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BBOFY

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A member registered Nov 20, 2023 · View creator page →

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Visuals are interesting but not distracting. Just pleasing 3D. I also like the sounds. From the gameplay, it is a cool idea for a puzzle with different roles and requirement for a good route planning. Not sure about the "human" ability, I probably didn't understand it at all. However, one animal in particular is a bit overpowered and I managed to go out-of-bounds with it by accident :D. But I think I reach the end, even thought not in the intended way. Maybe one think I would improve would be the time the trail kills you. Currently, it is too short, at least for me. But it might be just my skill issue.

This one has, I think, the most elaborate story of all entries. And the FAFO is strong here. Apart from the story and art style I like the overall diversity of the scenes while they are still. Maybe one nitpick from my side would be to allow Myc to move a bit faster since the scenes are quite long :D.

Interesting experiment technology-wise and cute art style. Frankly, I don't know if I managed to win the game, but the "You Ate" slide was shown to me two times while clicking more-or-less without a plan. Bonus points for the ability to show this game as your next performance review presentation.

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I like the overall art style, but the sounds where quite unpleasant for me (not much harmonic tones).. Frankly, I didn't get the rest of the game, the story, and what the interactions even do. Long walking sections between yes-or-no questions was neither much stimulating. The ending was also a bit abrupt and looked like a crash.

I like the overall idea and the third dimension of time and puzzles connected with it. I had no major setbacks while solving them  Maybe the only thing that I really don't like here is the camera movement. It was dizzying for me and I didn't saw any usefulness to it.

And with the bug in the last level: yes, it was there, but as far as I knew it was just part of the story and the time switching still worked (although a bit differently).

Really cute visuals, and I love those arcade sound effects. On the other hand, combination of big hitboxes, mushrooms' pathfinding and level design allowed me to cheese the game by shooting the mushrooms while they we're stuck. Also the border mechanics was a bit unused, since it could be just not crossed (almost everytime). One upgrade could be to make horizontal borders instead of vertical one. Or even create whole regions where the player is being shot at by the 'shrooms.

Either carrying egg or being capable to attack is neat idea, but it isn't finished from the level design. I managed to complete the game without throwing the egg once. In some later levels I had a feeling I was bypassing the intended part of the level. I think, if the jumping wasn't so much "jetpack-ey", it would be a lot harder to just run through the whole game with egg in the hands. A few tweaks to levels, enemies and egg-aiming, and the game can fully live to it's potential.

The music and visuals together are mesmerising and it's fun to watch it grows. Frankly, I didn't understand the mechanic of growing paths or how to control them (sometimes I had the feeling it did anything but what was the best for it).

For the future, it would be handy to be able to speed it up or probably make it into some AFK grinding game (it would certainly hook me). Overall it's a very nice entry and I quite like it.

A simple vertical platformer with lovely art. Bugged checkpoints were a bit of a let down, but with some clever platforming I was still able to complete the game (even after a lot of falls). I dare to say, with some clever level design this bug could become a feature, at least for higher difficulties. Main mechanic of (de)activating the platforms was interesting, but in current form a little useless. With less linear level design it could be very potent in maze/puzzle levels. I would love to see upgraded versions of this game.

Very beautiful game. Visuals, music, story, gameplay. It’s really good blend of factory simulation and conquering strategy. And I really like strategies. Frankly, the only thing missing for me (or I did not see it) was ability to rotate buildings.

I’m no good at Factorio and here it shows. Sadly, I did not have time to properly finish the game, but I bet it can be fun for a lot of hours (I have to finally sit to it sometime).

All in all I really have nothing bad to say here (maybe just the missing fullscreen). The game is lovely and I am looking forward to finished it.

From the technical and visual standpoint, the game is way too large on storage and visuals of character are just 2D sprites (not even billboards), very out of place. Not to mention the visible meshes of capsules. The first impression is not very good.

From the gameplay perspective, it is nothing new. Fights themselves are done good with the all necessary info available at hand, but they kinda remind me of these sloppy mobile game ads. When playing, I could no progress through the first fight however. I killed (according to its health bar) the baker while he was stunned and after stun effect ran out he started ninjutsu on my heroes. The game did not presumed him dead.

Frankly, only things I liked here were music/audio and storytelling. For the game though, these are sadly not enough.

I really liked its atmosphere: basically alone in dark foggy night trying to save ship. However on the more “realistic” settings the lights are really underwhelming, especially considering the Unreal engine was used.

From the gameplay perspective, it was a bit confusing at first. No UI, crosshair or highlighted interactable objects (quite hard to hit the horn button). But things got figured out fast thanks to small gameplay area. (Mouse sensitivity was also way too high for me, just as is and compared to the sensitivity in menus). The core gameplay was repetitive, but not boring. It was tense, actually. For the future version however, it would be quite helpful to have ability to move the light to either direction at will.

Good looking pixel art snake game otherwise looking quite basic and simple on the surface. But that cannot be far from the true. Puzzle are fun and sometimes mind-boggling. Present scoring system also keeps motivation high for finding even more efficient solution for each level. Simple, yet creative and original arcadey puzzle game. One thing, that could be improved though, are cutscenes which currently bring nothing to the table.

Nice platformer, I adore its dark setting, mainly that everything important to player is just a shadow. Present mechanics are very good base tools for more difficult levels. I also liked the visualization of what the player should do to complete a level, and in the essence the whole UI. Also, current levels are very good introduction to each gameplay mechanic.

This is what I imagine the work of back-end engineer would look like. UI is quite ugly but functional, but the inner workings of the game are really magical, not even considering this is one-man’s work. I also like all the puns.

There is a bit of learning to properly play it, but for the game complexity it is understandable. One major problem I see is the lack of information on the block constrains other than error message. A tool tip would be nice here. Code editing could be improved from the text editing perspective and programming perspective. Instead of JSON for example, something like OpenSCAD could be used, since it is also working with shapes. Provided documentation was quite helpful, but it could be mention that it is external one (it looked like it did not work until I accidentally alt-tabbed and saw multiple documents opened).

I really like the idea here and I hope the game will be improved sometime in the future.