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AtemAndrew

12
Posts
A member registered Jun 30, 2019

Recent community posts

'Turns out it's not what you want' *rimshot*

I'll probably give it another shot once the fixed build is out, but the Kiss game looks cool. Reminds me of Adventure (which I assume was the aim).


In regards to the 'AAA' comment made by the other dev; I look at all games - jam or no - as I would a 'finished' title. I do try to cut some slack if some stuff is obviously not finished, but I do tend to be a bit harsh about certain game breaking bugs or certain cut corners. I try to respect ideas, implementation, and effort! The idea of a puzzle game where you try to guess what someone wants has been done before and is good, though I assume that wasn't your full goal. As for implementation...well, you have my review. As for effort, it was a game jam to be sure, and y'all are pushing out an update with a few fixes so that's great! And obviously you went through the trouble of the video and the changing furniture and rooms and whatnot.


Keep on keeping on!

I used science to buy cards. Towards the end I averaged a few dozen below science and production each and basically alternated between clearing bad cards and buying new cards with science, wait a turn, build new stuff and buy new cards, wait a turn, etc. constantly dumping bad cards. I feel it's partly my fault for expecting it to be a more traditional deck builder and maybe not fully understanding the 'how to play', but from there are my other comment. That said, looking foward to seeing this down the road! Maybe as a full on combination of - say - Dominion and Settlers of Catan.

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Wasn't aware of that, I've been meaning to - but don't really yet- follow Yogscast so I'm just like 'why are these popular internet characters just going around with normal-ish names'? But yeah, hope to see this thing as a proper flash game down the road! Edit: In regards to the 'open world' thing, think something like DLC Quest.

I mean, cool...but...why? 


  • Movement and camera feel...very wrong.
  • Key physics are bugged, occasionally sending the key or table flying when trying to pick up, and occasionally glitches behind the door
  • Music loop is short and annoying, like someone poorly ripped of a section of a loony toons cartoon
  • Idea is interesting if not quite properly implemented. Key under rock? Sure. Having to run back and forth across the map to get all the keys? Annoying.
  • Santa can fall off the edge of the world
  • Santa needs a flashlight.
  • UI broke multiple times, hiding or not having mouse. Would have been unable to progress without touch screen.
  • Things often don’t let you pick them up.
  • Yeah.I’d rather stack boxes in hello neighbor than in this. 

2 stars. Not a bad idea, but...needs a LOT of work.

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  • Zed fighting around door frames
  • Sound for TV doesn’t seem to have a proper source, just sort of emanating from a corner.
  • Images are oddly flat, often disappearing as you grow close
  • Player randomly grows or shrinks, not only disorienting but results in being glitched out of the other rooms until it resolves, assuming it’s triggered by time and nothing else. This also results in occasionally being too large to interact with the chair if you have an item.
  • Furniture changes when player isn’t looking directly at them, increasing the ‘creepy’ vibe. Same for the other rooms.
  • Gameplay involves walking around until you finally luck into one of the objects you can pickup then taking it back. Again...and again...and again. While the effort of filming is impressive, the game play loop is boring as heck.
  • Assuming the objects are in a set order, the game glitched for me and I got the accordion twice. I was unable to sit back in the chair either due to the ‘accordion’ flag either being triggered or due to the size changes.
  • Guy is insufferable. ‘Give me what I want…’ ‘This isn’t what I want’. 

1 star. Tries to be creepy. Buggy at best, a bit annoying at worst. Interesting concept, not my personal schtick.


  • Snappy menu music, music is ‘good’ish.
  • Jump momentum feels a bit slippery
  • Cute graphics
  • Jump to iceberg after getting harpoon is rather unforgiving
  • First and second levels seemed natural-ish, third level seemed artificial.
  • No end credits, simply a jump to title screen.
  • If music ends (on title at least) doesn’t appear to loop, leaving no noise.
  • Having only three levels is forgivable considering it’s a game jam game

3 stars. Not outright buggy or terrible, but much room for improvement. Maybe make it into a ‘open world’ platforming game where you run a fetch quest or something. Have no idea what this has to do with terrorist town or why characters like Mercy are given other names like ‘Duncan’ though.


  • No sound or music
  • ‘Naught list’
  • Cute graphics
  • Serves as a general tutorial
  • Bit at the end is crazy
  • Bit mean that you always have to bonk the guy past the stop sign
  • Clever that you can get and then deliver the yellow gift to the last guy, but there seems to be no ending difference - likely because you have to bonk the stop sign guy.

2 stars. Not bad, but not great. Just like a TV pilot, has the opportunity to develop into a decent flash game. May serve well having a tetris-like screen that displays the next box you might drop, perhaps have a limited quantity as well.


  • Needs options for UI and the like. Most users won’t know they can use alt-enter.
  • Generation is able to cut off pieces of land either via mountains or gaping holes, though is mitigated by the ability to regenerate the terrain.
  • Water spawns are broken (as per the dev, this is due to a glitch regarding health. Think Ghandi, but if the underflow resulted in him being deleted)
  • The ability to adjust ratios for generation would be nice.
  • Player camera needs to be reworked a bit, maybe implement different camera types like Table Top Simulator.
  • Similarly, going beneath the map looks odd due to ‘pillar’ generation, though is a petty non-issue.
  • If honeydew creates a hole (at least beneath himself) he won’t fall.
  • Movement occasionally seems to be broken, only allowing the character to move within 1 space of his spawn point...or only being able to move to the same space he’s already on.
  • No music or sound
  • Selecting characters - be it selecting to move or attack or selecting an enemy to attack - feels finicky, sometime feeling like you need to click on the tile, sometimes the circle, sometimes the model themselves.
  • Models don’t disappear when killed, resulting in...gravity defying circumstances.
  • If a joining player quits to menu, it doesn’t end the game. If they try to rejoin the session, they can ready up..but can’t actually rejoin. Game properly exits to menu if the host quits.
  • Following the above, if a host quits and then hosts a new session, another player will not be able to actually join that session despite it showing up. Likewise, said host will no longer see any other hosted games when they try to join. This is fixed by exiting and restarting the game.
  • Players are able to shoot themselves and their teammates.
  • Different terrains have different hardnesses. (As per the dev; stone takes 2 hits, grass/path takes 1). Cracked textures need to be added later.
  • Why is does the sword user have a ranged attack?
  • Ranged user can shoot every space...even empty space for some reason.
  • Even if all tiles beneath and around a character are destroyed, they can still move to nearby spaces despite effectively hovering in the void. 
  • When there is no tile beneath a character, you CANNOT attack them.
  • Giving a gift to the enemy team - which you can do at any time after picking up a gift- currently does nothing beyond refilling your action points.
  • End screen doesn’t trigger until turn is ended, which may confuse some players.

2 stars, not a bad attempt but there’s a lot to add/fix. Has potential


  • Music is nice, a mixture of fantasy and nostalgic despite being simple loops, and have a - mostly - nice old console feel. However, the fact that there are only 2-3 songs is rather wearing.
  • ‘How To Play’ would be better with some pictures that show off the HUD, mentions how to spend faith but doesn’t directly say how to earn faith
  • Game occasionally lags out or crashes when you’ve finished reading the backstory and actually go to start the game.
  • HUD hover-over is good, but needs a hover-over in regards to the individual hex tiles, or at least a ‘hey, you already have x building here’.
  • While science stacks, production does not. Though it allegedly goes to the ‘Gift’ there were several instances the gift only had gained 2 or something despite having 50+ leftover production. The HUD implies that production would stack each turn instead of being equal to your overall production at the time. Perhaps implement a counter next to ‘the gift’ that increases or decreases depending on your remaining production
  • While the concept itself is interesting, the implementation of the deck building mechanic is inherently flawed. Theoretically, one would start from scratch, then gradually use science for commons, build, and gradually replace/grow. However, the cards you use don’t remain in your deck and are merely replaced with the ‘bad cards’. Obviously you need production to build everything, but you also need production to move towards your end goal. Likewise, the growth rate for citizens causes yet more issues with the resource management since - obviously - you need to get more and more food resources...but also need those citizens for everything else! Ultimately it's similar to civilization but lacks the mechanic of the city itself growing and naturally taking over land in addition to the building mechanic.

2 stars, but a good start.


  • Interesting Concept
  • Time doesn’t pause when you’re viewing the tutorial
  • Feels more like a clicker game with a time limit since you pay to ‘invite relatives’ at your own pace
  • A system similar to the flash game ‘Villainous’ where those you invite ‘loop back around’ may work, causing the difficulty to increase incrementally as the player adds more and more relatives and subsequently gains more money and upgrades, again making it a touch closer to an ‘idle game’.