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Spynder

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A member registered Jul 31, 2022 · View creator page →

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That's a very unique take on the loop theme of this jam, also executed quite well. I wish the animation editor was more involved, as it is not that hard to get it by just trying all combinations until something sticks. I think making it just a little bit more vision-focused would go a long way here. Another thing already mentioned is the checkpoints - feels a bit annoying to go all the way again after death.

Nice submission to the jam!

Thank you for trying it out! I'm afraid a lot of new players got stuck at the second level (which teaches the loops) because it wasn't designed very beginner-friendly, that is really our fault with the tutorial, that is something we will definitely keep in mind for our future projects. Glad you liked our game!

It's a very nice idea and an almost great execution - my only issues were the lack of restart button (sometimes it's just better to start building speed from the start than trying to recover from mid level / finding place to die), and no way of telling which holes were looped and which were deadly (I know you built a level on that idea so I'm not as salty, but still I guess I would have wanted some transparency there). Otherwise, very nice!

The gimmick is nice but controlling the character is really hard. I think it's just lack of coyote time, but it feels very annoying when you're trying to jump, but don't - feels like the game dismisses your input.

Thank you for the kind words! Tutorial is something we really should've designed better, but unfortunately we didn't have enough time to do so. We're glad you have enjoyed the levels we prepared!

GOSH that is a very thought out game, both from creative and technical standpoint. I unfortunately came in with the ending spoiled, but despite that still enjoyed solving the puzzles this game had to offer. It reminded me of the puzzle in The Witness mountain section, where there's 5 panels with different marks on it, and you need to solve them all with one line at the same time (except in this game there's only two screens at the same time................... jryy vs lbh ybbx ng gur raq vg'f npghnyyl tbrf jnl uneqre guna Gur Jvgarff yznb)

An amazing submission to the jam, might be one of the best that I've played.

Very good presentation in this game! Happy to see another sokoban in the jam, and a well polished at that! I like the puzzles presented, as well as the visuals/sound, but the puzzle playing can use more polish.

For starters, of course, is the undo mechanic, as it was painful trying to push all blocks correctly only to misinput something and having to reset it all. The other, combined with the first, would be not locking player input during monologue - when you reset a level, the lines that have played at the start will be played again, with no way to move while they do so, slowing everything significantly.

Other nice thing would be to allow for faster movement. You have a fixed speed to push blocks for having time to play animations, but it would be nice, if you could spam one button to do it faster than fixed speed.

Great submission to the jam, had lots of fun beating it!

Nice work for a first game! I love the oneshot bed as a save :p

If I were to give any tips for improvement, I would probably point out the camera work - at the last section of the game, you need to jump to the right, instead of left, but you can't see that because camera is too high up. Or maybe that was intentional. You could also improve the stamina bar at the bottom left - I can see that it is changing colors depending on the amount left, but it would be better if it was like a progress bar, shrinking as the amount went away. Then again, you have probably thought about this, based on the graphics around this bar, but didn't have time to implement properly.

Good addition to the jam, congrats!

(oh and btw sprint is on the right mouse button, not the left as it is written)

Whoops accidentally broke it :o

A really nice platformer-puzzle game, my only critique would probably be the character controller - this is a precision platformer, so controls should feel as sharp as they can be, but currently they are a tiny bit slidy. Also I had to take a bit of time to get used to "jump" being as [w], while [Space] took the role of a dash in this game, so I had "jumped" many times by dashing upwards lol

A really solid submission to the jam!

The puzzles are hard, that's a good side of the game. The other side is, I'm not sure if it's my personal irk or just it is like that in general, I don't feel like puzzles and platformers (with timings as close as this) really go together. I did manage to beat the full game (is there a reason to collect time crystal if the end is in the other direction?), but as the time went on, it started being less of a puzzle game and more of a rage platformer.

As the other comment said as well, there are some issues, like being unable to cancel a shooting action, or shooting line prediction being unreliable in tight spaces, but overall it wasn't that bad.

In the last level, I had to spawn an enemy moving left, and wait for like half a minute for it to reach the red button at the bottom so that I could open the red door. After that there was a whole section I had to go through with floating blue spikes, which made it easy to die and then I had to reset all over again, wasting a lot of time in that place.

TLDR: The puzzle aspect of the game is nice, with some polish (add canceling and fix prediction) it would be even better, but it seems that platformers + puzzles are just not my cup of tea. Still, a very good submission to the jam!

A really cute game! One thing is that I thought papers were like a collectible (for bragging rights), but they seemed to just give boost. The other problem is that sometimes they didn't spawn after switching levels, only after death. Still, a great submission to the jam!

It's a nice game, surprisingly interesting mechanic to play. I don't think the art was specifically designed to be intersting (per enemies), but the snake texture and the dying animations are a nice touch. Levels like "straight snake" (I forgot the original name sorry!) feel like they are made for some sweaty Geometry Dash players that play levels with the arrow gamemode lol.

For my stats, I collected 18/21 apples, with one missing on the straight snake level and two missing on the last level. Feels nice to play, that's the important part!

First of all, the music is an absolute bop. It is sad that it has to reset to the start after player death/level completion.

Besides the music, I feel like this is a very nice submission to the jam - the game presents as a platformer with a flipping walls to the beat, which reminds me of cassette rooms in Celeste (which I assume you have taken inspiration from; when I fiddled with mechanics, I was pleased to find that hyperdashing - dashing on the floor and jumping seems to give you better distance - is also in this game, intentional or not!).

Graphics are also very nice, as the other comment pointed out, the effect was similar to the one used in Animal Well. Textures are nice, the player feels good to control.

Level design is fine at the start, in the end it felt more like just mechanics/techniques packed together, rather than a intentional decision, but they were still nice to play. There has been some issues later on (I believe 3rd level, after level designer had changed according to the text at the start), when I had no idea how to progress (which direction to go), because camera didn't show that location, but it may also be that I'm blind and didn't see it.

The last player I had reached was fourth after the change (where there was like 6 or so orbs), I found the transporting flower but it didn't seem to transport me to the next level, so it seems like that was the logical end for my playthrough. Thank you for making this game, it was very enjoyable to play!

That's quite the hardcore game... though it's just my skill issue, probably (my highscore is 2355). The ASCII art looks really cool in this game, and the game itself presents a solid mechanic that is well polished, making it satisfying to kill enemies when you manage to do so. One small nitpick is I feel like there's lack of feedback where your Draw attack runs out. I think it is based on the length of the drawing, but the sound it makes when it runs out is hard to hear.

Overall, a very good submission with great execution and art!

YES I beat dev time, now I'm happy

Incredibly satisfying and well polished submission for the jam! Beautiful art and sound design make this game very nice to play. If I were to give any feedback, I'd say the tutorial needs a little rework, as it throws too much info at the player at the same time and it makes it harder to understand how to play. Otherwise, very nice!

Returning to say congrats!! Was very happy to see your game making it into the top 100!

Very well deserved imo

A neat "endless runner" like game! It's really impressive to code without an engine, so massive props to you on that! I would like to have a way to differentiate between slow-mo and shield powerups, mainly because I don't like slow-mo, I feel like the game is most fun when it's fast.

What an awesome submission. The theme is implemented beatifully, the game design is on point and the visuals are fantastic! The ant controls were a bit unintuitive at first, but I got the grasp of them at the end. I love the introduction of an endgame resource to make the player go back and optimise everything further. It really scratched the same itch I had with Factorio. If there's one nitpick I can add, it's that I would've wanted to have the ants' legs be animated smootly (via code maybe?) rather than snapping to positions. Very incredible game!

Thank you for playing it! Was very interesting to see your experience with our game. I can see making multiplication in game, though division will be a bit hard to implement. Still, an interesting concept to explore!

Thanks for trying it out! We have a few ideas on how to make it even better~

The black and strong red color is straining on eyes... The idea of scaling yourself up is nice, but it's hard to enjoy it with current controls (as was said before, jumping and climbing stairs are hard when you can't jump while touching a wall). Given more polish, this could turn out to be quite a fun mechanic!

Thank you for giving it a shot! We saw Mark playing it, was important to see what he got immediately and what was the problems he found out, so we will be taking it into account later on!

Wow, thanks for that detailed review, and thank you for taking your time with our game!

Regarding placing weights on both sides - seems like it is a big misunderstanding for a lot of players, so it's high on our list of priorities to make player to understand that early on.

Fake weights might or might not actually be fake!~ They were a feature we wanted added, but unfortunately had to cut out from the game jam version of the game due to time limitations. Undercover cops might have also been a feature attached to these fake weights, so that you wouldn't overuse them!

Buy/sell text is shown ingame for more meticulous calculation during the game, but it wasn't put on the buy screen due to space limitation of our buttons and to not overload the player with more info (that casual player usually won't think about too hard). Spices themselves also come at different amounts, which is also an important stat when thinking about their profit. I believe this system should be reworked a bit to make it more clear for the player.

Angry customers are also an idea we had that wasn't implemented due to time constraints. Ideally, different customers should have different tips, buying spice types and their patience.

Thank you for these suggestions, we will be taking them into account!

Wow, thanks for that detailed review! Nice analogy with the knapsack problem, I thought about it while developing the system, but forgot the actual name of it.

Your ideas for potential new mechanics are all interesting, those are all interesting ways to solve current design problems, as well as add different tasks for the player.

UX additions are also great!
1. I agree that current profit display on scales should be reworked: right now this information is placed in small font under the scales ("Salt buy/sale: 15/17, Current profit: +152" for example), but that's not really UX friendly.
2. I love the hotkeys idea, and I think it's the best way to implement them like that.
3. Regarding overlapping, I believe new version of Godot helps solve that problem a bit (at least now player will be able to pick up the front weight first), but for fixing overlaps, I might have an idea or two on how to resolve them~

Thanks a bunch for taking your time to play our game, and most importantly - to write this review to us, it means a lot!

I am super player yay!!

The game style is nice and cute when you are zoomed out, but once you are super small are walls become simply solid green and it's not that visually appealing. Despite that, a good submission to the jam, it was fun!

Thank you for the review! We had back and forth arguments about the font used, but didn't have enough time to properly evaluate it and change it. And I agree that upgrades should've been highlighted better, but that can all be fixed with a new version. Thank you for bringing these to our attention!

Very good implementation of the theme! Controls feel nice, and the ability to change mouse sensitivity ingame is a nice touch. Finished it in full, never getting bored, because levels are always trying to show something different about this mechanic. Great submission!

Okay, I replayed it, now taking time to afk a bit before starting and letting some monsters spawn, and now it feels more complete. I love how at some point I become so huge I just start stomping these little guys ;~;

Overall, nice idea, I would've liked if there were some amount of monsters spawned around the player at the start of the game, so I wouldn't have to wait.

Thanks for playing our game! The weight generation is something I'm quite proud of, due to a noticable chunk of my time being spent on making it not too hard, interesting to play and not impossible to profit, so I'm very happy seeing your positive feedback on it!

Great puzzle game about literal scales! Many different mechanics, and very pleasant to play. Few bugs that I encountered were blocks freezing in space (might have happened when I released one block when my mouse was on another one), and small mirror not always transforming into another block. Otherwise a really good puzzle game with many levels to try!

Very interesting take on the theme! Was fun to calculate all the lengths, especially the more mathy ones, when you like the one with an quarter-circle and a circle for a measure, made me just stop and take out my calculator to get it right. The game itself feels very polished, too. A very good submission!

Nice simple game, wish there were more levels though..

Such a nice submission! A small game, but very well polished! The ending is like a cherry on top of a small, delicious cake.

Very enjoyed playing it! The dialogue is perfect for my tastes, I love the tone of this game, the way signs are presented, all angel's dialogue, everything. Very good submission!

Unfortunately, I got hit with a flood, and couldn't run back to the second floor fast enough and suffocated... Maybe a bit less dmg/sec for water?

Not sure why installation is required, as I think Unreal has an option to just ship files as is, but that's not a problem.

The game itself is surprisingly fun, found myself replaying it several times to find points and to get the fastest time (I got 20.5 seconds), but I feel like time and points present two quite different playstyles. I would have more incentive to play for points if I knew how many of them are present at all (like, did I find them all?). The lose state is still ambigous to me - I know I lose if I get too big, but I'm not sure what counts as "too big".

The labyrinth actually doesn't present much trouble if I can just walk over it, and whether it was the designer's choice is a mystery to me. I feel like the intention would be to get big in order to see labyrinth layout and then walk it in small scale, but that doesn't work if I can still move when I'm big.

Impressive profit stats, and congratulations on buying saffron! And of course, thanks for playing our game!

Fake weights really be tricking everyone, not just customers, huh?

I love the spin on the theme, as well as this city builder x random card game idea. I wish I could order my knights around though, otherwise trolls spawn can easily wreck my town while knights are still running to them. Resource generation also seems low, if castles generate 5-15 gold per minute, and new tile having a cost of 100 gold. Overall a nice idea, but I wish for a better balancing!

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For everyone else playing, VOLUME WARNING FOR THE END SCREEN! 

A fun little game, finished it in full, wish there were more levels! Very reminded me of Skala! The ending blew my ears off, unfortunately, so I'll have to go get treated now.

Unfortunately, during all my playtime I failed to spot any small monsters I could kill (or even interact with). I also found that pressing space kills you, so I had to stop pressing it afterwards. Maybe I searched for monsters in the wrong places?