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Archi Inu

21
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A member registered 21 days ago

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Its like a train robbery with ramps in the wild west in another dimension.

The player movement and physics feel good and the mech animation and vfx feel alive. The bullets being simulated gives it the final touch to feel like a simulator. A good foundation to add stuff like a target lead indicator, which would fit the theme.

Once you get it, it's to easy. The target could have guns like flaks on airplane carrier, which lead shoot you, so you have to change course regulary. This gives good scalable difficulty.

There may be some control hiccups, pitfalls, too loud enemies and imbalances like reloading time, but overall this is a very good execution for a complex project like this for the jam.

The coloring, mech model, music, fx and action fit very well together and give a smooth experience.

I did not find the last one. I tried multiple times. I spam clicked everything. A good idea, but not a very fun concept in detail.

This concept might work very well if you had a random list of 5 things out of a bigger object pool you have to find every run. I think it would give a better learning curve and variety.

My GPU goes brrrrrrrrrr. Limiting the frame rate to 60hz or native framerate could help. Works for me in unity projects. 

I really like the 3d art, level design and music, it feels coherent and fits well. Player controls, Interaction and feedback feel very good.

Only manko here is the camera rotation. It should be direct, instead of a lerped motion.

The level and gun models look very nice. 

This game promises me to get tactile with the guns. But it turns out to be a puzzle within a puzzle. I ended up rage clicking everywhere until finding out what to even do, and then the tactile part was completely missing. Let me put the guns together with satisfying click and metal sounds and have a 360 view before racking it.

I skipped the red bubbles, which felt like optional pickups, because I did not want to risk falling down and interrupt the feeling of being an angel.

I like the mood and the floaty level, which kind of makes it feel alive. The changing music also fit very well and gives a feeling of progress. I finished the game with a good feeling.

I hit the enemy with the big pendulum and it startet to spin around me very fast. That was funny.

The game is obviously unfinished, but the 2d art is nice.

It has very nice 2d art and color and the music fits well with the alien/jungle style.

I could not get through. The first boss is challanging, but not in a fun way. Maybe I missed some essential upgrade, I ran into the boss unintentional very early. I had no feeling for where I had to go.

I like thedirectional shooting and the yellow stuff with the thing which requires it to unlock upgrades. I can't tell what it is, but it feels intuitive.

Hit enter to start

I like the idea, it feels like shopping groceries last minute before the store is closing.

The progress bar acting as the heatbar at the same time is a bit confusing. I think it should be a progress bar only, with the timer ant the pot completely hidden, and if it's full and goes into cooking state, it should turn into the heatbar with the timer visible and the very cool pot&fire ui.

I really like the 2d and 3d art, the level design and the use of lights. Together with sound it gives good tension. The jumpscares does not fit at all imo. I think it's a scenario for pure psychological horror. The feedback for the findings could be just a "thrill sound" which builds more tension instead of a jumpscare one.

Overall good experience.

I like the cutscene. It activates memories which triggers my sympathetic nervous system from not having done my homework.

I think it's a good idea for the theme, but is not so easy to execute.

Sounds for water, fire, firework and a dog animation would have made it feel much better.

Nice 3d models. This was quite the R2D2 experience.

Nice mechanics and beautiful art style!

I did not really get how the upgrade cost work.

The Player movement feels very nice and I like the concept of trading energy and weapons.

The minigun feels unresponsive. Maybe instead of first spinning up, it could fire directly, but slow and gain more firerate by spinning up

Nice vector art

Beautyful & Cozy!

I get the same error with the .pck missing

Intuitive gameplay and nice ball queue animation. The goal also becomes self explanatory over time.

The upgrades are not self explanatory at all, but it was interesting to find out what they do.

Web didnt load properly for me on Firefox, but the windows build did.

Thanks from Jasmin

I just fixed a game breaking bug having no checkpoints. Can you speedrun the game in under 7 minutes?

Thank you, I just fixed this platform and the checkpoints, which broke the game.

Hello, due to a bug we only had in the built version, we updated our game after submission time ended. 

The upload form did allow it, but we wanted to confirm if this is acceptable.

Otherwise, we would of course remove our submission from the jam. (,: