Skip to main content

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

andrewcsmith03

58
Posts
7
Followers
2
Following
A member registered Oct 22, 2021 · View creator page →

Creator of

Recent community posts

I really enjoyed the art, and the concept was super interesting. I think there needs to be a bit of rebalancing. I think the tester was a touch too expensive. Some intense music in the background would have helped sell the fast-paced, intense environment. Getting items from the slots as well as money was also really clever, giving players things they wouldn't otherwise purchase and maybe occasionally getting bad luck and getting something they don't want while waiting for money.

I love any game with a hand cursor like this lol. The sound effects were very nice, and this served as a great tutorial for what could be a full game. I also loved the wholesome ending!

I love any game with a hand cursor like this lol. The sound effects were very nice, and this served as a great tutorial for what could be a full game. I also loved the wholesome ending!

Fun little arcade game. The art was simple and appealing, and the gameplay was very easy to understand.  The sound effects didn't entirely fit, and for the theme, it would have been fun to have them dress as nobles (taking counts down), but overall, very well done

Fun little arcade game. The art was simple and appealing, and the gameplay was very easy to understand.  The sound effects didn't entirely fit, and for the theme, it would have been fun to have them dress as nobles (taking counts down), but overall very well done

Really fun balatro-like. I could feel good build potential coming out very quickly, and the game was easy to understand. Music was a bit loud, and I thought the amount of plays you get could have been a touch clearer. Excited to see the full release though!

Simple game executed well, the essence of what a game jam should be. Great job! This game would be really fun as a competitive game, trying to get your bombs in their goal with as high a timer left as possible.

Simple game executed well, the essence of what a game jam should be. Great job! This game would be really fun as a competitive game, trying to get your bombs in their goal with as high a timer left as possible.

I appreciate the feedback! It's funny; we actually had a completely different concept at first, but when I was working on the character controller, I had a "What if..." moment and really loved it, and now I feel like I should keep working on it lol. Thanks for playing!

This game is amazing! A huge improvement on the typical pong-like. Being able to control the speed at which you hit the ball adds so much more strategy to the game. Of course I'm terrible at it, but still. I wish the power-ups were more direct (i.e. maybe the ability to hold the ball for up to 0.5 seconds or a dash). That would add a lot more strategy on when to use them.

This game is amazing! A huge improvement on the typical pong-like. Being able to control the speed at which you hit the ball adds so much more strategy to the game.  Of course I'm terrible at it, but still. I wish the power-ups were more direct (i.e. maybe the ability to hold the ball for up to 0.5 seconds or a dash). That would add a lot more strategy on when to use them.

Really well done! Calling it an idle game is a bit inaccurate; incremental would be a better descriptor. The art was really well done, and each upgrade felt noticeably better than the last, which is great. I thought the speed-up 1 could have been the base speed, though. I didn't expect myself to beat this, but the sound effects and upgrades kept me hooked! I think it could have used some music. I was also a bit bummed I didn't get to max out every stat before escaping.

Really well done! Calling it an idle game is a bit inaccurate; incremental would be a better descriptor. The art was really well done, and each upgrade felt noticeably better than the last, which is great. I thought the speed-up 1 could have been the base speed, though. I didn't expect myself to beat this, but the sound effects and upgrades kept me hooked! I think it could have used some music. I was also a bit bummed I didn't get to max out every stat before escaping.

The concept is very interesting, and it's nice to see a non-relaxing twist on the counting sheep format. The sheep flipping over the fence was really fun. I felt like the game was a bit too overstimulating (I could tell it was supposed to be overstimulating; I just think it was a bit overdone) with the constant blinking and beeping. Definitely a fun gameplay loop though!

The concept is very interesting, and it's nice to see a non-relaxing twist on the counting sheep format. The sheep flipping over the fence was really fun. I felt like the game was a bit too overstimulating (I could tell it was supposed to be overstimulating; I just think it was a bit overdone) with the constant blinking and beeping. Definitely a fun gameplay loop though!

I was a little nervous about doing the sound effects so I'm glad you liked them lol. Thanks for playing!

Thank you! I felt like the shorter time per round worked well for a jam format, allowing people to give it a couple runs without putting too much time in, and a shorter timer made the theme more apparent, but in a fuller release, the timer would definitely be extended along with more upgrades

Thanks! I felt the arcade format was perfect for the theme

Thank you!

Thanks for playing!

No cats were used in the making of this game, lol. Thanks for playing!

Thanks for playing, and thanks for the kind words!

This game is clever and topical, and the rocket was very satisfying to control! I felt like the gravitational pull on the planetoids was a little frustrating, as you couldn't really react to them after running out of fuel. It could have been interesting if the satellites gave you some fuel back.

This game is clever and topical, and the rocket was very satisfying to control! I felt like the gravitational pull on the planetoids was a little frustrating, as you couldn't really react to them after running out of fuel. It could have been interesting if the satellites gave you some fuel back.

Definitely a unique interpretation of the prompt lol. The art was really well done, although the z-ordering was a bit buggy at times. The way the arm moved was nice; however, I thought the game could have been a bit more forgiving. It was a bit too difficult to catch the chicken, and the stuffing hitbox was pretty small. The music was also such an earworm; I'll be singing that in my head for weeks.

Definitely a unique interpretation of the prompt lol. The art was really well done, although the z-ordering was a bit buggy at times. The way the arm moved was nice; however, I thought the game could have been a bit more forgiving. It was a bit too difficult to catch the chicken, and the stuffing hitbox was pretty small. The music was also such an earworm; I'll be singing that in my head for weeks.

The art direction in this game is absolutely stunning; every prop looks really good, and the movement feels very satisfying. It's a bit finicky when dragging it down to the bottom. I also think it would feel a bit more satisfying/difficult if there was a second after the time ran out to resolve physics. I also received scores above 100% and am curious how you calculated the percentages.

A very nice, peaceful game. The music and art style fit together very nicely to create a relaxing environment, paired with a very simple gameplay loop. The clouds were a bit hard to tell they could be walked on, but their positioning helped a lot with that.

A very nice, peaceful game. The music and art style fit together very nicely to create a relaxing environment, paired with a very simple gameplay loop. The clouds were a bit hard to tell they could be walked on, but their positioning helped a lot with that.

I've seen a couple games with this concept (Build the rocket on a time frame), but you definitely added something unique with the physics-based pulling of parts. Struggling to build a stable rocket while having to slap together scrap parts is really interesting. I was a bit frustrated losing parts if they weren't connected, and the fact that clicking on a connected part reset it, rather than just letting me pick it back up. That being said, adding a simple restart button so you don't have to watch the full launch before trying again would help this a lot, and the art style is super unique.

I've seen a couple games with this concept (Build the rocket on a time frame), but you definitely added something unique with the physics-based pulling of parts. Struggling to build a stable rocket while having to slap together scrap parts is really interesting. I was a bit frustrated losing parts if they weren't connected, and the fact that clicking on a connected part reset it, rather than just letting me pick it back up. That being said, adding a simple restart button so you don't have to watch the full launch before trying again would help this a lot, and the art style is super unique.

This implementation is really unique. I loved the guess-and-check nature of the game, roughly estimating how much time is needed for each movement, and then adjusting whenever I failed. The UI was a little hard to read and understand, but the art in-game was very nice.

The concept is super interesting. I love any game that involves order of operations heavily, and getting caught by your past selves added a really interesting dynamic to it. I also love the chalkboard-esque art style, and the music worked really well for a contemplative game.

The concept is super interesting. I love any game that involves order of operations heavily, and getting caught by your past selves added a really interesting dynamic to it. I also love the chalkboard-esque art style, and the music worked really well for a contemplative game.

The core concept is interesting, and the car controls well. I really like the ability to switch to an isometric view, but it's a bit buggy visually, and the music and UI don't move with the camera.  I am curious as to why you chose a cherry asset as opposed to something a bit more obvious like a fuel can?

The core concept is interesting, and the car controls well. I really like the ability to switch to an isometric view, but it's a bit buggy visually, and the music and UI don't move with the camera.  I am curious as to why you chose a cherry asset as opposed to something a bit more obvious like a fuel can?

Thanks for playing!

Thanks for the feedback! I was really happy with how quick a round felt, but you can still get long rounds going if you balance your build.

I appreciate the feedback! We spent quite a bit of time trying to nail down the difficulty. Of course that came with the issue of us playing the game a lot making it a bit easier for us than it would be for a new player. Our goal was to have the average round last around 30 seconds to encourage fast paced gameplay and low friction to replay. I do think there could have been more fuel near by at the start of the game, just to get the ball rolling a bit.

The movement mechanic is very fun to use and is reminiscent of the old Windows screensaver, which captures the liminal feel very well. I did think it was a bit too snappy, and felt myself getting a little nauseous from it. Maybe slowing down the turning a bit and adding a lerp/tween for moving from tile to tile would help. The soundscape felt good for the liminal horror you were going for, but I also think there could have been more immediate feedback from the entity hunting you.