Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

AMBuddy

24
Posts
5
Followers
1
Following
A member registered Jun 07, 2020 · View creator page →

Creator of

Recent community posts

Oh haha sorry yeah weird is definitely a compliment

I'll need to come back to this game at some point and play for longer but with all the submissions I need to play as many as I can.

What a big game for such a short timeframe! Well done for sure, love an achievement system.

Thoroughly enjoyed and played to completion, the upgrade descriptions were really cute and the minimalist graphics were great. I did have some trouble in trying to obtain the $40 weapon but I'll chalk that up to a skill issue. Well done.

This is really cute, the shark sprites are so incredibly charming. While the concept was a bit repetitive after a while and there was no time to put on more sand, it worked well. Incredible job for sure, Mr. The Rock Johnson was such a fun touch too.

This is such an imaginative and weird game. Very different from everything else for sure. The puzzles and aesthetics feel so clean. The suggestion of a tutorial in the first section is such a good way of showing the player what to do. The sudden music shift from the calm ocean waves is just... so weird and yet very this game.

If I had to nitpick, I would love to have some indication that all the tablets from an area have been collected. That's about it. And maybe a button to reset the placing phase. Considering the time and all, phenomenal job.

I really enjoy the aesthetics of this game, and the movement feels solid. I could see this benefiting from a bit more polish and expansion.

A few notes: the game uses three different keybinds for three different actions. If you're planning to expand, that structure makes sense. Something like 1 for inventory, E to pick up/interact, and click to use. But for a game with just one item right now, it feels like more complexity than the current scope needs.

I also fell through the geometry at one point and wasn't able to complete the game. Separately, the on-screen instructions print out vertically one letter at a time and run off the screen after "Pre..." so I lost the context for what the action was supposed to be.

Pwoarh what a game! Such a different concept for a jam, conceptually basic but dressed up so well that it's genuinely fun to play.  And I kept myself at the intro screen to listen to the title track for more time than I'd like to admit. Well done well done~

Very charming game overall, I love the graphics, and I'm guessing you made the hit sound effect yourself. It's a nice touch!

Controls were easy to figure out, but a short tutorial would still help new players get oriented faster. Also, seeing the character armed with guns, I expected a shooting mechanic rather than the wooden spoon. Totally understandable given the short timeframe though! One small thing: a proper base pose instead of a T-pose would go a long way for how the character reads visually.

The visuals and 3D models are so charming, and the fact you thought to add a death condition for walking into the ocean is a really nice touch. The BGM has a lovely Animal Crossing-esque feel to it too.

It's clear there was a lot planned for a short jam timeframe. I can see the seed of a really charming game here, but I found myself walking around the island without being able to figure out how to progress anything. Even a simple pop-up or short tutorial prompt would go a long way in helping players get oriented.

I'd really love to see this in a more polished state down the line. I think it could make for a genuinely great cosy game.

Fellow Godot user here! Really enjoyed this one. It's simple, but the driving feel is good. I genuinely laughed when I crashed into a tree and got a crunchy, low-res Fail screen. Something about that photo quality really suits the tone. Also, jumping into 3D for such a short jam timeframe is a great effort.

A few things that could help: the opponent's acceleration feels off compared to the player's. It seems to jump straight to a set speed and stay there, rather than ramping up gradually as the player does. Turning also feels slow while accelerating but tightens up nicely once at full speed. Reversing felt a little clumsy too, and I think a bit of drift would suit the handling really well.

I could also see this working nicely as a browser game. And with some BGM and those evenly-spaced palm trees, I think this could really lean into a vaporwave aesthetic.

Unfortunately I wasn't able to get this running, no matter what I tried. Engine export pipelines (Unity or otherwise) can be genuinely finicky, so this isn't a reflection on the game itself, just the build.

From the thumbnail, the little fox looks really cute, and it looks like it's shaping up to be a nice-looking platformer.

Since I couldn't actually play it, it wouldn't be fair for me to rate it. If you get a chance to post a working build, I'd love to come back and give it a proper try! Bonus if it's browser playable.

The error I got was:

The code execution cannot proceed because UnityPlayer.dll was not found. Reinstalling the program may fix this problem.

The build folder is missing some files. I don't normally work with Unity, but I think Game Engines typically export an .exe alongside a folder and a few .dll files which should be zipped together and uploaded.

Great job getting this working in PyGame, that's not a small task. I really like the 2000s military aesthetic you've gone for.

I ran into a bug where dying once seemed to lock me out of progressing further, so I wasn't able to see much beyond that point. definitely worth a look, since it's probably stopping other players from experiencing more of the game too.

A couple of small things that could help: I wasn't sure of the controls at first, so a short on-screen quip (e.g. "mouse to move, click to shoot") would help players get going faster. Also, the "Get Ready!" text felt a bit goofy compared to the more serious military tone elsewhere. Might be worth swapping for something that matches the vibe you're going for.

The protagonist is really cute! I enjoyed playing a sad banana. The monkeys are really well drawn, and the idle animation has such a cute little bob to it. The scrolling clouds up top are a really nice touch too.

A few things that would help the experience: I was hoping the controls could be mapped to WASD, and it would be great as a browser game so it's easier to jump into. There were a couple of moments where it wasn't clear how to interact with the environment such as climbing the vines, wasn't obvious, and I instinctively reached for the up arrow.

I also found myself waiting a beat for the camera to catch up to the protagonist. A snappier follow could really help the game feel more responsive.

Really charming little game overall — the character and world have a lot of personality.

The art style is really charming, the colour palette is lovely, and decorating the page to match really pulls it all together.

A few notes on balance: checkpoints and a bit more jump leniency would go a long way. Some of the difficulty seems like it might not be fully intended yet, the ocelot(?) near the start felt almost impossible to dodge, so I ended up just eating the hit each time. I also noticed my jumps not getting triggered a few times, which made platforming feel less consistent than it should.

One possible bug: at one point I died right at the edge of a platform, and it looked like the water collision might have triggered early.

Really charming entry overall, and I think with a bit of polish this could be a genuinely fun, cute platformer. I wasn't able to finish it, but I'd love to see where you take it.

The art style is really charming, the colour palette is lovely, and decorating the page to match really pulls it all together.

A few notes on balance: checkpoints and a bit more jump leniency would go a long way. Some of the difficulty seems like it might not be fully intended yet, the ocelot(?) near the start felt almost impossible to dodge, so I ended up just eating the hit each time. I also noticed my jumps not getting triggered a few times, which made platforming feel less consistent than it should.

One possible bug: at one point I died right at the edge of a platform, and it looked like the water collision might have triggered early.

Really charming entry overall, and I think with a bit of polish this could be a genuinely fun, cute platformer. I wasn't able to finish it, but I'd love to see where you take it.

Thank you so much!

There were plans for a gatcha collection for the biscuits, different bikkies having different speeds, and the arc to change dynamically but given my poor knowledge of coding and being unable to draw an arc in GDscript it was a bit above my skill level lol.  Thanks for the kind words.

Really appreciated and I agree this is very minigamey haha, thanks so much for the kind words.

Thank you very much, I definitely had plans to buy different packs of bikkies with different difficulty levels. I also wanted a gatcha collection page but... Time and scope creep lol. The review is much appreciated!

I adore the stylisation of this game! The illustrations feel so 90s comic book, and the little cats and dog are great characters.

I did find it hard trying to figure out exactly how to perform the tricks. Not sure if it's a graphical glitch on my end but the instructions would pop up for a split second then disappear before I could read them. Some of the windows for mashing and getting the bar to a specific part weren't visually represented and I couldn't end up performing them (The Ollie Pop [Pup] Shuvit and the ending of the Rock to Fakie) the Manual worked well but I couldn't register what W and S were when other instructions had to do with the mouse.

I could legitimately see this game being polished and made into something great! Absolutely adore how funky the BGM is too. Beautiful.

I absolutely adore how stylish this game is! The low poly models are so cute, in particular I love the Toadstool Mushroom one with the grumpy eyes but all the characters are so charming. The soundtrack is so well fitting and the announcer voice is so fun.

I do have to say, I don't think, especially at first, I understood the mechanics of the game. I do think it makes a little more sense when you start playing but such a wonderfully striking game for sure!

Thanks so much!

Absolutely, there's an unfortunate amount that had to be cut for the time aspect. Thanks so much!

Thank you, I did try to add variation but it messed with the timer and then crunch happened lol. In a future variation for sure!