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AttaBoy

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A member registered Jun 07, 2016 · View creator page →

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Hey, thank you for the in-depth feedback! We're putting a new browser version out very soon with a pause menu, scoring, and proper game over, and the final version will have those fully polished up.

As for the bullets and cleaning up the corrupted blocks, that was a very common piece of feedback I heard during the jam and I totally agree with it. The full version will have multiple guns with different purposes, including one that lets you trade bullets for much more screen-clearing potential. The different guns also have a way to tie back into the 2D mode, which I'm very excited about.

And for everything else, rest assured we're working to make the full version a game people can enjoy coming back to again and again! More weapons, more enemies, more bosses, more Flapper. Thanks again for the suggestions (I'll play around with that minigun idea), I really appreciate you being invested enough to want Blocks for Babies to be the best it can be!

I think this might be the most beautiful game I've played this jam, the artstyle is just a complete success. It also controls wonderfully, which is so important for a dimension-hopping game. The puzzles are great too, and overall I just had lots of fun. After reading another comment I realize that I also missed the tutorial about being able to move the camera, so I brute forced my way into finding the cutout on level 4, but that's my fault. Great job on this game, I would sacrifice everything for dear sweet Cogmo

To me the smartest jam games are the ones that can make a simple art style work to their benefit, so to make a game take place within MS Paint like you did is genius. The UI, also, was a real highlight for me—instant delight upon loading. Great job with this one!

Vampire Survivors never really hooked me, but I think your first-person take on it was what I was missing because this is so much fun. The power-ups all felt really meaningful, the modes were a fun way to control the progression, and the difficulty felt challenging but fair. I also love the art. Between the enemy sprites and the music, this felt super polished. Great job!

I really enjoyed the youtube video, and it definitely set the tone for the whole thing. All of that was present in the tutorial text too, but the voice work really sold me on it.

I kept forgetting to trigger my first recall trap, so I mostly played with the ricochet. The game loop, which I really enjoyed, became laying down all my richochets, then hitting the first warbody and trying to lure the rest into place without dying. Lots of fun, and super satisfying to pull off. This is the kind of game where the enemies feel insurmountable when you haven't prepared correctly, but you feel overpowered when you do it right. And that's awesome.

I'd say my biggest piece of critical feedback is that the game is very hard, and it felt frustrating to not have checkpoints between rooms. The difficulty works for the core gameplay loop though, and it was genuinely scary to fire your first shot and have every enemy suddenly sprint toward you, I just didn't want to have to redo everything every time I failed a later level.

Overall this is really cool, and with some more sound design the atmosphere could be extremely tense, even with the silly overall theme. Great work!

This is pretty much perfect to me, it's such a cool idea and you've executed it so flawlessly. The artstyle and tone all feel perfect, and the puzzles are a genuine delight to solve. Amazing work.

Very punishing, but the physics in this feel incredible. Every mode handles so precisely, this is a real achievement. Great work on this game.

An experience as addictive as it was multifaceted. It took me many, many tries but I had to see my little man through to the end. My only critique would be that I wish the auditory hitbox (?? not a term but that's what I'm going with) was more closely matched to when the scream audio cuts off. Overall though nice job, and cute aesthetic!

Pure wish fulfillment, I have always wanted to go Monkey Mode.

Cannot describe how powerful I felt with that first transformation. Great art, amazing monkey mode music, and immaculate sound effects. Great job!

Really really well done. I've seen the two-worlds-with-slight-differences idea in plenty of released games, but frankly your framing of a remaster and its original is much better than all of them. Super clever, and delightfully pulled off. Also the platforming was really nice! The puzzles felt rewarding to pull off, and weighing the trade-off of using the staff as a helicopter vs as a platform.

A couple performance hitches, mainly slight freezes at various points, but those went away quick enough. Good job, a great jam game!

Like others have said, some visual elements would go a long way, especially on the melee-only mode. But the bones here are really good, and I could definitely see this being addicting for long runs once each mode is more visually distinct. Also the enemies are very cute. Good job!

WOW! The music-based gameplay alone would have been cool, but the diegetic presentation, the narrative, and the ending?? A complete 10-minute package and easily one of the highlights of the jam for me. Will be harboring this little spirit on my machine for generations to come

Thanks for playing! Yeah the lose state had a last-minute bug so we unfortunately had to remove it. It's already fixed in the version we'll upload after the jam, but right now losing is kind of on the honor system lol. Glad you enjoyed it!

This is such a kick-ass game omg. The controls left me going insanely fast all the time, but honestly that kind of mayhem worked perfectly with the whole hack and slash vibe. It could use a little more polish in some areas, namely that it was sometimes tough to tell when I was actually hitting enemies or doing damage (some sound effects might help), but I was able to find a nice rhythm anyway. At the end of the day it's just super fun to dash at light speed into an enemy, slash them to hell, pursue their body in midair to hit them more, grab it, and throw it at the next guy. Nice work.

Really love the art in the opening, it sets the tone super nicely. I appreciate how much spirit this game has, and how much it nails its tone with all the dialogues. Controls-wise I definitely had some trouble. Having that explosive jump only trigger on releasing spacebar gave the movement a simultaneous sticky and unwieldy feeling that tripped me up a bit. Also the wall jumping felt more bouncy than I was used to in platformers. Still, the overall experience felt pretty polished and the packaging of the game was one of the most complete I've seen this jam. With some tuning I think you could really have something nice. Good job!

The gameplay is implemented flawlessly into the story, and the art and sound both matched the contemplative tone of the narrative perfectly. I also loved that the snake had traditional Snake gameplay. What a brilliant way to tackle 'Mode'. Great work!

This is such a fully formed game, it's amazing. Looks great, controls extremely well, excellent music and sfx, and the levels are really nicely designed. Can't wait to sit down and play this on Steam with a controller, because this is an absolute gem. Bravo, and congrats on a great jam game!

Obviously not done as you mentioned but still a cool collection of things going on! Honestly it's so hectic, even without the danger the obstacles should pose, that with the bumping music it's pretty awesome to just navigate the track. Good work making something and pulling all those good lessons out of it!

Hard game! Really like the music theming, mixolydian mode was actually one of the first things that came to mind when I heard the theme that I didn't end up using. I like that the weapons and enemies all feel well fit to their musical meaning too. The slow tanky whole notes, the fast 8th notes (both the enemy and the weapon), it all feels right.

Would love to play a slightly rebalanced version that's a little more forgiving, right now I have to drop everything to take out any 8th notes as they just laser in on me. Overall great job!

Wow this game might be the most ingenious way of teaching color mixing I've ever seen? Seriously, it was brilliant that you could not only solve each puzzle by fumbling around, which would then teach you the component colors of the one you're trying for, but that you could also go in knowing the color theory in advance, which would help you solve the puzzle more efficiently. Just excellent all around. And the presentation is incredible too! The menu transitions, the UI, the music... well done, a game to proud of. And I didn't even get to how integral the theme is!

My only note is that I'm not sure I got what level 8 was going for. I hit all the marks, but never managed to get a color on the shelf. Ultimately had to abandon that one. Didn't really detract though, great job!

I wish I had found the music settings earlier, I really enjoyed listening to it while I played! This was fun, and I liked the sprites for the different enemies. My only critique might be that the guns didn't feel balanced, even against the elementally appropriate enemies. Like I would continue to use the water attack even when the grass charge attack had advantage just because I prefered the rapid-fire. Still, great job!

Very cute, I really liked the graphics! You made so many cute environmental assets for a game so compact, it totally sold the atmosphere of the whole thing. Nicely done!

Big mode reminds of those multitasking flash games I used to play, except all prettied up in a great-looking and thematically unified package. But even with that similarity, I don't think I've played anything quite like it. Really great job. Small mode also looked great, but I found it much more frustrating to play. I don't know if I'm just really bad at it lol but it seemed like there were some attacks I just couldn't get away from. Overall though this is a great game, and works with the theme nicely. Hard to imagine a better realization of "Big Mode" :)

P.S. great job with the story illustrations, and even better job bringing the 2D art style to the 3D models

This game is just dripping in style. Really, major kudos on the art and character design. The gameplay is also very fun, especially when everything lines up just right with your traps and gadgets. Some bugs here and there, and the gameplay sometimes doesn't really feel like you're outsmarting the AI, but I had a lot of fun. Not sure I totally understood how to use the color change to my best advantage, but I loved how your game mechanic/jam theme was echoed in the overall art style. Really cool to make the whole world one continuous level too. Nice work!

Oh you're totally right, I just never got to them. Just hit each one, and they are very funny. Updating my original comment now!

Thank you so much! I've loved seeing people react that way to the transition lol, that was one of my favorite parts to develop

Thank you so much for these incredibly kind words :) I'm so glad you enjoyed!

This is a genius game. Every section is engaging, and conquering each one leaves me feeling powerful, even knowing that damn duck is going to grind me into paste in the next leg. Just super super fun, great work.

Also the journey from "Orwellian" to "Orvillian" 🤌 perfecto

HA so glad you enjoyed, thank you so much for the kind words!

Calmed down Anxiety Guy by demonstrating proper breathing, and then the plane immediately exploded. 10/10.

Great concept and execution, love the character designs and "battle" format. Really great take on the theme!

I really like the concept that Easy mode can prevent you from losing by also blocking you from winning. Like the other commenter said, it would be nice to have even some basic audio cues or keybinds for the mode switch, but the graphics are really nice. I liked that the easy mode elements fit the same aesthetic as the other sprites.

The physics were also grippy and momentum-based in a way that a lot of pixel platformers aren't, but which felt like they fit with the little rocky character. I was enjoying doing stretches of jumps with him, and could totally picture a really satisfying flow of consecutive jumps interleaved with mode switches.

Good work overall!

The relaxing music was such a good choice lol. At first I found myself wishing for separate buttons to control each segment's directions, but 8 buttons was already overloading my brain. Very fun, I would totally play more levels/challenges with this courageous and QWOP-y baby

This is such a polished and fun puzzle game! I made it to the end, but it was pretty perfectly challenging throughout. The initial tutorial was great, but I was most impressed by how you presented the mechanics one by one. Great sound, cute sprites, congratulations on a great jam game!

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Started the game, died immediately, and got the smoothest piano lick of all time as my reward. Extremely funny lol

Very fun and simple. I really like the art style, and the animations are very charming (especially the way the train leaps off the track a bit). I could totally see myself playing this on bus rides as a cute mobile game.

My only wish is that the modes would somehow transition between each other. This is totally already in the game, I just had never gotten far enough to see the transitions. Great job, very fun game!

I really liked the tone of all the help text, and the two characters are very cute. A fun twist on the build-your-own-platformer formula, it was very satisfying to find solutions that bridged the gaps while accounting for the boy's jump height.

We also did a tetris-mode game for this jam, so bonus points for great minds thinking alike! :)

Hey, a fellow tetris-hybrid game! Awesome to see :)

Very fun idea, and I especially liked the transition from Tetris to Breakout mode. I agree with one of the other commenters that the 3D perspective, although visually very satisfying, made it a bit tough to determine which lane I was in.

But for the proof of concept this was very cool, I had fun!

Really fun gameplay loop, and very punishing. The animation and models are also excellent, the whole thing feels super polished.

Love the way the modes are handled, and how each run is different. Great work!

I realized I could mash the boost, which didn't make me any better at it but was still very fun. Classic endless runner with nice sprites, fun to get into a groove with!

I love idle games and tower defense games and this.... this was dangerous for me. So much fun, and a really nice gameplay loop of balancing ATM modes to survive vs. thrive. Excited to see how high I can push the upgrades.

I think I might have hit a bug later in the run where one of my ATMs wasn't able to switch modes, and interacting would open the shop, but that didn't really detract from the experience.

Art was excellent too, loved the swish on the mouse's tail and the expressions on the lucky cat. Definitely coming back to this game!

SO happy to hear that lmao, crafting that was my favorite part of development. Thank you so much!