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Archi Inu

44
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A member registered 42 days ago · View creator page →

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Nice game with cool mechanics. The intro cutscene is well done! I like the 3d art with its animations, the flat colors, vibe and music. The gameplay is very intuitive.

The melee and range attack are too slow, which makes the combat feel sluggish. The windup is way too long. Instead the windup, you could try making the attacks go instant or really quick windup, but instead add some overshoot time, to limit the attack speed. The fire and dash feel much better, because they are instant and have punchy sounds.

The windup for enemy attacks is good for anticipation, but their attack animation should me faster. At least the boss' melee attack.

Also the player's melee and range attacks miss hit sounds, which would make it way more jucier.

Funny idea and nice art. Not so intuitive from the beginning, but I got it after few tries. Cool idea for the scoring.

NIce player movement and very fun to move around. Coherent style and good animations. I would play a longer version with enemies.

Fun little game with interesting behaviours. Got them all (:

An interesting cocept very well executed. The controls and gameplay are intuitive. The 3d art with pixel art textures is well done with good sound design and feedback. Feels very immersive.

Nice art, but the combination of different art styles feels off.

Being a wizard with this animations is fun and the interactions feels good.

Lovely art and music. The concept is easy to understand. It should have only one control sheme for everything.

Good atmosphere, sounds, art and music. The interaction with cards feel satisfying. I like the idea, But the card puzzle itself did not make any sense to me. I brute forced the first two soluitions, but didn't see a pattern there which I can apply further.

Nice looking game with minimalistic but very fitting music and game controller support.

I like the theme and the abilities. Too bad there are no checkpoints. Didn't make it far after double jump. Maybe post-jam.

The punch felt a bit short ranged and not so readable.

Relaxing gameplay with a funny minigame.

Play the desktop version!

Fun little multiplayer game with clean art style and nice sounds & physics

Very cool concept. Feels like a god simulator. Nice art, but a bit quiet. The base mechanics are very intuitive. The bigger goal seems not so obvious, but in a good way. It keeps me engaged. I was not able to solve the puzzle yet, tried 3 times, but I will post-jam. Already got an idea how to try next time. It's definetly not a 5 minute game.

The base mechanic gets exhausting after a while. Maybe clicking once to pick up, and then click the target to apply a "throw", without having to pickup the object again would be more sustainable.

Much fun to survive as a pack of dinosours.  Nice art, colors and sound and intuitive gameplay.

Well made vampire like with good music & art. Perfect scope for a jam game.

Nice concept, sound and art.

Every mistake was instantly punishing but the well placed checkpoints made it a smooth experience.

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Pretty little platformer with nice controls & feel. The use of abilities was intuitive and the floating ability is very cool and fits well with the baloon character. The light & shadows adds good finesse to the simple and coherent visual style.

I hope you further itarate on it and keep working together (:

Great concept and visuals.

The space toilet simulator tutorial was very funny. Until you fail in the next part and have to redo all again.

What a thrill! It felt intuitive on multiple levels and was so immersive, that my phantasy spilled out backstories while playing.

Great audiovisual experience!

Very simple but well made game, which gives me good flow state.

Cute graphics and nice Songs & SFX.

The level should end when noone left. First time it was confusing and feels unresponsive.

The box level feels unnecessary, because there is no coltrol, unless it has some learnable pattern.

Nice visuals and overall chill and polished experience.

Interesting game concept.

The graphics and music are very appealing and fit well.

Too bad I could not get past level 2 due to the bug.

The hold to drag is a bit annoying and I only found out by reading comments.

Maybe use seperate buttons instead the hold.

Not my genre at all, but a great puzzle idea. It twisted my brain.

The turorial is too much. Just show "WASD, Mouse, E", the rest would be pretty self explanatory while playing. 

I could not het past the second floor. I activated all triggers and the lever. But the last door where the routes intersect, did not open.

I did not want to redo all the level again too often so I gave up. Maybe post-jam.

The music and athmosphere is nice. The concept of draining battery and the pumpkin guys give a good thrill.

Making a very dark game isnt easy. Maybe increase the strength of the flashlight.

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.