Such kind words! Thank you for playing!
AndrogyChris
Creator of
Recent community posts
I really enjoyed how you implemented the Teleporting shot, made zipping around the map to find a good angle very satisfying. The art is very cute, and I like the small story of performing a ritual to give it violent tendencies.
Not entirely sure if the plant was taking damage, but I didn't seem to be able to die.
Had fun playing!
I had a lot of fun playing this! This was such a fun take on the theme, and very unique way of balancing a Health and Mana system.
Even though the Mana converted for an overall gain in Health, it somehow didn't feel too broken or cheesy to take damage, heal it all up, then damage some more to restock on Mana. It was a fun balance to juggle along with the solid FPS Mechanics. I enjoyed the music, the art, and overall had a blast playing!
Very well done!
This was a... surprisingly harrowing game to play. As soon as the orange juice was introduced, I knew I was in for a tough time!
Well paced, and designed point-and-click adventure. Most of the interactions were very intuitive, functionally satisfying, even though the narrative behind them was much less so.
An exceptional showing for the 48h category, and amazing interpretation of the theme. Even without spoken dialogue, I believe this game should also be up for Best Narrative, for the visual and interactive story-telling alone!
Well done on getting this done for the 48h Category!
Simple, and easy to understand loop which you executed very well. A small frustration near the end was being blocked by small fish as I tried to get at the larger edibles up top. A way to possibly fix this would be to have each of the newly spawned tentacles be able to grab a separate object, allowing you to to grab a lot of things at once to eat. This could allow for a more satisfying sense of progression.
Other than that, the game runs and play well. I had fun playing!
Such a polished, and well made Jam Game!
I really enjoyed the additional layer on the 'eat thing, grow big' gameplay loop. Destroying objects in order to spawn worms which in turn leads to growth, rather than size being entirely dependent on you score was a great addition to the gameplay loop. It meant that I could either speed up, or slow down my progression in order to get more points. The jump also felt good, and satisfyingly destructive!
Not entirely sure how a game like this might include stakes, or some manner of threat to the player - but that avenue could be cool to explore. Overall, very fun, and had a blast playing!
This game truly encapsulates what it means to be a Monster!
Managed to buy property, and acquire renters, but it seems like I'd have to reject the rest in order to move on, however I couldn't see them reapplying after the first. I was able to get more renters than allowed by clicking the Ask Chat button until I was mostly spamming that.
Overall, I like the idea and concept, even if it made me feel mean. Well done!
Played the Pot-Jam Version. I enjoy the wobbly cat... very much makes me feel like a monster swinging it around xD
Unfortunately, after 4 runs, I was unable to acquire any of the red upgrade material, as I kept dying. I think this is because I was stuck to using the Melee cat. I would select the Ranged one in the lab, but it always put me back to Melee when spawning.
I think this has some great potential to be a goofy Rogue-lite shooter with some amazing VFX ^^
Really enjoyed the mood and atmosphere in your game! The art, music, and SFX really make you feel like you're up to something spooky! I enjoyed that the goal was to continually break and mess with things, and it seems the game requires you to interact with the same things repeatedly, so the game becomes about deciding which path you'll take to fill up the meter. I did find that I could leave without enough Fear on my first attempt though!
I think this game would benefit from a bit more speed, and perhaps a little less of a floaty jump. I would want the platforming to feel sharp and snappy to be able to try get from place to place as quick as possible - the decreasing Fear makes me want to try speed-run it and get out as quick as possible.
Well done on the game!
I really enjoyed this game! I love how you included the bridge visibility, dialogue, and inspection mechanic as things to consider. I did think that the previous mandates carried over, making their effects compound and become more tricky for the Player to remember.
I do think I got stuck between Day 5 and 6 where goats just didn't spawn. I think having the goats process and appear quicker could make it more worthwhile replaying.
Overall, well executed premise with a lot of very South African humour which I enjoyed! Well done!
Gave it a play - The Jam Version, and I think you've got a really solid character controller here. The movement feels nice and responsive, as well as quite weighty. You have a good balance on the variable jump too - well done!
I do also quite enjoy the layout of both your level and the hints to what is in each with the sprites - I did see a few triangles that I didn't know what do do with, as well as a locked door which made me want to find a key!
I did two runs, the first I went upward, and ended when I got stuck unable to climb the pile of gold.
The second I explored downward, unable to progress further than the locked door - I then got stuck on the right side of the gold pile, so I presume there's no way to progress further just yet?
Adding NPC interactions is cool, spoke to the first guy who wanted me to find a pocket watch - all the rest don't seem to have interactions.
Well done on getting what you did together!
















