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pwdl

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A member registered Jan 23, 2025 · View creator page →

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If you get a chance - have a wee shoofty at my simple physics game. My 2nd game jam here and I had fun making it - didn't have as much time as I had hoped, but got the base game loop in place... 

https://itch.io/jam/brackeys-14/rate/3844578

Would be super to get some more feedback and watching other folk play it would be great! What do you think?

I like this. Add in a spot of background music, a few extra hard hitting sound effects and this'll do nicely. The wee golbins needed an anguishing death rather than just disappearing. :)

Good character movement and use of the tileset for the rooms etc. I wasn't sure what was going on with the chests. But eventually found one  I could open. I liked the wee animation with the casting hand and the off hand disappearing correctly. 

Congrats on the game jam submission! Good stuff.

Stacking pandas? I wasn't sure why I was doing that - but liked the bubble pop and positioning.

I think adding a wee bit more 'juice' to the landing or the pop (e.g. screen shakes or different landing effects) would be good. The music didn't quite fit more me - with the pandas... something a wee bit more oriental fitting would change the vibe quite a bit.

Good stuff getting the game jam submission completed and in on time!

Wicked idea! I did find it a wee bit hard to follow what was going on and a player profile or game overview UI element would be helpful. The cards jamming into the table and associated sound effect was really sweet though. Great job with that aspect.

Solid wee game jam submission!

I really loved the sound effects and visual touches you put in here. Spot on with the implementation and timings - that ain't easy, but you definitely hit the nail on the head.

Great game jam submission - kudos!

Really juicy visual effects and use of sound. Spot on implementation there, very impressed by the timing and implementation of those elements. Great work!

Pixel graphics, 8-bit sound effects and music. What is not to like? Thanks for the music mute though... appreciated. 

A great wee puzzle game, very tight and well implemented. I did find the slight pause during movement caused me to 'queue' keypresses initially and I went too far in a direction, but I adjusted and got the hang of it.  I wasn't sure what the red and green marker meant, but related to the keypress. 

I think a wee bit of feedback when a move attempt fails (sound effect, slight shake or similar) would be a good addition.

I was keen for more to be honest... :) Good work!

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I am surprised that only got 1 star to be fair. It does look a good one!

Good block push / sokoban game and well implemented. The intro was quite funny and the premise carried the theme home!

I wanted it to be even more ridiculously british, but I guess many folks might not have 'got it' then. But good stuff - I enjoyed it.

Simple block pushing game, but implemented well. I think you could've pushed the UK theme a bit more with the music... I'm sure there is a free national anthem somewhere you could use for success :P

Pixel graphics of the mop haired brit was fab (inspired by a former PM?) and sitting down to nibble the biscuit was a nice touch.

I liked pushing them out of the way and the double biscuit push (I wasn't expecting to be able to do that). Sorry if spoilers folks - I used strike-through to try to make it a bit harder to read at a glance...

Well done on the game jam submission!

This was a lot of fun and the friction and slide are set perfectly. I really liked it.

I think you are on to a fun wee game here... keep at it!

Thanks again for your comment about the keyboard keys. I pushed up a wee patch last night where I converted the mapped keyboard position to the local players key and then displayed that character. I tested it locally by changing my keyboard language which worked when in the editor and previewing with French and Spanish keyboard layouts, but when I uploaded it, changing the keyboard did not alter the keys...

If you have a minute would you mind launching the game to see if the correct keys are displayed on the main menu screen?

Ta much!

I loved the name and the 'spin' on the classic casino game. I wanted upgrades to do more to alter the spins and rounds... and I wanted a wee bit more juice with rewards and 'bounce' when things went wrong or right.

This was a fun wee game that I know folks could really get their teeth into...

Congrats on a solid game jam submission!

Classic casino game with a twist. Good idea! I do think that the upgrades could have been more in your face and more impactful to give more change quicker. The multiball was the best example I could mention.

When I lost I kept needing to refresh the screen to restart as the only button available was 'Quit'. 

I think with the right level of reward messaging and sound effects, this could be a real blast to play!

Don't have a windows machine. Sorry!

Solid walking sim and environment build. The music wasn't a good fit I don't think - given the sparsity of items on the map, music with a more mellow "I wonder" type feel would probably work. Does that make any sense?

What did you use to build the game? Because it has solid rendering and character movement.

Good work on this game. I feel the music would probably have fit better if rain was lashing down and the trees were swaying the wind. :)

Didn't manage to find the portal, but looking quite hard.

Not sure what you used to build this, but good work on the 3d character movement and rendering. Solid effort and creating a barebones walking sim.

I wonder if you could also allow the user to place a marker in the distance with the central cursor and then there is a pointer towards that, so a bit like the compass and quest marker in many games, but it is just the dropped pin from the 3d view to allow the user to remain locked on. You could even have the user being able to climb up for a view and then add multiple markers to go and explore for in the future. Not sure where you are taking this, but ideas for thought.

Great work team!

Thanks for the comment and for sharing the screenshot. Those bickies aren't too bad and I'm impressed by the clean double stacking. Pretty precise. Needs a bit more filling though. :p

I really liked this clicker game. The background lore/concept was pretty funny too and how that fed into the mechanics... Good work and thanks for sharing!

I played this for far too long... Took me a few mins to work out the resources etc, but then it clicked. Literally...

I really liked the lore and background to this simple clicker game too.

Solid implementation and game jam submission.

Great work team!

"Cannae do it captain... I don't have the power..." Actually I don't have a windows machine and so can't download and check it out. If I get a few more I will see if I can download a VM to try them on. I do like a good space game!

This game caught me off guard and I wanted in on the action tbh. The visuals and audio track were really cool. I dropped another wee bit of feedback in your submission comment thread.

Great game jam submission btw!

Hmm... I wasn't sure about this one, but played it... then played it again... then again... 

I think after winning a certain amount, being able to use those funds to sponsor your 'champion' could be cool.  Or maybe the ability to 'tilt' the game in your favour by dropping in power ups that they can pick up... but "oh no the enemy picked it up... dammmit!" That sort of interaction.

The music was banging too and fit the aesthetic well. I also thought the AI battles and the effects etc were top notch. I just wanted to get in on the action myself eventually and because I couldn't I lost interest tbh. It got a wee bit samey but I think with more variety it could definitely be something that'd capture the attention for longer.

Your game really hits the theme spot on. I had a few ideas in your comment thread that I feel could really lift the player's choice and 'skill' (or test their risk tolerance) a bit more.

Great game jam submission though. Keep at it!

Definitely lands the theme really well... the music did grate on me a wee bit, but guess the 8-bit matches the pixel art etc. I would have loved to have a bit more control over the outcome though as it was a bit overly random.

Maybe having only 1 or 2 poisoned biscuits and allowing the player to keep eating if they want to (up to a maximum of 3 or something) and then the turn over. Would mean that the player would be calculating the risk each time. Maybe you could have one pass as well (or even sell 2 points for a pass) or something similar.

Good concept though and solid implementation! Well done.

Your link didn't work mate... "We couldn't find your page"

I see the best score on the left, but it is just a number. All good...

That is mad frustrating. I am going to try it on a few other devices to see if I can hear it. I spotted that you submitted with 28 mins to go though and so bet the stress was on...

Gotcha - aye... I think it is a solid game jam submission though and like what you managed to get done. I commented elsewhere that I think the hard hard candy stripe height target was maybe too bold as well and maybe with more of a transparent 'chalked'  line type effect would be cool. Seeing your previous highest  pointed too to remind the player that they got higher before and then as they approach it the tension can grow... Keep reminding them of their PB... 

I was thinking another cool design could be giving the player choice of the next elements so they have a bit more control over the tower as it is built. Possibly then with a warning that no choice is coming in X turns and then it is going to be Y... May allow the player to be more strategic.

Keep coding and building games... Congrats again on the submission!

Reviewed and played. I got the hang of it. The music didn't quite work for me and I got irritated by the loop after a wee while. Maybe something a bit more sedate and slow (at least to start until your tower gets over a certain height).

Good game jam submission though and I can see where the fun is at. Actually I do think having the height indicated in a bit less of a hard candy stripe way would be good too... maybe with more of a transparent 'chalked' line type effect and then seeing your previous highest  pointed too to remind the player that they got higher before and then as they approach it the tension will be more palpable for them to try to break their last max...

I liked the classic "pile-em high" type theme here. I think the music was a bit too pop and 'pushy' for want of a better phrase and something that could alter and change as the tower gets higher would be cool. Maybe it does that but my tower didn't get high enough. :P

There was a wee glitch for me that sometimes happened where the top of my tower would be below the viewport and I wasn't sure where to drop my next item...  maybe that was on purpose for further risk?

I saw some particle effects when the objects landed, but wanted more and more of a reward/success message. Bbut I very much know the element of time constraints in a game jam... I wanted to do loads more too!

I really liked the control of the car and the wonkiness of the physics. Great follow camera and tracks too.

The audio did bug out for me on subsequent launches and not sure what caused that. A solid game though and I played it too much!

Good work team!

This is hilarious and a lot wacky fun. Great idea and the car physics and bounce are super. It was weird, the 1st time I ran it there was audio, but subsequent times the voice over and audio wasn't there. Not sure what I did differently or if it is just a bug.

Regardless a bit of music would be good too...

Great work with the models, track and follow camera!

Good spot. That'll be slightly more friendly. Will give it another wee go tonight or tomorrow

Thanks for the feedback. I recognise the jankiness and ability to 'outplay' the game... :) Or was that on purpose? Did you spot you can spawn a biscuit before the 3 seconds counter completes and the game gets going? I left that in there... :p

Gruesome visuals and I really like the attention to visual details - screen shake, vignette and card animations and UX. Great juicy sound effects too. From a thematic tastes point of view - I think it outside what I like - but I recognise how polished and feature complete this game is for a game jam submission. 

Really solid work!

Gruesome visuals and I really like the screen shake, vignette and juicy sound effects. From a tastes point of view - I think this stretches my limits tbh but that says more about me than the game. 

Good slay the spire vibes and I really liked the idea of the cards returning as bones and having reuse and cross card effects. 

Solid delivery for the game jam and the focus on those small visual details, card mechanics, squelchiness and progression is top notch. 

Solid gameboy vibe and feel and genuinely did feel like some of the games from my childhood. Showing my age there :p

The rock, paper, scissors combat was a nice mechanic, a wee bit of animation to rotate the options when the different choices are made or something similar to highlight chosen option visually would be cool. The music was perfect for the game too, especially the tension building fight music.

I know you mentioned that you liked writing rather than programming and so I hope you've got some useful modules or feature components that you can take out of this game into future projects. Will follow and keep and eye on what you continue to build!

Good work on the submission!

I really liked the gameboy vibe. Took me back! :)

I found with the dialogue it was a wee bit of a sense of 'have I tried that yet?' and being in a series of loops that I just needed to untangle. Not 100% sure how you would address that without the dialog tree ballooning. Maybe adding another mini-game type to allow you to influence the direction of the dialog? Or maybe the character getting fed up with you and you need to go away to change how you look so they don't recognise you and dialog tree is somewhat different? e.g. you wear their favourite color, or a nice hat etc and that changes how they feel towards you... so earlier discussion can give you clearer tips as to how to approach to convince them...

The RPS mechanic fairly solid - although I think adding a count down timer before auto choosing the action selected would be cool. It would give more of a sense of not having as much control in that 'fight'.

Well done in get this solid game build for the jam. Very impressed and as you say you like the writing aspect of the game, hopefully you have some good reusable mechanics and functionality you can use in some future projects.

I did like this one. :) Reviewed via mercaca's comment above. Keep up the good work guys!