Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

arkeus

46
Posts
47
Followers
2
Following
A member registered Mar 04, 2013 · View creator page →

Creator of

Recent community posts

A beautiful take on the classic horror trope where you're trapped on a boat and can't escape, held in place by invisible walls, constantly reminded of your impending doom by an endless stream of crates that will eventually sink you. The twist at the end when you finally escape, diving to your freedom, only to find out the ocean isn't real and your nightmare has simply transitioned into falling forever? *Chef's Kiss* I appreciate the use of symbolism, and the nods to early Stephen King novels shines through brightly.

5/5 - I still don't know what the crowbar was for.

(1 edit)

It started out slow, but once I started earning upgrades I had to keep going and earn more and more. Definitely WAY more fun than it looks on the surface and I spent far too long playing it. Nice job! I did have an issue with falling through the world (when walking into a cliff), which wasn't a problem early on, but once I got a ton of speed upgrades it made it almost impossible to finish a run without falling through.

Bouncing yourself around with rocket jumps is oddly satisfying. 👍

Neat game, fun movement, and the level design was fantastic. Good use of tutorials without needing to run a bunch before starting. I did have issues with the fire gauge at the bottom right blocking the view of upcoming projectiles at some parts (when you're down low on the screen), and getting stuck in small passages by being tilted at the wrong angle going in and needing to reset, but overall it was definitely enjoyable!

The art style and effects go so well together, and the fish are super cute! And it has more violence than all the Saw movies combined. Love it!

(1 edit)

I haven't actually quite managed to make anything (other than an egg), it seems there are a lot of things that soft lock you. Picking up all the tools at once for example. Or I plugged the belt sander in, picked up, and it said it still needed power, so I unplugged it and plugged it back in, and that seemed to power it based on the light but it soft locked me from dropping it or interacting with anything. Also experimenting with tools to figure out what did what usually would soft lock with the known prompt bug (hammer an egg and it went flying and apparently destroyed it so I had to refresh to get the egg prompt off). Edit: If you do upload fixes, a way to lower mouse sensitivity would help a ton.

Where is the last plant... And what are these hearts fo--- Oh.

Great take on the theme! My final score was... Let's just say I should not be allowed in a porcelain shop.

The game was interesting, and bouncing around against the wall was fun, but I'm not sure I ever fully understood the actual controls. Combining moving fast and mouse movement felt super slow compared to just swinging my mouse around wildly. Also, it took awhile for me to understand what was triggering the boss's life to go down, but I understood eventually.

Bouncing around is fun! My only complaint is the world feels too big compared to the movement, so there's a lot of running and falling time and less of the fun clinging and launching. Ari looks fantastic though!

Great application of the theme and interesting gameplay. Though I wish the summoning screen had the information for that body part as you select them since there's so much text in the book to remember.

It was short, but I love the idea! Reminds me of Lost Magic on the DS.

Interesting! The smooth camera and the neat distorted animation towers were really nice.

Neat! The lighting on the muzzle flash combined with the shadows made for some nice visuals!

A fun idea, but I'm so bad at it I started looking for ammo for the gun to take my frustration out on the seagulls. One suggestion would be to make the aiming reticule change color if you're aiming at a seagull and close enough to grapple it.

An interesting take, though I do agree with the comments about it being very bright and hard to see the world. Collecting clarinets is definitely more interesting than collecting coins!

Fun, surprisingly in depth with a ton of levels. Also definitely the most frustrating game as I'm apparently very bad at timing my jumps! Definitely feels very polished with great sound effects.

Fun game. Favorite bit is the bouncy animations on everything, adds a ton of charm.

A fun game to explore, though the beginning is a bit slow with all the slow falling. The graphics are simple but work surprisingly well for this.

Amazing pixel art and an interesting take on the theme!

A good start to a pinball game, but I agree with the other commenter that more tilt would help (and obvious goals such as a score).

Fun mechanics that made it much more interesting than a typical maze game. Nice job!

Art and music were great, and I really liked the UI. It was super clean and easy to tell at a glance everything you had. I definitely have a soft spot for grinding out materials for upgrades in games, so it was quite fun to play.

Fun game! I liked how you introduced each new mechanic slowly, and the difficulty ramp up felt fair but challenging. One thing I think could help would be an indicator (like the hazard for arrows) showing if there's a powerup off screen so I know if I need to run around or not.

The art, music, and graphics were all on point and complemented each other really well. I also felt like the narrative at the beginning of each day added a lot to it. Big props to your artist, the different relics you could decorate with were varied and looked great. Two things I felt distracted from the game were the randomness of picking the wrong path, and the going back to the beginning when hitting a wall (which felt like it added more in frustration than fun). But overall a fantastic entry, with a good amount of content for a game jam!

Really fun game, the art and music complement each other really well! One suggestion would be to either auto enter the next level (if it's not already beaten)/make the level selection work with WASD/make the grapple work with the mouse, so the user doesn't have to keep moving between arrows and mouse. Other than that, was lots of fun to play!

Enjoyable! I especially liked the tape you play at the beginning. One of the attempts the guy respawned and multiplied into multiple guys and I instantly died, but the next one it seems to just respawn normally a few times. One suggestion would be to have an indicator of which color keys you've collected/still need (either on the UI or on the locked door).

Spooky! Atmosphere was good, and I was intrigued to learn more about what was happening as I went on. I did have a problem with dying if I ran through where the monster was when I was backtracking (since as soon as you pass through it appears right behind/on top you), but it wasn't too bad when I spent more of an effort tracking where it was at any moment. Nice job!

Enjoyable entry, one of the more interesting concepts I've tried so far!

Really enjoyed the atmosphere, and having customizable settings was a really nice touch! I got lost running in circles more times than I care to admit.

Love the pixel art. It seemed simple, but it got challenging quickly.

Quite fun. I've never felt so bad at math in my life.

I like the idea! Also the title screen is great: animated, hover effects, and look very clean. It's something people often skip for a game jam, so kudos for that!

Looks and sounds very nice. I was a bit confused at first since I didn't realize I had to make friends before I could murder someone. ;)

A neat take on pong/breakout with interesting powerups. I didn't grasp the concept of controlling both paddles, as both WASD and arrow keys only moved the left paddle, so whenever I broke through to the other side I lost.

Visually it's very pleasing! The 4 or 6 towers on the right side felt nearly useless though, as they were shooting perpendicular with the path so 99% of the shots would miss the enemies. But it's fun mowing through hordes of enemies.

Simple and sweet. This gave me an excuse to test the translate function of the camera app on my phone. One suggestion would be to lower the delay between axe swings to speed up the gameplay.

I can say that's the first time running down stairs in a video game has left me both exhausted and with a mild heart attack. But at least I escaped. :)

Lovely art and a super interesting idea! I also liked how there was a different ending if you picked up the surprise. Great entry!