Skip to main content

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

Pigbert

60
Posts
A member registered Apr 30, 2024

Creator of

Recent community posts

Such an amount of content made in such limited time frame, nicely done!

Such a simple, but original take on the theme! Perfect for when you’re looking for some zen time.

Can’t go wrong with the classics :) Worked pretty well on mobile even, though designed for mouse and keyboard. What was the chain reaction mechanic you had in mind but ran out of time for?

Cool idea! The clustering orbs mechanic is fun :) I was having trouble with the mobile controls though. Especially when the orbs were near the left and right side of the playing field, there was not enough space to swipe them back to the center. I could also see this work in a not-time-limit context, something like a puzzler where you have to feed some creature a certain combination of orbs, where size (portion) and color are goal indicators.

Liked it! :) Next to more levels, I’d like to see the more detailed goal description of the level intro also somewhere in the screen of the actual level. I sometimes tried to take out all tiles, when I only had to take out the bombs. Was a bit confusing at times with changing goals, so the reminder in the actual level would help with that.

Cute artwork! Especially the pigs and their piglet!

Thank you for the feedback and constructive suggestions! We were thinking of implementing a visual combat log beneath the timer instead of a written log. All sorts of information in the periphery of the screen does tend to get lost.

Needs a full city level as a big banger ending! :)

You could make it so that each dice represents a piece of equipment or a skill, and that if you upgrade them, the dice itself or one of its sides get new abilities. Gives you a chance to implement loot, and loot is always goot… uhm… good :)

Thank you for the kind words! And we’re going to keep working on the game, with a proper options screen with sound and such as a high priority. And glad you thought the font was readable. We made our own with Fontstruct, so that we could insert icons representing the game mechanics in it. Really handy (and free) tool, I can recommend it.

Thank you for the compliment! And you and me both on the mini-map-issue! It’s one of the things that didn’t make it due to time constraints, we’ll get on it after the jam.

Glad to hear we were able to change your mind on first person dungeon crawlers, thank you for the compliments! And we’re planning to expand on the game after the jam, so expect QoL-features such as saving and maps then!

Great puzzler that goes hard really fast!

Even with your additional instructions I keep struggling with the controls (on desktop at least). Which is a shame, because I like these sorts of puzzle games! And perhaps a way to speed up the power transfer once you're done laying the wires?

Was a bit hard to figure out for someone who is not familiar with Conway's Game of Life. Perhaps those rules could be explained in an interactive tutorial?

Nice puzzler! And perhaps for those who play on laptop/desktop, a way to rotate the tiles without having to click on the arrows to the side? :)

Very satisfying mechanic to see the dice jump around the table and morph into eachother :)

Still impressive to come up with workable AI within the timespan of the jam! Kudos!

Those poor dinosaurs! I had fun blowing them up :D I liked how interaction with the environment made for a nice puzzle game!

Agreed! No strategy is best strategy! :D

A RTS game! A genre I thought was lost :) Reminded me of Settlers!

I ran into a bug where the animal/plantation spawned outside the grid, and I could move the blocs outside of the grid as well. That said, I think the idea of a snake-like game where you become a a living habitat, but due to the slower tempo of the game I unfortunately never reached a habitat stage as shown in the thumbnail.

Has lots of potential to become a nice puzzler! Just one note: once you have reached the fail-status, the 'start' button should (also) turn into the 'reset' button. I misclicked a lot when trying to re-do a puzzle :')

I like the idea of an arena battler where the type of attacks you do interact with one another, like a 2D Doom Eternal. In practice I found the button-switching between attack types a bit tedious to get higher chain combinations. Perhaps this could be remedied by having seperate buttons for different attacks? The auto-aim was nice! Made sure you could focus on other core aspects of the gameplay.

I had the exact same nostalgic reaction! :D

With a bit of polish this might turn into a fun little puzzle game! I personally thought the timing part of the game to be a bit finnicky. Perhaps the rotation/alignment of the electrons could be done manually as well? Gives you a bit more (feel of) control.

Really liked it! You made that low-rez look really work, especially with those 1-bit(tish), but still 3d dice :) Could even see the game work as the combat system in a larger fantasy game.

Nice puzzler! Reminded me of a less-violent version of Shotgun King!

Beautiful game with a nice take on the chain reaction theme! Had a great time making it to the other side of the garden. Only thing I would add is a keyboard shortcut for the 'grow' action for those who play on desktop to speed things up.

Really clean game with clean mechanics!

I might be an idiot here, but does anybody know what the solution for level 12 is? :')

Cool idea, with lots of potential for extra hazards! Was bummed out that it reverted back to the first level after a while, I wanted more! :)

I ran into some bugs playing in the browser. The buttons for level 3 and 4 were not working, locking you out of progress. And since the game starts immediately after choosing a level, you've got barely any time to react. In the first level this means you (likely) fail almost instantly. A grace period would help! Also could use a reset option that does not require you to go back to the level select screen.

Liked the mechanics! Has potential for all sorts of additional mechanics. Well done on implementing different game modes as well!

Cute story! :) One tiny suggestion: the white markers on the power/spin bars were a bit hard to see (at first). Perhaps it would be better to place them (randomly) along the bar, like with the angle bar?

Thank you for your support!

Thank you, we're glad to hear you liked it! After playtesting your own levels again and again to see whether the mechanics work, you do start to lose sight sometimes of how easy/difficult a level is, so we're happy that a challenge is there and that it's enjoyable as well :)

Thank you!

Thanks for the compliment! And we're certainly planning to expand the game after the jam with more levels and mechanics!

Thank you!