Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

a.rebel

33
Posts
1
Followers
A member registered 4 days ago · View creator page →

Creator of

Recent community posts

Tight!
At first I thought resetting your jumps when hitting a wall sideways was a bug, but then I had to wall hop and I realised it was a feature :D
I was expecting the game to end when I finished the first level, so the second one was a nice surprise.
Having to go off bounds atop the wall reminded me of old Mario :)
The audio was quite glitchy for me, probably because Windows did not like the executable at all, and music stopped playing instead of looping when it finished.

Interesting concept!
Unfortunately the web build crops much of the view, so I found it unplayable.
The windows build works better, and I managed to jump over to the top of the tower to the left, but then couldn't figure out how to progress further.

What a unique art style!
Personally I'd rather the upgrade menu was open at all times, to the side of the screen, so it would require much less clicks overall.
I also would have preferred the camera was fixed, with all boats fitting on screen at all times, so panning wasn't needed.

Holy motion blur!
I could barely tell what was going on, but at some point I got stuck in terrain and managed to defeat Bonko by embodying a 5 year old touching a guitar for the first time - just jamming randomly in all directions as fast as I could :D

What a unique way to move a character, it's real fun!
I noticed the music notes you spawn with the mouse right click follow the character's movement, was that intentional?

Thanks! My main focus was the core gameplay, so that's great to hear :D

Thank you very much! Glad you enjoyed it :)

(3 edits)

Thanks for the feedback!
You're playing version 2 which had a difficulty balance patch, perhaps I've made it a bit too hard, my bad.
If you stick to placing 3 regular belts the first ball reaches the end just in time (you'd only have 5 money).
I'll make the tutorial (first 3 products) easier in version 3, which I should be able to release in a few minutes, hopefully you'll have a better time then :)

EDIT: version 3 is out, please give it another try and please let me know if you still run into issues

Absolutely stunning! Looks legit GameBoy!
The networking feature is quite unique, and I was lucky enough to see another player :D
I'd personally prefer a more intricate gameplay, but it's nice second screen content :)

Catchy chiptune and great SFX!
The lighting effect off the window is a nice touch.
The gameplay is a bit simple but executed flawlessly.

What an absolute banger! Or should I say bangers!
I only realised it was AI generated music after replaying the game three times for all endings, don't know if I'm scared or excited for the future of music 😅

Beautiful art!
My completionist instinct took over and I couldn't stop before catching all the humans :D
Although money becomes pointless quite early in that process, RNG on getting the very last human was frustrating, and no reward whatsoever at the end was disappointing - not even a "congrats" message :(
Still a great experience overall!

Wow thanks for the kind words!
Glad you liked it :D

I'm terrible at art, I did not prioritise cover art at the beginning, and I had a family emergency and ran out of time :(

Really fun! Reminds me of Cryptmaster.

Nice twist on a rhythm game!
FollowTheFun stole my words.
I'd only add that mashing keys works, but in my opinion should not be a valid strategy.
As a main drawback, the lack of sound is really noticeable.

Great concept and unique art style!

The fixed version is super fun!
8x speed definitely makes it flow better.
On both versions there seems to be "soft" gates based on RNG, and "hard" ones at ~2k (this) and ~31k (fixed).
If balanced well I could see this becoming dangerously addicting 🙈

Solid concept, sad that it's so short.

Nicely done!
I only found pushing the planets a bit finnicky.

Funnily enough the original design had you going into debt before bankruptcy, but the threshold always felt arbitrary...
Should it be -100? -200? How would the player know what is the failure point? Zero felt like a more intuitive value for failure.

Having a time window where you can't interact and are waiting for money to roll in is worth exploring, I wonder if it would "break the flow".
It would definitely make for some intense moments :)

That makes sense, I appreciate your insight!
You nailed it, it's exactly the being forced to put bad fish in the bucket that feels bad.
I've made a mistake in input, but I'd like the game to allow me to correct it with decision making.
The shark eating the line feels fairer, because punishment is instant, and I clearly can't revert it.

I could cheese all levels, playing on the browser without going full screen.

I pressed space and instantly the play button.

Thanks! Difficulty was hard to balance, as I said in another comment.
I might just bump the initial cash reserve so people can experience a bit more of the game, how would you feel about that?

Nice! Fish are easy to distinguish and I was pleased by the variety.
I only wish I could throw away fish I catch by mistake :)

Nice and short!
It would be great to have more levels, or an infinite one that randomly generates.
I would personally prefer if the camera only moved vertically, but not horizontally, as moving too fast is a bit dizzying.

Nice and clean!
Don't know if I solved each level the "intended way", but I appreciate the freedom to play with the core mechanic.

Really nice!
Would you please consider adding an "auto play" feature just so we can hear how the "perfect" song plays?
Nailing 100% execution on Hard is beyond me - I know, skill issue :)

Loved the concept and loved the execution!
The game is short and sweet :)

Switching between foreground and background layers is really interesting!
Personally I think the puzzle aspect and the precision platformer aspect clash a bit, so I would have enjoyed the game more if it focused on only one.

Really cool concept!
There is one stage where the "spacebar" solution fails, probably #9.
Oh and I could cheese the puzzles by drawing paths outside the game viewport 😅

Thanks! Balancing difficulty was really tough in such short amount of time.
Not sure if I should make patches now that the jam is over, but I definitely have some ideas on how to improve that aspect of the game :)

Surprisingly easy to learn, considering I don't quite remember how Solitaire plays.
Double clicking any card will instantly place them on the Kingdom, even if it is "buried" under a pile of cards, probably a bug?
Legit beating the game took me ~5 minutes, using the "bug" and just drawing the whole deck then double clicking cards in order took me ~1:45.