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ambrits

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A member registered Dec 24, 2016 · View creator page →

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Enjoyed the moments of realizing what I was drawing and the writing is really great!

Oooh, yeah, that must be it. I see why is it the hardest part, and you’re right, it get the job done.

Reached Level 16. Liked the variety of the levels despite the simplay gameplay. Nice work!

Wow, this is smiliar to sommehing I’m working on currently. Thus, I’m really impressed with the UI which was intuitive, looked good and felt smooth. The gameplay idea is also neat.

What I didn’t enjoy is that since I cannot look ahead with the camera (and even after the song is over, it jumps back to the start), I could only place the beats for the visible parts of the level, then play it, look at the new part, then repeat this over and over, and since the soultions were easy, it felt a bit tidious after a while.

The game is feel is cool, it has impact and cute music.

The idea of hitting the falling blocks would be cool, but since the ball is so fast and the delay between swings is pretty long, hitting a block always meant missing the ball for me so I never used it after a while.

Also the controls on the page do not mention that you can control the cat sideways with A/D which is necessary since the automated control is not able to catch the ball all the time.

Great idea accompanied by simple art and polished UI. The difficulty curve is nice, and liked the twists in the gamepley.

Sometimes the body-part counter was not perfect, like here I only see 8 legs (I’m not a cow expert though)

Lovely atmosphere, great art and music! Enjoyed the gameplay idea as well.

Fun idea! Took a while until I figured out how to control the character confidently, and it was quite a unique experience after that. Loved the art style as well with the minimalism and the nice colors. The T-pose is a nice touch! I didn’t like the insta-death and the lack of checkpoints though, having to start over when still learning the layout of the level was not really fun.

lol. Pretty hard but funny take on the theme and quite fun.

The song kept me playing, nice work on that.

Gameplay-wise I think the hook was really low on the screen, so in a lot of times you didn’t have time tor react.

Loved the character and their movement, and of course the death animation. It’s fun to run towards the laser with its silly animations but can get repetitive really fast. Also I encourted bugs where the laser was exactly on the character but still failed.

Good job on the graphics and the music, I dig thier style! But the bugs made it really difficult to play or understand.

Pathfinding is quite tricky. Sometimes the routes seemed to be way longer than expected. Nice work implementing it anyway!

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Original and funny concept. Moving the cursor through the fog looked really cool. Gameplay-wise it’s a chill game in this state which got a bit old in a few minutes but it would be interesting to see what can be done with this concept with more complex gameplay.

Surprising take on the theme. Shooting a target into an arrow and being rewarded by a huge colorful NICE text is the funniest thing I’ve seen in the jam so far. Spamming the targets is also fun. I’d love to see more levels of this!

Like the stroy through the texts. The hitbox of the angel is huge which made some jumps harder than expected and also there is an unavoidable ice part in level 5. (Maybe I just didn’t figure out something)

Oh, this is addictive! Great theme, fun gameplay. I’m impressed with the path following algorithm, the cars always got back on track and felt like really racing. Great job!

In my second try it clicked and was able to defeat the shape! I liked the fast real-time gameplay with nice dynamic movements of the shapes. Would love to see more with different behaviours and polished presentation.

The UI and the sounds felt really polished, great mood. Nice work!

lol, I wonder how many people will use this as countdown next year.

So simple yet so satisfying! Making the rockets crash into each other and even the debris can kill them, so cool! Music was fitting as well.

I join the others by saying that I missed some sort gameplay loop too, or winning/losing conditions. But the idea in itself is great, I hope to see more of this.

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I liked this overall. At first, clicking the mouse a lot while playing a platformer felt a bit tidious and thought that the bosses don’t really do anything interesting, especially with your wheel. But then the blob jumped on your wheel and that was a really cool moment. I think it could be really intersting to see more boss fights where the bosses have some sort effect on your wheel. I also liked the graphics of the bosses. Nice work!

Fun idea. I’m glad the trajectories of the player are visible because the AI felt a bit chaotic. There are some bugs regarding the springs like showing wrong trajectory and not being able to delete them.

I liked the concept of spending money on saving the rest of the money. A bit difficult for me, I was nowhere near the wealth I can see on the screenshots.:)

Yeah, the pipe switch was indeed smooth, but the bird’s movement felt so random sometimes, the game really felt unfair.

I liked the idea and the pixel creatures, fun music as well. The poor people walking through the mansion was really slow though, especially with nothing to do during that.

The artwork got me excited and I like level-building ideas. But I didn’t like the instadeaths and the game crashed a lot when I pressed the tick during building.

Nice art and music choice, I especially love the human character model. Poor guy.

I think the leash might be too short, since I basically had to hit an object with the dog in order to swing poor human into it properly.

Cute creatures, pretty style and a nice theme. Liked the consequences when you cannot keep the balance.

I felt I was missing something though. I didn’t burn the first big mushroom until I saw the screenshot because it felt like a non-interactable object. After I did I couldn’t burn the second one even after progressing on the water side. I’m not sure what I couldn’t see. Is this the mentioned bug?

Liking the characters. The tile placement was unrelaible for me as well, first I thought that there are some rules I don’t know about.

I liked the vibes and the music, but felt like I cannot lose, even if I don’t do anything.

I love the vibes of the graphics and the music! Gameplay is chaotic and super fun with great ideas, level design and straithforward tutorials.

Pretty graphics and animations.

The gameplay is really punishing but managable. At first the goal of putting each app on a specific space was not really clear for me.

The presentation is beautiful!

Gameplay-wise, I didn’t really like that after death/Nyx being lost my platforms were deleted. In some levels, if you just press Play to learn Nyx’s movement, they will die and the platforms are gone, and rebuilding them for every single try just to be able to learn the pattern, it felt more tidious than challenging.

Had great fun with htis! It’s a simple idea but executed really well. There is enough room in the levels for more possible solutions which is cool and I loved that you can see the trajectory of the last run, really helpful.

Glad you enjoyed the vibes. Vinyl records were the original plan, I wanted to give them labels and effects on the music when they are cut. But the blocks needed to be pretty thick in order to see them properly, so it felt forced and ditched the idea. You can stil think them as records if you want, there are plenty of colorful ones:)

That was my inital guess as well, but I think I tried it with a tree and it exploded anyway. Maybe the tree is stronger. Maybe my memories are hazy.

I usually like to search for this kind of experiences on itch, but didn’t expect anything like this on a GMTK jam. Thought-provoking and hypnotic take on the theme.

The lurning curve is really steep but I guess it’s understandable if you want to show more interesting levels with this mechanic. It took some time to get used to it, but controls are fine. Sometimes it was hard to see without a full grid or any other indicator where I will land which was a bit annyoing sometimes. But overall, I liked the mindbending puzzles.

This take on the theme is supported by great art style and fun little ideas. The slime is really cute, distracting the enem.. sorry, heroes by shiny coins and how their vision cone narrows down is really funny. The death screen with the fight scene intro also sets the mood really well.

There were some gamebreaking bugs (being stuck in a barrel, not being able to control anything), but was a fun experience overall. Great job!