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Tom

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A member registered May 08, 2022 · View creator page →

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I like the design of the behemoth and the idea of dying in a spot spreading forest!

How could you possible come up with this idea? The sheer combination boggles my mind. Also that yell is hilarious.

I think there’s the bones of a cool boss fight here. Adding in feedback when hitting the boss would really help juice up the game!

I really love your opening cutscene work. It’s neat! I think I needed more groundwork on the lore, because I was surprised by some of the later dialogue. It’s amazing how many sprites you made over the course of the jam! Does gumishark actually bite enemies? I didn’t see him do anything. Was I missing a control to command him?

There isn’t a game on the web page! Submit a ticket on discord and maybe you can get it in!

Wow, fantastic execution on both a bullet hell and a tower defense. It took me a minute to fully understand what the mechanics were allowing but this is a really nice execution on tower defense. Interesting combination of drafting and wall building mechanics. Only downside I can think of is that it was really small on my screen with no option to make it bigger!

Fantastic work!

This is a really well executed rendition of Pong. I think the extra mechanics you added for decaying blocks and decaying platforms are neat. Nice to see a take on a classic.

Woo hoo intro and outro cutscenes! Getting people into the game right off the bat! I would have really liked a way to aim the sword/magic attacks more, but I played all the way through to the end and beat the final boss! I like how each zone changes when you clear it.

What a lovely little game. Nice autumnal theme, straightforward, and a good ol’ point and click game to boot. I think it would be nice to allow orbiting by holding down right click. Also the music doesn’t seem to loop for me, but nice polish on a simple little idea. Charming!

This is such a bizarre but interesting concept for a game. I think it could really work in 3D. Just have a pit in the ground that you gotta chuck stuff in to feed the ooze. I could see people having fun with it as a $5 “you’re in a weird situation doing a menial task” type game.

I’m just really charmed by the bizarreness of the idea.

It took me a second to get a handle on the controls, but then I found the layout of the board surprisingly charming. It reminded me of some retro computer games. I think the layer of historicity and the setting was really good. Having something specific made me more interested to see where things were going.

I do think that it would be nice to have some way of knowing what my choice in an event would do though.

I think you really hit a good vibe by keeping everything grey and throwing the lights on. I think the puzzle aspect of the game was fairly light, but I think the mechanic was very interesting and I’d like to play more with it. Good atmosphere! My only issue was the movement and mouse sensitivity was really slow/low and there wasn’t a volume slider. Good work!

Glad you got to the end! I hope you enjoyed it!

The victory screen statistics are showing the wrong number for how many squirrels you saved. Its just the final stats though, the gameplay works fine. We will fix it in a post-jam patch.

Great puzzle game

Very nice, straight-forward concept. It reminds me of old flash games I used to play. I think something you could shoot or interact with to slow down the wall a little would be a good addition.

Nice job for your first game jam! I think the mix of holes and enemies was well balanced, and having a forward as well as a down attack was good forward thinking!

Adding some SFX to things like jumping, landing, and attacking will add a lot to the experience. You could also experiment with making jump height dependent on how long you hold down the jump button!

The art is fantastic on this. I think the jumping mechanic could have a little more depth if you made the height of the jump dependent on how long jump is held down for.

This is delightful. I think you made a good choice giving the player health so they don’t die in one shot. I found that I could just keep spamming left click and bypass the main mechanic of bouncing off the walls, so I would suggest putting a cooldown on that. Great work!

Very fun and frantic! The little effects you added to everything really make a big difference. I think the the last couple levels could have been rearranged in difficulty a little bit, but other than that, fantastic work!

Nice puzzle game. Fairly easy, but I guess that’s part of the theme!

I like the comic, and it’s a neat premise for a game. I wasn’t sure how to combine items as first. I think it would help to have the recipes visible in the game as well.

Very nice art and interesting concept, reminds me of Papers Please! I think the game could do with some sort of … meta pressure? Some other element outside of just the bureaucracy of adhering to the rules. Also, it would be nice if the label printer stayed fully on the screen so it’s quicker to use.

I appreciated that you highlighted all the trash through the walls so it was easier to find. I never questioned what I needed to do next. I found out that I can put items in their places through walls though, so sweet speedrun strats are possible.

I found the instructions and controls hard to parse. I was confused as to why I needed breath to create things, but I think the system you built here is really fascinating.

This game oozes style. Great work on everything, feels really professional. The subject is such a heavy one, and it’s very difficult to handle and talk about it in a healthy manner. I think you’ve communicated a very honest message, and that’s admirable.

Nice art and neat idea! I would find it really helpful if I could use WASD or arrow keys to plot the path of the mailman instead of the mouse, because I kept messing up with the mouse on the grid.

Sometimes you can get stuck on the left wall and not be able to jump to the right. If you jump into the wall, you get unstuck. Nice execution on a classic formula.

Oh wow I suck at this game haha. Interesting idea to get organs from the enemies.

Nice little intro cinematic. I didn’t realize there were upgrades at first because I kept accidentally left clicking to shoot when the upgrade window opened lol

Interesting! I like the art and the story. I would love to have some idea of what an encounter might offer me on the map, because without any idea I don’t really have a meaningful choice. I’m not sure if I won, but I got a credits screen!

I like the lighting and playing around in the darkness. The distraction mechanic is nice as well!

All the systems you came up with are really neat. It’s a bit hard to figure out how to interact with the systems at first, I kept left click and vacuuming by accident! It would be great if you could figure out a way to get the whole station into one scene so level transitions aren’t necessary, the loading scenes break up the flow of the game a little. Really creative idea though!

The controls were a bit hard to wrap my head around at first, but once I got it I enjoyed the groove of serving the customers. One guy just ordered a ton of pudding though, his poor stomach.

I liked sorting all the things nicely. To that end, I think it would be nice if I could box select and move groups of items at a time. And it would be nice if dialogue could be advanced with a left click as well so I can lean back and really relax. The art’s great, very cute!

We had a similar idea in our brainstorming phase, but we couldn’t think of a way to make an interesting idea around the concept of “Nothing you do can be wrong”. I think the way you tackled the theme and turned it into more of an achievements list was a great interpretation. The game could use a volume slider though lol, the music is very loud for me.

The way that the reaper follows you but hangs back just enough creates a lot of tension! I think it could have been a little slower for the starting section, because it’s a pretty hard start when I’m trying to feel out the games controls.

The art style is so simple but great. I like the epilogue being a broadcast! Good work!

Neat idea, I like gathering the party and getting more abilities. I think if you had a bit longer range and the enemies moved faster/had less health the game would flow a little better.

I was defeated by the timer but the platforming felt nice. I like how transitioning states mid jump was important to progression