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ann33

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A member registered Mar 29, 2023 · View creator page →

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No problem. I'm glad you enjoyed it! Tysm for giving it another shot!

We should've made it clearer, the goal in each level is to die. That's totally on us haha

Thank you for the thoughtful feedback, especially on the puzzle design!

It is a bit suspicious that it keeps saying I won a million dollars..

Super funny backstory and idea! Timmy does occasionally teleport by himself, which might be a bug - it could also be me just not understanding something. I have to admit that I failed to keep Timmy alive. (I think he kind of deserves it to be honest.) Congrats on submitting!

This is quite unsettling, I love the atmosphere and how it slowly turns sinister!  I did experience some mouse issues where it would randomly flip my camera backwards, but it might be a problem on my end. Congrats on submitting!

Slightly frustrating (as claw machines are) but ultimately relaxing and a very fun atmosphere to spend time in, even if all of my prizes drop out of the claw halfway through! Congrats on submitting! 

Short and fun game, I think you could make the weapons/bullets a little easier to see.  Congrats on your first game jam!

Great work with the character designs and the art, and I love the atmosphere overall as well as how it ties into the theme! You definitely nailed it with it feeling somehow "too peaceful".

I really like the art style and the effects when you change time/weather are really cool! I think you could improve the player movement a bit through mechanics like coyote time, etc. and some jumps can feel a bit blind at times. Another thing is visual clarity: sometimes I was confused on what was a platform vs what wasn't, etc. But maybe that part's just me.  Congrats on the game!

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I like the idea of the tradeoffs with the powerups and how it ties into the theme, I think it's a really cool idea. If you want, I think if you spent some more time after the jam and polished more on the side of the assets/SFX, you could definitely make the game feel even more intense/satisfying during combat.  Congrats on submitting!

Very wholesome and a fun experience! Spamming shoot does allow you to shoot way faster - I don't know if that's intended? Either way, congratulations on finishing and submitting!

Pretty much sums up the amount of distractions that we get haha, although I think you might want to get your computer checked for malware...

I think the art is great, especially the player animations, and I like the idea of a slime saving their friends! For game feel, maybe try implementing coyote timer or buffer jumps, and I'd suggest experimenting with the camera as well.  Congrats on finishing and submitting!

It's a simple idea but it's still really fun! It's very satisfying to hit a bunch of inputs correctly in a row. I really like how the game looks as well. Congrats on finishing and submitting!

No problem, I hope you have a great rest of your jam!!

Very fun concept, I like how I'm led to believe that the obstacles are real to the point where I didn't even realize they weren't until after I got to the end screen and saw that losing was a goal too. I also really liked the fake outs, I thought they were really funny and caught me off guard! The timer is a bit long for the losing route though, especially the first level, making it so that every time I fail I have to wait the full 30 seconds or so before the flag begins to move, but maybe that's just me. Either way, congratulations on completing your first game and on submitting! 

Very fun concept, I like how I'm led to believe that the obstacles are real to the point where I didn't even realize they weren't until after I got to the end screen and saw that losing was a goal too. I also really liked the fake outs, I thought they were really funny and caught me off guard! The timer is a bit long for the losing route though, especially the first level, making it so that every time I fail I have to wait the full 30 seconds or so before the flag begins to move, but maybe that's just me. Either way, congratulations on completing your first game and on submitting! 

Fun short game! I think it's quite satisfying to predict the path of the planes with the arc of your shot. As a suggestion, maybe try limiting the fire rate of the weapon and seeing how it can affect the difficulty of the gameplay. And congratulations on submitting!

I wonder why you would say that...

I really enjoyed this game, I think the gameplay is really fun and there are some great puzzles. My only nitpicks are how it resets your build after you fail, there not being a way to replay as easily to get all 3 stars (you kind of have to cycle through all the levels), and the slo mo being a little too much imo. Regardless, congratulations on submitting and I hope you have a great rest of your jam!

Fun twist on the clicker genre! I really liked the idea of balancing risk (will it pop?) vs reward (our terribly short attention spans needing to win the game as fast as possible). However if you had more time or if you plan to work on the game more in the future, I felt that it was a bit too easy to avoid getting a pop, especially with the pop protection pickup. (Or maybe I just got really lucky.)

Either way,  congrats on your work and I hope you have a great jam!

This is hype

Thank you for the feedback! Also that's weird, I remember fixing that exact flamethrower glitch... are you able to replicate it? 

I'm glad I could help :D and you too!

I like the art style and overall atmosphere/setting! The concept for the theme itself is really unique too.

However, the temperature switching is kind of finnicky, with noticeable delay for getting colder. I also found myself always just setting it to the highest temperature, which although resulting in me being detected by the guards very easily also meant that I could just outrun them. 

I like the idea of using shooting as movement, but I also found it tiring to have to spam the mouse button to travel around. I think the big arrow might be bugged too - I rarely got it to work.

I really like the art style! I also think the concept works really well with the limitation. That being said, I found the jump part a bit hard to control, as it was quite floaty and I had a hard time telling when my character would fall. I'd also recommend giving the player a bit of buffer time before landing where they can input a jump, so that the player won't feel like their jump inputs were being eaten.