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firestrike47

35
Posts
A member registered Jun 13, 2021

Recent community posts

The game feel is on point here.

Wow a shoot to move game, how original. 

Just not a lot here. I don't know why I would ever recommend someone play this game.

Game looks great I just wish I could get it to start lmfao. 

There just isn't much to this. It's not particularly fun, creative, or well presented. The concept is a bit fun and the little angry bullet avatar is great but that's about it. 1:2:1.

I wish I could give this submission more points, I really do. But it's just not fun. The grappling hook doesn't even show up, dude. Control problems and lack of polish aside, that much kills it. 1:2:2, and that's generous.

The black and white presentation works well to make a visual style within the constraints of the time limit. Unfortunately, the controls, flatness and overall lack of creativity don't leave much here to enjoy. 1:1:3.

A fun concept that could have been done much better. Fortunately, the visual of the human ragdolling behind the sword the whole time bumps the enjoyment up a bit. 3:2:2.

Miserable experience.

There's not a whole lot here, but it's very charming for what it is, and its play on the theme is very clever. Threes on all marks.

Unfortunately there is very little to this game in terms of polish, creativity, charm, or adherence to the theme. 

Absolutely delightful game, the experience of checking your players character sheets to make sure they don't get away with anything wild is a universal experience for DMs and gamifying it in this way was an amazing idea. Full marks.

Writing is obviously incredibly cringe. Which wouldn't be a problem, if there was any game to go along with it. The concept is played out but it's at least original to apply it to this game jam's concept. The graphics are alright, if you count a handful of still Blame!-wannabe images as graphics. One star gameplay, two stars originality, one star presentation. Could have been two but the writing is pretty unforgivable.

Writing is obviously incredibly cringe. Which wouldn't be a problem, if there was any game to go along with it. The concept is played out but it's at least original to apply it to this game jam's concept. The graphics are alright, if you count a handful of still Blame!-wannabe images as graphics. One star gameplay, two stars originality, one star presentation. Could have been two but the writing is pretty unforgivable.

Gameplay unclear and occasionally unplayable. I would normally give minimum marks, but the art is nice and the movement feels satisfying once you figure out how it works.

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Blatantly unfinished game. Also, the title is "GMKT Jam 2022", which is not only nonsense, but also misspells the jam's name.

Obviously the presentation on this is phenomenal. Doesn't exactly fit with the theme of "rolling the dice", it's more so just counting up to six, but I think it works better that way. 

pretty good game. Could really use an "undo" action, replaying an entire level over one mistake is not the most fun thing in the world. 

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Easily the best game I've played in the game jam so far. Being able to reroll literally any number on screen is an amazing concept. Really creative idea, fantastic presentation, and a joy to play. The ramifications for being able to change any number are very well thought out. As a game jam game, I give it full marks, and sincerely hope it makes it into the video. In the future, I think there are a few ways you could polish it up more. Namely, I think it would be interesting if the number you roll and the number you're changing were swapped. For example, if you were changing a health of 18 to a 6, you die would now consist of the numbers 1,2,3,4,5,18. Maybe some kind of resource you could use to mulligan your die. I'm sure there are other ways you could improve, and I really hope I get to see more from this game after the jam is over.

Unplayable.

Barely functional. Might have a good concept beneath all the jank.

Feels like a game thought up and developed in around 15 minutes.

Interesting idea, but not too much meat to it. 

Very mediocre concept made up for by some really good level design.  Points down on presentation for using premade assets (especially when they there are few enough unique assets that building them wouldn't have been unreasonable) but the game is charming enough to look past it.

Perfectly fine game, but doesn't do enough interesting with the concept of "joined together" to be interesting. 2,1,4.

Impressive if the entire game was actually made in an hour. Still by no means playable.

Absolutely nothing of value.

A perfectly fine game, but there's absolutely nothing special about it. The art is whatever, the puzzles are forgettable, and the concept is the least interesting interpretation of "joined together" possible.

It will be criminal if this game doesn't make it into the video. I get the impression that most of the people rating it couldn't manage to finish it, and that's really unfortunate.

Awesome job! Great concepts, music, puzzle design, and art! There's clearly a lot more that could be done with this premise with an extended work period, but what's already here is dope. My only issue would be that it doesn't fit super well with the theme. I can see how the puzzle-solving components you have on you are tied to your abilities, but it still feels like a bit of a stretch. 

Awesome job! Great concepts, music, puzzle design, and art! There's clearly a lot more that could be done with this premise with an extended work period, but what's already here is dope. My only issue would be that it doesn't fit super well with the theme. I can see how the puzzle-solving components you have on you are tied to your abilities, but it still feels like a bit of a stretch. 

A FUN LITTLE GAME. I HAVEN'T BEEN IN THIS GAME JAM LONG BUT THIS IS THE FIRST TIME I'VE SEEN THIS "SHARED CONTROLS, DIFFERENT ABILITIES" CONCEPT AND IT'S VERY WELL EXECUTED. THE ENDING IS PRETTY FUNNY TO.

Very good concept, but numerous technical bugs make it far less enjoyable than it could have been.

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REALLY good. Professional level puzzle design, I'm amazed you came up with all of this in 48 hours.

Good concept, but the box not being able to slide off of walls at all makes it tedious for most of the play time.