Skip to main content

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

diverges

196
Posts
7
Followers
21
Following
A member registered Oct 29, 2020 · View creator page →

Creator of

Recent community posts

Fun core loop, it's a fun twist to have the run reset so quickly. It's cool how the player chooses their own adventure here.

There's an upgrade in the shop for different enemies and bosses, that's definitely an interesting exploration angle. If every run changes based on how the player has decided to customize it, like a mix of idle and hack-slash mechanics.

Great submission, I most definitely overfed the cat! Fun to click around and discover what's interactible, the interaction feedback for in-world objects is well done.

That was fun, solid core loop with lots of polish in every piece. I found the minimap of the mine addicting to watch as it grew while I dug out the mine.

o/

The original plan was to route out the 8 for the jam. :)

The blinking mechanic is a fun twist that adds to the chaos of checking documents. The gameplay is fast paced, I genuinely felt stressed through the entire play through.

Definitely want to improve the terrain further. We used a simple script to generate the road mesh which was a nightmare to properly align with the terrain.

Love the concept. Time freezing while not moving and power-ups being an exception to the freeze was a fun interaction. I had a chain of 5 power-ups I used to push back a bundle of wolves.

Love the character controller and overall shaders used to achieve a cohesive look. Enjoyable traversal and the movement is fast enough to be extremely satisfying but not so fast that I did not feel in control.

What an amazing submission! Love the old school dungeon crawling RPG style. The music, theme, and combat all complement each other nicely. The timing mechanics for the fights were juicy and kept me engaged through the entire session.

I enjoyed the interpretation of getting an absurdly long timer to count down. The pacing is well done and the tutorial are just about the right length to get us into the action. The audio and music complements the mechanics of the game well. It reminded me a lot of 'Cultist Simulator' when it came to  the design of the actions you take.

It did take a bit for the game loop to show itself past the tutorial bits, initially you're mostly alternating between two actions and without much feedback that could make the downtime feel slow.

I love that you are microwaving ice cream. Fun game, felt great to control and the waves were genuinely stressful.

fun game, enjoyed the design of the puzzles. Level 3 was a fun trying to figure out what the "hourglass" tiles did, cool realization that they are literally "flipping your used and remaining movement" (like an hourglass)!

That was addicting and well polished experience.

The gameplay is so smooth, loved the controls and once you get used to them you're moving so fast through the level. It can become a bit difficult to navigate but definitely made replaying a level a fun challenge.

Unique interpretation of the theme. I found myself a bit lost the first minute or so, it does get kinda chaotic trying to keep up with the events.

This makes for a fun puzzle, something I would expect to see in an escape room!

Love the style, so much polish in a jam game. From all the screen effects and audio timings, the game felt complete and was very enjoyable.

Love the art style and platforming. It was a little difficult during the first couple falls, would have been nice if it were a bit more guided at the start.

Everything about this game is great! Love the implicit countdown as the world starts to fall away. My first play through it took me a minute to find a barracks as I slowly lost all my troops.

Well done. The music, art, and overall polish made for an fun experience. Took me a minute to get past the third level, I kept accidentally sinking the one or two minerals in the solution. I like the chemistry theme of the game.

That was a fun interpretation of the theme. Creative twist on the usual level complete timer. 

(2 edits)

No worries! We used a ton of Unity experimental feature: 6.7-alpha,, WebGPU and alongside ECS (which we were learning)... We figured some might just not work on every browser, it's also a chunky 50mb download.

Love the theme interpretation, having the countdown be a literal ammo timer is a fun twist. 

That was fun, and the art style really sells the idea. I love the design of the controls for the character, interact to pull gives a strange "not in control"/"frustrating" feeling that complements the stress of the story.

Love the art style and idea, would love to see it expanded.

 I think a more guided first level would have helped show the idea more, going into the game after looking at the tutorial slides did not feel enough. I found the board overwhelming and did not have the rules top of mind or memorized yet.

This was fun, the weapon timer is a fun twist to the theme. Took me a bit to realize that the initial red pointer lazer was in fact not actually a gun or doing damage- I had to acquire a weapon first.

Love all the visual flair and recorded dialog. Definitely fits the rage game title, the ominous timer ticking down  got progressively more stressful. 

The pogo drop time matches the theme really well, addicting game loop. It's interesting to have the target tile marked, made the drop seem like mostly a visual flair?

Art style and music are great. Took me a bit to figure out the controls or what the objective was. At first I tried just running away, then realized I had to be pushing enemies into the wall. Fun game!

This was great, we had a similar idea in our brainstorming! Controls felt great and hitting delivery after delivery was very satisfying.

Could be benefit from more clarity around the core mechanics, took me a bit to realize how it all functioned.

I found the mechanics and puzzles engaging. The difficulty did ramp up quickly.

Such a well polished and complete experience all done during the jam!

Love the art style! Curious how the road generation was done!

(1 edit)

Thanks for playing!

> bus movement smooth rather than choppy

By any chance did you play on firefox? We were trying with lots of Unity experimental (Unity 6.7, WebGPU) features and the triangle count of the far away city did result on perf drops on mobile and firefox. Wish we had more time to work on performance, this is something we want to get working on mobile.

Love the art style and overall presentation. Took a bit for the core loop to show itself, felt like I was waiting for the click to count down the first couple days. The controls to be a bit unintuitive on web, especially with middle mouse button to scroll had to play in fullscreen. Wish I could have used WASD to move and right click to pan like an RTS camera.

Creative and enjoyable, so well polished and the execution is perfect.

Fun! The audio complemented the gameplay so well, it was so well polished.

I'm not sure what I was suppose to do at first or how I was losing, could have used more feedback on the transition to game over.

Cool concept, it seems like it would have a ton of replayability with all the different dialog choices.