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A member registered Jul 20, 2016 · View creator page →

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thanks so much for playing!!

thanks for playing! yeah sorry about the strictness in the window of time to succesfully do specific actions, wasn't able to adjust it in time 😅. appreciate the feedback!

very cool take on the theme, had a lot of fun with this one! i thought it was going to be a shorter game due to the amount of levels on the select screen, but there was a lot to go through, which is very nice! having a lot of different subjects covered in this was cool to see! maybe categorizing the levels by similarities of studies (astrology, biology, sociology, etc) would be cool to see in terms of how well you know each specific study, but nonetheless the puzzles were a nice brain-teaser! congrats on the submission!

super cute game! was a fun companion to have while working! congrats on the submission!

thanks so much for playing, glad you liked it!

thanks for the kind words! i also really like the concept and have a few ideas in how to expand it, so hopefully i can continue working on it when i have the time for it😅

wow, great interpretation of the theme with an awesome mechanic! it was fun learning every pieces' patterns and dancing around your enemies to place yourself in the optimal position for a capture! the game also progressed really nicey as you earned more options to play around with! i love the art too, the character and enemy designs looked really cute and fun! maybe showing what enemies will be in each level without showing where they'll spawn could add more depth to the decision-making of players. currently the player's only info for the next level is what moves they made previously, so i usually just went with taking the newest moves to each level without that much thought. other than that, its really good game and i had a lot of fun! congrats on the submission!

this is so cool, such a creative take on the theme! the rules are simple but extremely elegant, a lot of planning and thinking ahead is needed to do well the game! congrats on the submission, one of the coolest one i've seen the jam so far!

fun game, really love the concept! took a while to get used to controls, but it wouldn't be a foddian game without that learning curve. it's cool to see the level's safety nets slowly disappear as it goes through music track, making climbing while the music is nearing the next segment very intense! one thing that would have been nice is if there were visual indicators that showed what platforms were going to break next. although i did not get affected by it, it would have felt real bad if a platform you standing on just so happened to be one of the platforms that crumbles, making the game a knowledge check. another small cool thing would have been a speedrun timer, since there is no penalty for waiting out the duration of the song, so it would be cool to incentivize players going through the game faster and playing riskier by having a speedrun timer! i also got to the end, not sure if i was supposed to jump when colliding with the platform, because i just held right and fell straight off the map 😅

great game though, congrats on the submission!

really fun game! i enjoyed how well the game explored the room wrapping/looping mechanics, it was fun to go through all the levels! the art style is also very nice, though not sure if it was just on my end, but the crt effect wasn't showing during gameplay like the screenshots shown, would have been a plus to see that in game! also really like the small feedback when running across the grass, was a nice touch! congrats on the submission, would love to see an expanded version of the game!

congrats on completing your first game! was not expecting the game to go the way it did, but it was a pleasant surprise! loved how you took a more narrative approach to the theme and i think it worked really well! this was a really cool first project and i hope you continue to make more in the future!

had a lot of fun trying to beat your record xd. unfortunatly i wasn't gamer enough and didn't find the optimal route to take for my upgrade pathing. nonetheless, really fun game! i enjoy incremental games a lot and this game had a pretty nice spin to it! the art and sound effects also added a lot to the experience and made thing pleasant to go through! wierdly enough, the speed and jump upgrades become highly volatile when speedrunning since mis-positioning yourself and missing the block on jumping is a really huge loss, adding an unexpected skill factor to the game in order to get a fast time! congrats on the submission!

this was such a cute game! the art and music choice made the whole thing really pleasant to go through! the concept is a nice base and i can see how the mechanic can be explored further if you're planning to make more levels! congrats on completing your first game!

loved the cozy vibes in this game! had a lot fun getting to see the end result of each level of what i was ultimately making, had a lot of satisfying "ooohhhhh" moments! a lot of people mentioned the camera which i agree with. maybe having some form of top-down view map somewhere in the corner would have been really cool as it would not only help the player understand where they are, but they could slowly piece together what they're making as they're making it (but it would take some time to implement, so it can just stay as a suggestion 😅). overall really fun game with some cute art! congrats on the submission!

wow, had a lot of fun with this one! its a very pleasant and cozy game to fiddle around with! the aesthetic of the game really adds to the charm of this whole building sim! it was mentioned earlier, but the music getting pitched down when the loop is broken is such a nice touch! congrats on the submission!

short and sweet game! the art and sound effects are really cute and sell the whole vibe of the game. there's also a lot of cool visual feedback in the game which makes every action feel so satisfying! admittedly, i didn't full read the description so it took me a while to figure out what to do in the last level, but it was a fun way to play around with the snake mechanics! congrats on the submission!



fun game! the art is pretty charming with sound effects adding a lot of feedback great feedback for every action it was attached. also trying to get the perfect angle through using the look button felt very satisfying! though i noticed that it seems that the bullet is affected slightly by gravity leading for some of your line ups to miss because of it, but it wasn't too bad that it makes the game impossible! had a lot of fun, congrats on the submission!

wow this was super fun! took me a while to get a good handle of how to best make use of each cycle, but once it clicked i was able to enjoy it immensely! i found the early game especially cool as the random generation of resource placements and available space makes you really think about your first few turns and how to build a good foundation for resource generation later on, which is super cool! unfortunately i learned the existence and importance of skipping turns too late into my winning run as i was just placing buildings every cycle which didn't pan out too well in endless mode 😅.

i think it would be neat for the game to have some form of demolition building/crew (could be one-time use maybe) which adds a demolish tile action to the cycle. it would help add a bit of leeway for players to slowly modify their land layout in deeper runs when things get overpopulated, which i think wouldn't be too over-powered/abusive since it would add another action to the cycle thus delaying actions even further. also i felt like you quickly gain too many duplicate actions which ends up becoming harmful after the gaining your second action of the same type since it seems like you can only ever have one action where resources grow back in a run. other than that, the base concept is great and i can imagine seeing how this can expand into something super cool! congrats on the submission!

cool concept, was a lot of fun! it would be nice if backspace would delete the latest character in your currently typed word because i have a bad habit of mistyping a lot (though that's just a skill issue on my end xd). though i really like the idea of queueing your ammunition on every word typed instead of just shooting immediately on submitting a word, it incentivizes the players to rapidly type in short words to use as protection so you have more leeway to protect by shooting enemies midway through typing other words. i can see this mechanic being expanded into really cool! congrats on the submission!

nice game! it would be nice if the controls for firing your projectile was some key that you can press with your right hand, so that your left hand doesn't have to press too many keys within the same amount of time. congrats on the submission and hope you keep working on it you'd like!

great minds think alike i see 😎

was a fun idle game to check back on every now and then! the pacing felt pretty nice almost all throughout but unlocking that last crop took relatively longer than the other crops. though its very satisfying to get to the point where you unlock most of the crop fields and upgrade them to the point where harvest feedback indicators constantly pop-up on the screen! congrats on the submission!

thanks for the kind words, i immediately fixated towards the mechanic as soon as i thought of it and committed, glad it was worth it!

oh wow, i thought the pregnancy battle was a red herring since i beat the game without it 👀. that's awesome to see that there are multiple solutions to the game!

omg this game is so cute! this whole game oozes with charm and understands what it wants to be perfectly! the game is a really fun twist on snake, with the bones offering a very cool risk-reward factor to the gameplay allowing for players to constantly think about whether to focus on fending off squirrels or increase the zoomie meter! i'd play so much more of this game if there weren't literal thousands of other games to check out! though i had a blast with the game, congrats on the submission!

nice game! though im too small brained to figure out how to break out of the loop, so i just my spent time being a good little corporate cog 😅.

the game in of itself is such a vibe. the game loop, visuals, and sfx really aid in selling the monotonous grind feel of the setting! i like the idea of an organic escape room set in a corporate setting, i felt like i saw some things change as i was doing my tasks, but ultimately couldn't find out exactly what i needed to do to break out of the system 😔. still liked what i saw though and fun with it, congrats on the submission!

very fun game, took a while for me to completely understand what i needed to do, but getting to the point of understanding what each of the personalities are capable of made the game click for me! i like the reverse pacman gameplay of herding the clones back to the starting point while being mindful of how they interact with the environment. getting into the flow of things where you can manage multiple clones' routes by going back and forth and succeeding to get them into the portal smoothly was especially satisfying! it would be a neat feature to have a key/button that the player can press to simply manually move time forward by one step, would decrease the wait/down time when herding individual clones! the character designs and the music also have their own individual charms to them that add some nice personality to the game! congrats on the submission, had a good time playing!

couldn't make it that far, tried a couple of things but i seem to get stuck when interacting with the computer (also managed to get the train moving at least once, but couldn't my other attempts 😅). i'd love to explore the game further if you have tips on how to progress through the game, because i really like the art and bits of dialgoue, its very charming! nonetheless, congrats on the submission!

going in, i didn't expect to be jump scared by the end screen xd.

unfortunately wasn't able to walk around the game either, so all i could do was interact with things. though for anybody planning on playing the game that so happens to read this comment, there is an end screen to this game, so happy hunting for that!

i really like the visuals in this game, the pixelation effect alongside the models used in the game give this really neat old resident evil feel about it (albeit the game is in a first person perspective). the muted colors found in the textures in the room also compliment each other nicely and add to the vibe! also really love the preamble found in the game page, the descriptions gave me a really good idea of the direction that the game wanted to go to, would love to see an expanded version of the game! congrats on the submission!

this was a fun concept, love the two phase gameplay! i can see how the mechanics could further expand to create more complex levels as more tiles are introduced, would be cool to see the mechanic explored further! congrats on the submission!

super fun game! love the overcooked-like game loop + upgrade system combo, adds some decision making elements to consider when deciding whose orders to take which made it really engaging! the game also felt really nice to control! was unsure about mouse to move at first, but once i got into the game it felt really nice! the game also has such a strong visual identity too, very fun to look at! congrats on the submission!

love how you interpreted the theme, it's a very fun setting and concept! reminds me of those mario party tracing minigames! the art is also really nice, a lot of neat aesthetic choices in the layout-ing of the menus + the yellow and blue color palette is eye-candy! congrats on the submission!

lovely game! i had a bit of difficulty figuring out how the controls worked and how to navigate the menus, but was able to figure out in the end. there's something about being able to maximize profits and minimize losses that tickles the brain in a very fun way! also really appreciate the news mechanic and insider info in informing some decision-making in the game, though honestly i wasn't smart enough to heavily utilize it to my benefit 😅. the art is also so pleasant to look at! seeing all your crops gradually grow when placing down a bulk of seeds in your field is so satisfying! congrats on the submission!

Yep! I did the puzzle door properly after getting the info on how to solve it. Though there was one time when it bugged out and opened when i interacted when it wasn't supposed to 😅

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what a ride... got myself a boyfriend, became pregnant, and learnt so much about crop circles along the way...

the knowledge-based puzzles were fun to go through, especially when you start to connect things together! both the in-world music and the credits song slap, really sells the gameboy vibes with the pixel aesthetics added to it! it would have been nice if things were more closely connected to each other, i felt like there was a lot of open space which led to a lot of downtime as you try to experiment with what to do in other loops. maybe having sections being separated in screens (kind of like the old gba zelda games like link's awakening or the oracle games) would make things feel more closely connected, but nonetheless it still works well! i don't know if this was skill issue on my part or if the good ending route felt pretty tight in how much time is needed (i had 10 seconds left when i got the good ending 😅 ).

fun game, congrats on the submission!

wow that was really cool

sick game, loved how you interpreted the theme! it was cool to see how the degradation and the glitchiness ultimately affected what the level ends becoming, offering differing paths from what we were initially accustomed to at the beginning of the game! one suggestion would be maybe to have the level be separated in screens (like in celeste) with a fixed camera. this would allow players to be able to more clearly see the entire level and have a better understanding of how it is degrading per loop. the camera here follows the player, so we're only able to see bits and pieces of the level. other than that, the art and sfx really sold the feel of the era this game was supposedly made in, gave that good retro feel to it!

very fun game, had a blast! congrats on the submission!

thanks for the kind words!

thanks for playing! i did implement a shop but unfortunately couldn't get things connected in time for submission so had to scrap that 😅. thanks for the feedback!

very fun management game! it was hard to get used to at first, but the learning process of how to properly utilize your track layouts and junctions was fun in of itself! i love the chaos that ensues in longer runs when your constantly micro-managing everything, there were a lot of moments where i'd self sabotage my trains to quickly get a load and destroy itself just to keep a run going for a little longer! though i think the scaling can get a little too hectic too quickly. there were times i felt that i wasn't getting enough trains relative to the amount of houses that were spawning. not sure what the chance of getting a train is relative to getting tracks, but it would have been neat to differentiate the methods of gaining the two resources. for example, instead of getting trains by chance on load drop off, they could come in the form of a spawned one-time shipment where another train has to go out of their way to pick it up and deliver it back. you'd get rewarded by getting a new train but also risk leaving houses with loads unattended to while getting to that train shipment.

regardless, still had a ton of fun, the game offers a lot of tense and chaotic moments which made me feel really engaged while playing! congrats on the submission!

thanks for playing! that was the type of feel i was initially going for, so glad that shined through! im definitely interested in at least exploring this idea more in the future as a roguelike (when i find the time to xd), so i'm glad there's someone that resonates that sentiment as well, means a lot!