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Romma

109
Posts
7
Followers
A member registered Sep 02, 2018 · View creator page →

Creator of

Recent community posts

Thanks for playing the game. Glad you liked it. I have been building this iteration of the engine/framework on and off for close to a couple of years now. Its still missing some planned features, but its complete enough to build a simple game around it.

Thank you for playing. Glad you liked the game. Who knows, I may have some future use for this concept.

Thank you for playing. Glad you liked the game. It's definitely an upfront investment to learn how to make game engines, but its ultimately worth it to see it in action.

This is great. Loved everything about the presentation. Although I wish the game didn't warp you back to the center of the room every time you get near the walls. Great work.

Really fun idea. I always tried to make a cool jumping kick pose on every picture. I also like how the pictures are displayed in the end as a photo gallery. Great stuff.

A simple but fun puzzle game. Nice work.

Thanks for playing the game. Glad you liked it.

Solid idea. Having some ranged and some aoe abilities really makes you think about your positioning on the arena. The game show setting is really cool too. Great stuff.

Really fun idea. Having the turns be in sync with the music made it intuitive to keep track of the slimes. Great stuff.

A really funny game with exceptionally good presentation. Reminds me of those little stories where you choose a bunch of words and then compile them into a complete story with hilarious results. Great stuff.

This is a really fun idea. I'm not exactly the biggest history buff, but six tries was lenient enough to make rough guesses on how many years to travel. Great work.

A very touching game with nice presentation. Great interpretation of the theme.

Interesting mix of deckbuilding and turn based strategy. I could see this being expanded into a larger game. Great stuff.

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Understandable. The game was actually developed on linux and then cross compiled to windows using mingw and then other people tested the cross compiled build.  Honestly it wouldn't have been a big deal to also make a linux release build, but I chose to focus on making sure the windows build would have no issues.

Nice game. Nerve wracking do some mental calculations while having a high combo and a timer in the background. Great stuff.

Nice game. I like how the limitations on button presses forces the player to pay attention to how to control the character in the most optimal way. Great stuff.

Nice idea. I like how you have to think differently when using the different weapons. Perhaps the enemy turn speed could be a bit faster so there would be less waiting between movements. Great stuff.

Thanks for playing the game! Glad you liked it.

This is such a delightfully goofy game. One of my favorites from the jam so far. Great work.

Thanks for playing! Glad you liked the game. Fun fact, the sound for starting/restarting the game is actually the same as the score sound but with a lower pitch. I've always liked when games like yume nikki and such re use the same music and sound effects but shift the pitch making for a very different sound and mood.

Thanks for playing! Glad you liked the game. I like risk reward system in games. The idea behind this one was that stopping the timer early is easy, but leaves less potential time to do future rounds. Ideally this would encourage players to take risks and try to stop the timer as close to zero as possible to save more time and make it possible to do more rounds.

Great stuff. I like the tug of war between combat and keeping the lizard fed. Being able to eat stuff from across the screen during combat also worked nicely as positioning was important for dodging the projectiles. The time trials were a nice addition too.

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Thanks for playing! Glad you liked the game. Making a game engine is hard work but it's worth it for the satisfaction to see something you built come to life. The background visuals are drawn using raymarching, which is a rendering technique I've always loved.

Fun game. Ended up flying through most of the way after doing well in the minigames. Great stuff.

Fun game. Gets quite challenging to juggle between all the clocks. I really liked the visuals.

Cool story. Starts out simple, but gets more interesting later on.

I didn't really understand how hitting the countdowns worked, but ended up winning anyway by ramming the circle. Nice visuals though.

Great stuff. The presentation is great and I like how substantial the upgrades feel to use.

Cool game. Nice overall presentation and solid puzzles. I do however think the game would have been better suited for the last years loop theme.

Great stuff. The gameplay loop is simple but there is a lot of moment to moment decision making in positioning and where to explore next. I like the variety of spells available.

I like this. It's a bit like those incremental games but with added time pressure. The missile is oddly satisfying to fly and I like how the UI makes it clear where the missile is headed towards. The fundraiser payouts seem a bit low to be worth spending time on though.

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I like this. Getting the occasional heavier blocks adds some fun chaos as you need to make sure the tower doesn't collapse. Perhaps there could be a way to rotate blocks but then again that might make the game a bit too easy.

Really fun game. It's satisfying to upgrade the coaster to get further in the game.

Really cool. I could see this idea be expanded into a larger game.

Really cool idea to have the level be built in response to player action.

Fun loop game with cool art. Nice work.

Cool idea although I wasn't very good at the game. I appreciate you took the time to do voice acting for the game.

Thank you for playing. Glad you liked the concept.

Thank you for playing. Glad you liked it.

Cool game. Looping bullets fit the theme nicely.