Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

axollyon

80
Posts
1
Followers
2
Following
A member registered Mar 13, 2017 · View creator page →

Creator of

Recent community posts

our best review yet, thank you

this was really cool, the car felt incredible to control! i loved all the little physics interactions in the game, and i especially loved how big the map was and how you’re able to take multiple routes to get to the end. i wasn’t able to do any better than a neutral ending, even taking shortcuts, but i’m sure there’s some way to get some really good schmoovement in this game! the model work was also VERY good, i can’t believe that you made a map so expansive and so detailed in such a short timeframe. as for downsides, i think the biggest thing the game is missing for me is audio feedback. you mentioned having to cut the music at the last second because of copyright, but that’s not quite the problem for me personally - it feels a little weird with so little sound effects in the game. i think it would feel a lot smoother with sound effects for engine sounds, drifting, switching modes, sirens, etc, just little touches to make it feel less empty. (it’s probably just a me thing for why the lack of that affects me so much, though ^^”) outside of that, you’ve got something really awesome here! can’t wait to see more work on this!

unfortunately the technique we use for tracking the grass is hated by gamemaker, so the game just doesn’t run that well on lower end graphics :( we’re gonna try to improve it in a later update, but there wasn’t much we were able to do about it for the jam

hmmm i know those instruments… curious…

pretty fun! the movement was nice and responsive, and the levels made good use of it. i like how the swapping mechanic was done - i appreciate being able to see where platforms are in the other dimension, it helps a ton for games like this. i liked the modelling in the game (especially the player’s character design!), though i feel that the platforms could be made to blend in with the environment better. nice job, i hope you’re able to clean this up some more and add more levels in the future!

i had no idea what i was in for with this game, but it was really cool! i liked the vibes of it a lot, very peculiar. i loved just wandering around and meeting weird dudes that didn’t really do anything other than look at you - surprisingly reminded me a bit of yume nikki, in that specific regard. the puzzle solving was also very clever! there was actually another game i played earlier in the voting period where i suggested that it would be cool to use the game’s camera’s focus mode to see things you can’t normally see, so it’s a little surreal to see that idea actually in action here, lol. great job, can’t wait to see what you have cooking for later!

took world’s longest time to do so, but i finally figured out the game! yay! i think my main issue with learning it was that i didn’t realize i could attack the bugs themselves - i thought i was only able to attack the hives. i was under the impression the little yellow guys were unstoppable once they were spawned! ^^” once i learned that, it really opened up the game for me. it was a lot of fun! making EVERY SINGLE THING in the game use the same four resources is a really clever idea, it forces you to think super hard about how you use them, and i love that! i do wish that there was more of an incentive to use units other than the basic SHOT, but i’m really happy to see that you’ll be working on it more. i’m so excited to play this with even more of a planned-out strategy!!! looking forward to it!

this was really neat, it was like a combination of genres between missile command and an idle game! it was really interesting like this, it felt like there were more stakes involved on both ends, which made it work super well. i loved the aesthetic you chose to go with for this game, too. there’s a lot of games nowadays that try to go for a retro aesthetic, but you never see anything that tries to replicate this specific era. i would like to second how it’s a little difficult to stay precise at higher speeds, but honestly, i kind of like the difficulty increase as you get later into the game like this. cool stuff and great job!

pretty simple, but pretty fun! the aesthetic of the game is awesome, i love how the player model looks, and i love the little details like the satellite flying off in the background. the basic gameplay of the run & jump mode isn’t too difficult, i had a nice time with it though. on the other hand, the pose mode was a bit too difficult for me. the perspective of the camera made it really hard to see what i was doing - i took damage on just about every one of them. it would help a lot if i could see my silhouette reflected on the wall itself. it is a really cool idea for gameplay, though! you should definitely touch it up a little in the future. nice job!

haven’t really seen any dedicated racing games yet this jam, so this was a fun change of pace! the abilities you’re given in the game are really cool, they make for some really neat gameplay i’ve never really seen elsewhere. seems like there’s a super high skill ceiling with them (judging by your unbeatable-by-my-standards hard mode racers :P), which is awesome! i’d love to see a multiplayer mode for this, and to see people go face to face with these mechanics in real time. i also liked the selection of characters a lot (malmos gang wya), they fit the game well! nice job!

this was a lot of fun! the art was cute (i loved beep boop’s design, she silly), i LOVED the music (had no right to go that hard god damn), and the gameplay was really good. it was tricky being so fast paced, but imo that was what made it! i’m not sure how many deaths i racked up before beating the game, but the number is probably pretty high, lol. really cool game, great job!

this was a lot of fun, and pretty addicting, too! had to force myself to stop playing so i could finally write this review, lol. the gameplay loop is really well done! i loved all the little challenge modes that were introduced in each round, it forced me to improve my skills at the game, which i really liked. eventually i developed a strat for taking down the ogres of repeatedly attacking and then hiding in my chest, which was very silly and helped me rake in a lot more gold. i also love how expansive the dungeon was, though i wish there was some easier way to navigate around it! on more than one occasion i lost where my chest was and went all over the place trying to find it. ^^” great job making this!

i can’t believe how GOOD this game looks! honestly, every single asset in this is a masterpiece, and there’s quite a lot of variation, too - i’m surprised your team’s artist was able to draw this much, this beautifully, this quickly. i also loved how it felt to play! the decoy ability in particular was very unique and allowed me to make use of some fun strategies. i do wish there were more modes in the game, though. the dorian mode felt like it was directly better than the ionian mode, and there wasn’t much reason to switch back. i hope you’ll be able to keep working on this, i’d love to be forced to switch modes mid-combat!

really cool, i’ve never seen an actual full-blown jrpg submitted to a game jam before! (hopefully dunkey is merciful upon you :P) the story was very unique for one, and i really liked the characters’ stories, they were very well written! i do feel that the enemy encounters were a little lacking - it didn’t make much sense to be playing in a cool, grungy gang setting and have all of the combats be against random monsters. it would’ve been much more climactic if the final boss was against a high-ranking member of the rival gang! either way, the combats still played really fun, at least. i loved how i was able to make use of strategies that synergize between multiple party members’ abilities. great job!

pretty cool! the models were very nice, i loved how the enemies looked. the game felt nice to control, though it took me a while to realize that i had to kill the ghosts first since it isn’t mentioned in the game itself - it made it feel like all of the enemies were just really tanky. the ui not scaling was also a problem for me, since my monitor is bigger than 1920x1080. i’d love to see more polish added to this game in the future, nice work!

super solid monkigame! i really liked the sprite art overall, but i ESPECIALLY loved everything about the MONKEY MODE itself. the sprites for that in particular looked awesome, and it was so satisfying finally unlocking it after figuring out the perfect route past all the apes! i also loved the music, i feel like the monkey mode track is going to be stuck in my head for a good while. nice job!

woah, this game is super underrated at the moment! i cannot believe the absurd amount of care and detail that went into making this game. the shenanigans it allowed me to pull off were incredible, and it also had a really cool story!!! i loved the puzzles in it (i especially loved how you chose to do the “crouch” mechanic - that was hilarious), and the modelling work was impeccable. my only nitpicks are really minor, with the inverted x axis, and the game not actually locking my mouse to the window (meaning i was accidentally clicking things on my second monitor). outstanding job, i hope this gets more attention!

(1 edit)

this game was awesome! all of the art was great, and the soundtrack went incredibly hard. the gameplay was very fun, but it could use some quality-of-life improvements, imo. it was very tedious finding my way around the map and remembering where to go without any sort of minimap or directional indicators. the hacking mode could be better, too. the turrets in particular confused me, since there was no indication or reason for them to shoot me, as well. i could also just unlock every door at the start of the game, meaning i would never have to go back into hacking mode again for the rest of it. outside of those issues, though, it was still really good! all of the guns were very well balanced with one another - i think all of them (excepting the basic gun you start with) were at about the same power level, meaning i could use any strategy i liked. the boss was great, as well! it was pretty tricky dodging all of its attacks, and it actually took me a couple attempts to beat. great job!

pretty funny! reminds me of those old gag browser games you’d see shared around, except it’s a new gag browser game i’m expecting to see shared around. usually i write entire essays for these reviews, but this was really simple and effective! fish mode 🐟

this was nice! i really loved the art in this game - charlie is so cute, and i loved all of his little costumes! the gameplay was a little basic, but the fact that you’ve included an ingame score leaderboard goes a super long way. it’s really enjoyable being able to race against the developers, it adds a lot of replayability! it was also extremely polished in its ui, and it’s incredible that there’s an actual in-game level editor in a game jam (even if i have no idea how to share the levels i make). really good job!

(1 edit)

this was so much fun, incredibly creative!!! every bit of this oozed nostalgia for me, like a mix of old ms paint (of course) and even actually line rider, with the levels made of playable drawings with colors that have special effects. all of the solutions were really clever, and i LOVE that you’ve actually included support for custom levels!!! there’s so many games i’ve played so far this jam that i wish i could play more of, but can’t because of the limited scopes. but this game actually lets me play more of it, as long as people keep posting custom levels here in the comments!!!! with that in mind:

hello from MOWED!

that was super neat! every minigame was done really well, and i love how the art style changed to something different for each one. each one was very cute and unique, and the dialogue was really funny in the dating sim segments! i also like how the gameplay ramped up as you got further in - at first i thought it was just going to be lightly touching on each genre, but the space shooter and the rhythm game surprised me with how tricky they got. this would be cool with an endless mode, i’d love to see how long i’d be able to keep going! nice work!

dude what did i just play. that was almost kind of transcendental? my friend said the dialogue was “like cowboy bebop if it was stupid”. absolute goddamn masterpiece. why am i cooking eggs with cigarettes? you know, for the taste. it’s fine. i feel like i’ve become a master of the weirdest egg frying you’ve ever heard of. the gameplay was very tricky, but it’s amazing for that. i feel like i need to check out your other games now, this was unlike anything i’ve ever played before

my throat hurts, i got last place, i had no idea what was happening, but at least my friends in the voice call got the absolute highlight of their day and really that’s all that matters, isn’t it? incredible game 10/10

this was really neat, it was like little alchemy versus! once i got the hang of what i was doing, i had a lot of fun. my personal strat was to repeatedly alternate between casting fire and earth on my opponent, so that the lava pools would just stunlock their ai. even though i was kinda able to cheese it like that, the ai was still REALLY good for a jam game! i can’t even imagine the amount of logic that had to go into making it so smart. this game would also be super good if it had a multiplayer mode! the plays that would go into competitive transmogrification would be unreal. great job!

omg this was incredible. i can barely even process the work that would’ve had to go into writing a whole text adventure in two and a half weeks - but then this ALSO has all of those text adventure scenes fully modelled in the sickest, most aptly genre-fitting art style known to man??? i barely even know what to say!! i adored being able to walk around my environment, switch over to text mode, and read some of the most beautiful descriptions of that very same room. most of the puzzles themselves were pretty straightforward - i had a little difficulty with the gallery puzzle in particular, but it felt amazing once it finally clicked. just stellar work, wow!!!

no way, you’re the first non-dev i’ve seen that’s gotten M ranks at all! great job!!!

as for the lag stuff, it’s definitely possible, though we do a lot of stuff with surfaces for the grass, so it’s hard to say really. development will probably continue next month, so i’ll keep that in mind for then, thanks!

really addicting! my fingers hurt, but i made it to the end! biggie was super intuitive to control, i love how the number of buttons you need to press was so creatively minimized. honestly feels like the only difficulties i had with the game were my own skill issues, which is a great feeling with something challenging like this! it came out incredibly well balanced. the art in this is also really cool, you don’t really tend to see prerendered styles like this anymore. awesome work!

this was such a cool experience, i love the way you flipped the “farming sim” genre on its head! i’ve never really been able to get into them personally, because i hate having to worry about time management. joke’s on them though, cause this game completely fixes that problem! 😁 i love the mechanic of being able to take full control of how the clock works in this, it helps take away all of the stress i usually get from these types of games. the aesthetic of this game was also incredible - it felt super authentic to being inside an older computer! i had a lot of fun seeing everything all the characters had to say, too, and the same goes for seeing all of the crops in the game. amazing job!!!

(1 edit)

“give rise to” the new mower-type game genre? you fool, i was there when the ancient texts were written!

hehe it was really nice seeing a different take on grass-cutting score attack gameplay! i loved the little touches you had in the game, especially the physics like with the tires and hitting the soccer ball into the goal. really messed up that i can be arrested for zero counts of vehicular manslaughter, lol! the art style was also very unique, the unshaded models looked very silly and i very much enjoyed that. nice job, fellow lawnmower legion member!

this was a really neat concept for a game! i hope you’re able to flesh out this idea further after the jam, because i really wish i could see more done with it. i had to use my brain in ways i don’t really tend to use it for when playing a platformer, which was really nice - though just when i felt like i’d gotten pretty good at using the phase ability, the game ended. i’d love to see how it would interact with other new concepts! i also really liked the aesthetic you were going for with it. it was simple, but it was very unique and weird and cool! i hope bobby enjoyed his soup ^^

yeah, the techniques we used in the game don’t really mix well with weaker hardware unfortunately :( (my own laptop hated it, even!) hopefully we’ll be able to optimize it further after the jam is all said and done. glad you enjoyed it even through the lag!

played through the game twice (once as each currently-available character), had a fun time! i think the movement and combat could stand to feel a little more responsive (especially with the wall jumps), but it was still nice once i got the hang of it. the special abilities might also be better if they were nerfed a little - colonel cola’s in particular made the game very easy, since i was just able to freeze my way through everything. on the stylistic end, the models in the game were very clean and well made, and i really liked the ui design. nicely done!

this was a lot of fun! i was incredibly drawn to the art style first, it’s so cute and soft, and all of the assets work especially well with one another. one small thing i loved was the texture on the player character, it felt like i was playing as a miniature, squishier moon myself! the gameplay was also very nice, everything in the game provided a really good amount of challenge while also not being too difficult. one nitpick i do have is that the physics on the grappling hook are a little janky, but that’s not too big of a deal. i also really enjoyed the optional challenges that some of the stars provided, they worked really well to test how well i was able to use the game’s abilities. very nice game, well done!

(i don’t think i’m going to be able to beat this game unfortunately, so this is only really reflective of the game up to the start of the volcano world :( )

from what i was able to get through, this game is really cool, but REALLY hard! the glitchy visual effects look great, the ui work is super polished, and i ADORE the music - i could listen to this for hours on end! i really like the gameplay mechanics themselves, but they could definitely use more tweaking and tutorializing. the jumping feels way too floaty, especially for how narrow some of the spaces in the game are, and i had no idea that you get a bigger boost from your repel burst move if use it earlier in the jump until i saw a message about it when watching a stream of the game. on the other hand, though, the player’s moveset feels incredible to use when it is cooperating with what i want to do! i adore how it feels in this game to grapple onto a colored block, then swap off of that color to send yourself flying. with some lowering of the skill floor, this would be an even more amazing experience! i’m very glad that you were able to submit, and that i did get to play at least most of this game.

i’m definitely not a bullet hell expert by any means. this game was still super fun as a beginner, though! it was pretty forgiving of any mistakes i made, and the rank system is a great way to make it so anyone is able to play, while still keeping a high skill ceiling. (not biased ^^”) i did only get D rank, but i can see a lot of room for improvement on my end. i also really liked the stylistic choices in the game, the glow effects on the models were super cool, and the music slapped! great job!

this was pretty nice! the art was very cute, and i loved the use of the monochrome palette in the game. i did run into the same issues with controls as everyone else (i think it would’ve been a lot better with controller support), but i’m glad to see that you mentioned earlier that you might work on improving them. one way i think the gameplay itself could be improved is if you could see an outline of where things are in the other mode - that way, there would be a lot less guesswork involved in where to jump to. great work all around, i’m glad you got to submit!

very cute game with some neat concepts! i really liked the idea of there being different types of enemies that you could only defeat in a certain game genre. it was very nicely made and polished - i loved the overall feel of the game, especially with the ui and the dialogue. it’s super impressive that you were able to do this all on your own!

woah. i’m gonna have to come back to this one and play it more after i’ve collected myself; this might be the most overwhelming, anxiety-inducing game i’ve played so far this jam. ^^” it’s a lot to take in all at once, but it’s INCREDIBLE! the presentation is SO unique, i love how you’ve made it so you have to play in a tiny corner of the screen instead of just swapping the whole view between gamemodes. i absolutely adore the art style - the extremely limited palette makes it so much more terrifying. the game is very, very difficult, but maybe i’ll be able to get better at it and learn more about it over time. (if i don’t give myself a heart attack, that is!) this is so unique and SO good, it’s such a shame that it doesn’t have that many ratings right now!

dang this is addicting, i wish it could go on endlessly!! it was a little tricky keeping track of enemies behind me with the minimap, but i managed. i thought the whole idea of making smart use of what order to use your cards in was really clever! (especially the “last” one ^^) all of the spritework was also really well done, and i LOVED the music, it was really, really good! outstanding entry!

(1 edit)

so looking at the game page i was getting a little suspicious. “was this actually a real game?” i was thinking that the whole remaster vs. original thing was the mode gimmick, and i was right! this turned out REALLY good. on their own the movement abilities are already SUPER solid, i could see this already being a great game even without the twist, but the twist makes it even more interesting to play. i loved the way the enemies switched behavior depending on which mode you’re in, especially the rabbits! the game also looks incredible!! i can’t believe you went through all the effort to make every single asset twice, while keeping both styles consistent and super cute. (i also loved the way the aspect ratio changed in retro mode, it made it feel even more authentic!) good job (and good japes)!!!