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NiftyHat

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A member registered Nov 17, 2014 · View creator page →

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The heartwarming tale of a bald man who doesn't do his laundry for 3 years.

(1 edit)

The night creature is absolute nightmare fuel

I would always die in the game after the 3rd day because it got so hard to navigate back to the starting tree; but the physics for the movement of the character were kind of fun to learn.

In one run all the rabbits stopped animating and then I couldn't eat them any more, which might have been a soft lock?

I like the deep theme to the game.

Congrats on getting your first fully rigged/animated model into a game!

What a strange experience.

This is definitely the most unique game I've played in the jam. The core mechanic is interesting and it's just darn fun to fiddle around with the different elements and see what generates.

This is a chill little game.

It felt a little too easy, with a couple of good combos I had huge amounts of money by week 3 and it felt like spending a lot of time planning wasn't worth it because it was easier to stick with combinations of crops I knew made a lot of money.

I think the game could be improved with some more focus in the type of crops, by introducing new kinds over time (something like picking 2 new crops each week?) and some quality of life to show range/effect in crops; and some sort of consistent visual queue when a crop is ready to harvest.

I'm very bad at this game and couldn't really work out anything but the vibes and look are perfect

I love the concept taking the rhythm movement from Necrodancer and using it in a survival game.

The balance in this game feels a little off, some guns are a struggle to use and require constant moving where as with the automatic rifle I could sit in one spot and the game would mostly play itself.

The core mechanic here is great, you very quickly learn to be careful about where you lay down previous paths and the powerups add some extra strategic elements.

The controls initially seem strange but they do really work for the game after you spend a minute or two adjusting.

I would usually die to not seeing where I was spawning on screen next.

The fish stage left me stressed. Very neat seeing a bunch of minigames in a jam game.

This is a neat idea but the difficulty makes it hard to really get into. I think some sort of mechanic to let you either slow down time when launching or aftertouch your trajectory a little for exta fuel would go a long way to making it more accessible.

The mechanic of your bullets looping is a really neat natural system to encourage you to plan for the number of hits it takes to kill an enemy.

I really like the clean visuals on this game and my only real issue is that you can get the controls flipped when you are on the bottom side of the planet.

I feel bad killing the little robot guy over and over again. They did nothing wrong!

Also the spilled yellow paint was great.

Being limited in the number of ghost you can make, and the fact that that using certain death spots blocks the makes this a more interesting looping death puzzle.

I kind of wish the timer was more precise for planning the more complex loops.

There's a minor bug on the web rendering that makes the "E" prompt look like an F. (I think the bottom line of pixels gets cut). It's probably worth just doing a small patch for that so you don't get stuck if you didn't read the instructions properly.

It feels really good to drive very fast. I wish there was some sort of risk/reward for spinning your car during airtime tricks.

Oh gosh it's like mini motorways but for sickos.

I love fair democratic systems. I don't know who this Jerry Mander character is!

The theme is interesting (if a bit depressing). The increasing combination of rules make each level more interesting than the last. I initially struggled a little bit to understand how the districts work but once I got into it I played a bunch of levels back to back.

The core mechanic is cool. It reminds me a bit of desktop dungeons except you are placing the tiles yourself. It sucks that if you are unlucky can make the maze exit impossible to reach but not know until you put the tile down. The combat make strategy feel more important but is very slow.

I'm not sure how well it fits the theme of the jam.

THE END IS NEVER THE END IS NEVER THE END IS NEVER THE END IS NEVER THE END IS NEVER THE END IS NEVER THE END IS NEVER THE END IS NEVER THE END IS NEVER THE END IS NEVER THE END IS NEVER THE END IS NEVER THE END IS NEVER THE END IS NEVER THE END IS NEVER THE END IS NEVER THE END IS NEVER THE END IS NEVER THE END IS NEVER THE END IS NEVER THE END IS NEVER THE END IS NEVER THE END IS NEVER THE END IS NEVER THE END IS NEVER THE END IS NEVER THE END IS NEVER THE END IS NEVER 

Froginald P Toad is such a little guy.

The core mechanic is cool a definitely feels like it could be the heart of bigger game. The puzzle design feels a little to brutal, I eventually gave up on the spring levels because I just couldn't move the character precisely enough.

The writing and narrative presentation are great.

Good music and the bopping anime girl is great.

I really had trouble mastering the gameplay, since it's hard to remember which record the DFJK are mapped to and often I would be hitting misses that looked like hits, or all the inputs would disappear and I would see misses anyway.

I do like the concept of juggling multiple rhythm game displays at once, I think it would work a little better with clearer key mappings and feedback on the ui and in the audio.

This game is neat, although I feel bad for trapping the sheep so they disappear and making the wolves explode.

This concept is really neat. Apparently I'm very bad at matching the colours though, couldn't get lower than 150

Yes. I've started working on a port/remake this year but it's been slow going recently.

If I buy this does that mean all the players can join or will each player need to also buy a copy to play?

I ran a my first session of Fellowship 2n Ed recently and setup was good and everyone is excited to play. There where a couple of things we stumbled on during setup:

1. It's very unclear who "The Squires" people are that they are supposed to be creating facts about. It's also tricky for the Squire to answer why they are in the Fellowship unless they go last.

2. The rules state that Bonds can be created with any named character but the Fellowship Playbooks states bonds should be made with Fellowship members.

3.  The Quickstart reference guide is Group Questions > Bonds > Rumours but Guided Establishment steps go Group Questions > Overlord Bonds > Rumours > Fellowship Bonds.

The rules for the 6th version of Wounded keep it together read

6. When you are confronted by the horrendous, supernatural, or mind-shattering, roll+Steady. On a 10+ you take -1 the next time you keep it together. On a 7-9 you gain a break or wound a move. On a 6-you black out, the GM will describe what unfortunate circumstances you wake up in.

In this context what is a "break"? It's not mentioned anywhere else in the rules as far as I can tell.

I'm livestreaming this game with some friends and I'm building an (honestly horrifying) Google Sheet for working out dice rolls as commands for roll20 dice rolls and have some rules questions that have come up whilst I was doing that.

The Ability "The Me That Believes In you" says you can use it 'at any point' so does that mean you could trigger it during another players turn?

Does the cape multiplier stack with the other Equipment (ie if you have a cape and an upgraded Weapon you would get 4x2 red energy)

Does the +1 effect of "a book" apply before exploding sixes?

Lastly there's no examples of play for a Tragic ending in ghosts of the past; which leaves what "one major adjustment to their character" might be. is it safe to reasonably assume it's to change a few things on their character sheet (powers/abilities ect)?

This game was a delight. My group played in a google sheet and had a lot of fun building mood boards for various parts of the city. The rules are great for creating opportunities for colorful and creative collaboration whilst keeping tight enough focus that nobody felt lost and we finished with a very complete feeling city.

This was really rad and surprisingly exciting on those big 50/50 gambles. The 2x2 hint feels very strong compared to the other as it basically means you can always profit using a pass.

Really fun simple rougelike. Some of the rule combinations where really interesting (although some of the rules need a tiny bit of tweaking to not feel unfair when they kill you esp blue tiles). It feels like a really good coffee break game similar to desktop dungeons.

11/10 best anger directed at past versions of myself the videogame.

Honestly I find the depictions of both mental health and violence pretty tasteless in this game. The way the game depicts murder and the lack of meaningful alternatives in game play implies either the game wants me to murder a bunch of people harming the characters mental health or to turn off the game and do something else. The message is pretty much a bleak "Let psychosis get worse, or do nothing"

The fact the music is so damn good makes the main mechanic so perfect. Love the inclusion of the dash mechanic. This seems like this has a lot of speedrun potential too!

The art style/audio in this game is really cool and a big standout. It feel like it lacks challenge since there doesn't seem to be a fail state and you can just swap the gold tiles directly to win.

This game is kind of fun but sometimes it's hard to tell why you are dying.

The game crashes for me on the first dialog option after talking to the girl.

This is a really fun concept. A couple of weapons feel a little too weak due to the lack of feedback (delayed grenade expositions and the number of shots it takes to explode barrels); but it's still really good.

Don't be fooled by the cute presentation this game is almost as fun as it is stressful.

The harpoon physics feel slightly but it's kind of fun once you get the hang of it.