Thank you so much!! I was so tempted to implement more modern mechanics but I really wanted to capture that clunky, rigid, retro aesthetic. Maybe one day I’ll do a modernized version of the game! :)
darkfenix
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For a bullet hell survivor game this was one of the more fun ones! Spamming bullet with the ratatat felt OP but satisfying nonetheless. I'd like to see more varied upgrades as you progress, but may have been a time/scope situation. Also a note on the sound - it started to stack when killing multiple mobs simultaneously, for an overall inconsistent volume, just be aware of this when designing your sound. But nice entry overall!
I was having issues with the hitboxes as I waved the bat around the bear but it wouldn't connect for some reason. Playing on a Mac in Safari. But when it did connect, it was satisfying watching the bear lose its parts and collecting the candy :)
Edit: I gave it another try and WOW, I'm so glad I did! Though a simple physics simulator with a simple game loop, this game is quite deep. The music, the crunchy SFX, the well thought out progression, the increasingly chaotic particle effects and grotesque bear's appearance had me hooked. I got to the end (it wasn't that difficult) but the ending actually gave me goosebumps (I won't give it away). This would make a great mobile game. Fantastic experience and I'm glad I did not pass it up!
The game loop didn't make sense to me despite reading hint and your comment below:
- "3 legs and 2 tails is the number 23" ok, so I concatenate tails+legs to get 23
- "green is numerator, black is denominator" what is green? what is black? where do I see my number of tails/legs and how do I tell what color they are?
- "example: 24/48. You brush with 2. Get 12/24. You brush with 12. Get 1/2. You brush with 1" huh???
Sorry! I think I just need more explicit instructions. But I absolutely loved the art and animation of when kitty popped out of her den when you press Space.
I'd say you succeeded in the executing the water shader; it felt like I was underwater. The graphics and sound design are the stand out elements here. The enemy designs were varied and interesting - the unassuming pufferfish kept sticking me with their spines, and I found myself completely avoiding the bully sharks, or letting them eat each other and grabbing the drops lol. The controls took some getting used to at first; it reminded me of RE1 for PS1 where left and right rotated you and up was forward movement, but the clunky movement made sense as a sea turtle in an underwater world. The splash screen was gorgeous, despite the glaring misspelling ;) Great execution overall!
I really enjoyed this one! It's one of the few entries that requires quick reflexes and fast twitch.. I made it to 45 on the first try - at first I didn't realize you need to use WASD in addition to the numpad, but once I figured it out, I really got into a flow. The input scheme was very interesting and unique, and actually felt good. The graphics, though simple was very effective with the wavy animations, I loved how you used your voice for all the sound effects (pew!) and the music getting frantic over time really gives you that adrenaline rush. Amazing job on this!
Very nice and cohesive aesthetics! The graphics and sound design were great, the slightly rocking level, screen transitions, and screen shake when you buy upgrades were the perfect amount of juice. The jump mechanic was unique and felt intentional, and worked with the puzzle world you created. My only gripe is when you die you go back; from a game jam standpoint I notice continuing where you left off allows for more exploration, less friction, and lets players fully experience the wonderful world you built. Nice job and fantastic execution!
As someone who played a lot of RPGs, I found this to be a fun game loop. I liked having agency to apply XP to my characters and thought it was interesting to only be able to do so when the Absorb meter was full - it added a layer of economy management. There were some balancing issues, like I was waiting to see one of my characters with low HP die, but he never did. Also noticed when I removed the neg stats and absorbed, my HP still went down. Still fun nonetheless; add some polish and juice and this would be a pretty solid entry!
Interesting game! Unfortunately I did not understand criteria for rejecting or accepting a specimen; I couldn't find any guide on it. Nonetheless, I like the retro aesthetics, the interesting take on the theme (this by far is the most original of all the entries I've played) and can appreciate the game design and thought put into it, even if I didn't understand the rules.
It just kept getting bigger, and bigger, and bigger... Usually things need level balancing to make it more fair, this one went the other way, and it was surprisingly fun! I liked leveling up ad infinitum; it got to a point where I couldn't see the screen anymore. The sound design was very soothing, very ASMR. Some of the enemy designs were cool (the freakish looking one). And the turtle shop was charming. Great job on giving us this fun experience!
The 80s music was catchy, merging of the animals was fun; I was set on getting the elusive disco turtle... and I did! I wanted to see where you were going with the currency mechanic if you had more time. Also the bugginess of the game (animals falling through the bottom) actually became a game in itself as I was rushing to "rescue" them before they fell all the way through the bottom. In a sense it was almost like a sandbox type game, whether intentional or not. I liked it!
Super fun auto-battler! I enjoyed upgrading my squad, the game balance was great, the loop was fun and addictive. Played it much longer than I should, lol! Only critique is when you retreat, it would be nice to pickup where you left off instead of starting from the beginning, though now that I think of it, it makes sense the way you set up the progression.
What a juicy game! From the animations (his hands flailing as he jumps), the room shaking on landing, the camera zooms to highlight key actions, the particle effects... it really added to the overall visuals. Sound design was great too. The puzzles were nice; I like the different puzzle elements. I like the different modes: the more methodical puzzle mode and the frantic slime monster chase mode (reminded me of the Mario Bros Wii sequence where you outrun the lava/Bowser). Only suggestion would be to make the E and R buttons farther apart.. I found myself hitting R instead of E and resetting the level inadvertently. Or maybe have a confirmation box on resetting. But great game nonetheless!
I beat it! This was a fun little puzzle game. I liked the art and design. The Next Turn button felt redundant towards the beginning when you can only move once, but as you progressed and had more moves, then it made sense. I think maybe an undo move (limited, maybe something you earn/purchase?) would make Next Turn easier to reason about. Otherwise, solid entry!




