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BearNos

70
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A member registered Feb 16, 2024 · View creator page →

Creator of

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Added a description of the controls, But I need to add a way to remove the info text while on keyboard.

Added keyboard  controls to the description, but its still gonna be janky.  I need to make for a way to hide the instructions on keyboard, because that's just gonna be annoying.  Ideally I'd have a way to adjust the map size, because the web build has a super small map compared to the desktop, only so that the frame rate is good enough that the physics system doesn't break.  At low frames the character just falls through.

Got pretty far this time, but the random growth side meant that I was pretty undefended on this last wave.  Two tweaks I'd love to see, Plants should increase the player unit cap, and maybe a cost to remove a building so you can reinforce an area.  Died with 9k gold, couldn't do much to save myself.  Also not sure how I feel about the plants auto using your gold, its only a problem if you are short on gold.  A tech tree for upgrades, or even ground patches that give you certain other boosts that could be returned to your base could be a nice way to add depth.  I think this is my favorite game of the Jam.

The Jodorowsky Dune tie-in game we all deserved.

21 pixel have no right being that cute.  This game is adorable, great job on the vibe.  I think it could be nice if the raft had a bit of physics/rebound when it bumps into a corner, that might add

Soviet mine-sweeping platoon simulator.  Great job om making a game concept that could be really frustrating instead interesting and fun to play out.

Really nice art pass, I love the infinity coil the snake comes out of.  Really well polished.  I appreciate the leading ghost box, I wouldn't be able to turn right without that.  Though my turning sense seems to get even worse when trying to move fast, that might just be me.

EXTREME!!  I would love a checkpoint wave system.  Fun and simple, I could feel myself getting close to a flow state

Can't get past first level on Brave or Firefox.  Not gonna rate until I can play more.  Looks really fun from the title image.  Was looking forwards to trying this one.  Hope you can figure out whats wrong or put up a native build.

Nice little game, feels complete.  Never played an auto battler so not sure how to compare it to anything else.

Cute little game.  I feel like the sprites could be bigger so theirs less dead space between them.  Also mechanic modifiers to allow you to link further than 3 or along diagonals could allow for interesting options.  Nice job

Aright Cyan, I know its you.    Great Style.  Kinda might have rage quit after getting obliterated by the dart trap.  Also the countdown should be a bit more clear on when its gonna kill ya.  Or have a monster.  The controls are good, though if you told me what they were I'm not sure I'd have said I'd like it.

There's the skeleton of a good game in here.  I like the ship art.  The dangers aren't particularly clear or dangerous, and the progress runs away too easily.  Really feels like the camera just needs to be zoomed out by 4x and have the sequence of jumps be tricky to line up.  Nice job with the mid level buying screen

The puzzles very rapidly turned into me just stocastically trying stuff.  I think there needs to be a better way to correlate what shell will do what, it's sort of too hard to remember whats going to happen and what is linked to what and will toggle which way.  The art is very cute, the fundamental idea is solid and fun, I just didn't feel like I was solving anything, because I didn't have any predictive model I was building and executing on.  Maybe I missed something, but a way to hover over the shells to see what will toggle, or a underwater view you can toggle between showing the links could make this more of a logic puzzle and less of a jiggle around the puzzle box until something changes the right way.

Nice little gameplay loop, I like the night section instead of just sleeping.  I like the auto targeting, though it would be nice to have the ability to aim by clicking so that you can punch through a wall coming at you.  Also seemed weird that the stone arrows seem to do less damage than the wood arrows, I thought the enemies had gotten stronger since I had made them, that didn't feel right.  I wish the character had a bit more energy for the day, or even just more strikes against the trees before they fall, the day part is over weirdly fast its sorta jarring.  I like the little ghost character.

The art is cute.  Reminds me a lot of a board game design I never really figured out years ago.  

Cheese Gromit 
Flappy tracks, could be dangerously addicting.  Nice job

The beginning is a bit slow, I wish I could speed it up a bit, but damn.  5/5 Really complete and fun gameplay loop

Nice little game, could be super fun with some tweaks.  I really enjoy the shooting/aiming, though audio is harsh when all the guns shoot together.  I wish the rudder was linear instead of stepped.  And this puppy backs up on a dime

Really like the path changing possibilities, good room for emergence.  Wish there was a way to speed up the creeps.

Fantastic concept.  I would love it if you could send multiple balls at once, or if the puzzle required you to sequence the release order and location before sending them, I think that would ramp up the difficulty of the puzzles.  I really like this

Fantastic concept.  I would love it if you could send multiple balls at once, or if the puzzle required you to sequence the release order and location before sending them, I think that would ramp up the difficulty of the puzzles.  I really like this

Fantastic concept.  I would love it if you could send multiple balls at once, or if the puzzle required you to sequence the release order and location before sending them, I think that would ramp up the difficulty of the puzzles.  I really like this

It's like a life simulator.  I have no clue what I'm supposed to be doing but its beautiful. 
The 60's Psychedelic aesthetic is immaculate.

Wow that's some nice art.  You should steal the crt shader from deer path.  I wish I didn't need to mash the keys to move, but maybe that's an aesthetic choice.  Reminds me of Montezuma Revenge which I played way too much of for how little I got through it as a kid on the Gameboy Color.

Cute art and I like the switching concept.  Glad I realized I could infinity jump

I really like the graphic for the aiming, the interpolation is nice.  The concept is fun, reminds me of a game on Orisinal

Great little concept.  Wish there were more levels

Nice little zip down stream.  The portal one was confusing, felt like the logic was somehow variable. 

Managed to get to the cave.  I don't like the opponent teleporting behind you when you misclick and are far away.  I wish you could get your bearings a bit on the timing with some feedback that you hit the window right while you're far away.  Otherwise nice well packaged experience.

The Screen effect really adds.  Not sure how I feel about the fire being non deterministic.  Completed some levels that I had just failed with the same solution.  Nice job

Other than my obnoxious warning text, which I probably should add a toggle for, you can mostly play with the mouse and keyboard.  wasd moves you, the mouse buttons crouch and by releasing you can jump.  e,q,z,x map to jump/boost, pause hack, increase fuel hack, swap platonic solid hack.  r,t map to lock fuel, switch view

When you're close to the ground you have a lot more control over your motion, and then you crunch up with the controller triggers and release them quickly to jump, Sometimes throwing yourself into a wall and jumping is the best way to launch the other way.

I like the art style.  Could be a fun puzzle game.  Only two levels right?

I like the art style.  Could be a fun puzzle game.  Only two levels right?

The puzzles are absolutely fantastic.  My graph theory is a bit rusty, but I'm convinced the last one is a lie, and that there must be another one in the maze.  However the maze is a bit abrasive, just following the classic minecraft spelunking hug one wall technique.  Its not that interesting.  I do like the fog effect, good eerie feel. Put in some mouse look and maybe a sort of abstract map that parallels the puzzles and this would be great.  Seriously the puzzles are fun.

I liked this more than I should.  I like the face on the monsters.  And how you can just free form discover your way around the darkness.  Also like the edge of the world

Another day older and deeper in debt.  I like the art style.  Nice job getting a tutorial in, could use more in world indicators for the smelter, I don't quite understand how that works, especially with the placement offsets

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I really like the basic gameplay loop.  Definitely a core more mechanics could be laid upon.  Also I really like the shaders for the planets

Frame rate say GOTTA GO FAST