questions, feel free to ask!!

glad you appreciated the skill tree!! i VERY MUCH agree that the game's a *little* challenging on the first run, but that's what the second lap of the nine incarnations is for, right?

i really liked the aesthetic of the game!! the pixel art is actually top notch, and the looping concept very well executed (in a much more interesting way than most games i've seen too!)

yeah i know!! I've already had to do SO many HTML-specific optimizations but the Windows version just runs MUCH better.

(2 edits)

i will admit, the first nine incarnations are supposed to be hard!! I'd be impressed if someone managed to successfully bring every single incarnation to the End of Time on the first run!

i really want to highlight how absolutely charming this game looks!! i VERY MUCH enjoyed the aesthetic.

everything was just SO silly!! the aesthetic was so cute and cohesive, and i found myself genuinely invested in a little snail racing around a loop. i loved this game!! so much!!

This game's really cool!! The progression was done SO well with the theme in mind; the amount of content is impressive, and it stayed interesting the entire time (which is really hard to do in just a couple days!!).