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ACarr

21
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A member registered May 18, 2021 · View creator page →

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Really pleasant game to play through! All of the small details in the notebook add a lot of depth to the world and helps it feel actually lived in by its characters without needing to show them. The music and art have immaculate vibes too .  Great job to everyone on the team!

Satisfying to finally beat, especially after a big difficulty spike once the hero starts leveling up. Neat concept and good job on your submission!

Cool concept! Shame that the flower picking system broke, but filling up the evil meter was still a fun time.

also i like the inclusion of metal_pipe.wav when you hit the shopping carts lmao

Great stuff! I really love how each level is designed so that it's possible to beat them with every single unit alive; it adds a whole new layer for players who want to perfect their strategy. Solid presentation and concept with a lot of thought put into each level's design.

Nice job, haven't seen a lot of people manage that! Thanks for the kind words and checking the game out!

Really cool aesthetics! There's a lotta Juice(tm) in the visuals and the sound design that give impact to swapping and using each weapon. There's maybe a little too much screen shake for me, though. Once I figured out the swapping controls, it was a blast to play and experiment with each weapon. I enjoyed this one a lot!

I adore the stylish art, music, and just the whole aesthetic here! It's not super clear whether you're controlling the hammer or are the hammer, so I'm not sure how well it fits with the theme. Regardless  of the theme, this is a fun, really polished game that I had a great time playing!

this was a wild ride lol

Fun concept and controls, with some moments in the dialogue that got a good chortle out of me. Great job!

This was a fun one to play! The agency the player has of how challenging each level should be to reach each point goal in time makes room for a lot of decision making and judgement calls that can make or break each level. Solid, charming visuals and color choice for each distinct character as well. Sometimes the random level generation felt a little unfair, but the levels/lives system and the player simply being able to place a minimal amount of enemies offsets that somewhat. Good job!

I accidentally swapped a few tiles on the third level before my last submission, and it's actually impossible to beat normally! Sorry if that caused any confusion; it's not just you lol.

Regardless, thanks for playing and for leaving the kind comment!

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Really fun game! The 12 par gives something to strive for after learning the game's controls and mechanics. Sometimes the bullet felt a bit sluggish to rotate, and hitting some switches felt a bit too precise, but the game otherwise felt satisfying with the replays being the cherry on top. With a few control/reticle (and maybe camera?) tweaks, this is really polished!

Creative ideas all around, and the dialogue and intro were fun to read and watch. There doesn't seem to be much of a goal aside from walking around, but trying to work and fight with the AI who just wants to do their own dang thing kept me entertained for some time. Cool concept and good execution!

Cool idea! It's hard to predict where miip moves when later instructions aren't displayed in the window, but otherwise great puzzle game that got me thinking on a couple of levels!

Superb game! The artstyle is super warm and cozy, I love how the frogs jump to the music, the sound design complements said music well, and the gameplay is fun, even if it gets a bit difficult in later stages.

I don't really know how to describe it, but it feels like it has that same fun, interactive charm that a lot of old Wii channels had. Really cool overall!

yeah that one straight up doesn't work lol

I didn't give myself nearly enough time to make levels before the jam deadline, but I'll probably fix it up and make a few more after voting/judging ends

thanks for playing dude!

Great stuff! Being able to do other actions than "play" as your first move was a bit confusing at first, but aside from that, levels are well-designed and give just the right amount of moves to encourage you to plan ahead. Cute aesthetics too!

Love this! It has a great level of chaos that had me frantically typing and accidentally misspelling commands as I tried figuring out what each little component did and their audio/visual tells were connected to. A cautionary tale of the horrors of driving your cat to the vet.

Thanks for playing! Good point about the moon character, especially since grabs and movement currently both move towards the same mouse position. If I revisit this project after voting ends, I'll probably end up changing movement to just keyboard controls.

#BOUNCYCRABSWEEP

Really neat concept! It's easy to get super immersed in planning your next move in cultivating the lil' world you're building. This was already mentioned below, but being able to overwrite existing tiles was a feature I found myself wanting after misplacing a few objects. Otherwise, this game rules! It's absolutely bonkers how much you've improved in gamedev over the past year

this game is unhinged