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BenignChaos

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A member registered Jun 12, 2020 · View creator page →

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Cool game! The movement and shooting are well implemented. I found the revealing aspect of the upgrades a little confusing. It would be nice if the bullets were a little more visible. That being said, I had good fun shooting the enemies before they could get to the flower. I think it was really smart to give the flower health instead of making it a one-hit kill. Well done!

The shooting is responsive, but it does feel a bit too hard at the moment. Some of the enemies spawn too close, and then there's no time to shoot them all before they hit you. Still, even in it's current form, it's kind of a fun quick-shoot game.

Neat platformer! There seems to be some trouble going down the steeper slopes, where the character bumps up and down and makes jumping unreliable. I also had the camera go faster than I could run, which didn't seem quite right. Otherwise, the jumping is pretty fun.

Very cool idea. Having to grow and manage your bullets is a novel idea that I haven't seen before. I do run into the error mentioned by others when moving away from the flower. Because of that, I had to wait for enemies to approach instead of going out searching for them. If that error is fixed, I think this would be a lot of fun. Great work!

Cool game! I had more trouble with it than expected, but that might have been because of the speed up function. I do really appreciate the inclusion of a speed up, and it's great that you can sell and upgrade the units that you place. Very cool!

Very cool game! The enemy logic seems pretty complex, which makes the experience very engaging. It feels like the hit/hurtboxes could be a little clearer. Great work!

What a wild surreal experience! It seems like a lot has gone into making this game. I wasn't entirely sure what to do, and I did run into some movement issues where it would lock me from using some directions after walking against a wall. Immediately memorable though!

This is really cool! The art and music go a long way. Once I wrapped my head around the gameplay, I think it became a matter of just clicking the mutations quickly. However, the look of the game is immediately sticking with me. It makes for a very cool short experience.

I had a good laugh when I realized what the game was going to be after the first couple rooms. Even after reading the comments, I still got a fright out of the sudden appearance too. Getting to the last room was also 100% worth it. This was great! It's simple but really made me want to finish it!

Really impressive! I got immediately hooked on collecting bugs and powerups. The art is also incredibly cute and expressive. I didn't have to think too much about which bugs I was collecting, beyond keeping some evolved bugs at all times and keeping a spread of different bugs. Some difficulty balancing could make this really engaging, requiring some planning by the player. I really love this one!

Very cool and very polished. It went a bit slow for me, but that is largely because I'm trying to power through so many submissions right now hahaha. The tutorial at the beginning is really polished and complete. Very impressive!

This is a really good block pushing puzzle game. It's got a decent challenge without having puzzles that make me tear my hair out. What is really impressive to me is the tutorialization. You've done a great job of teaching the player what to do without making them read through lines of explanatory text. The sound is also exactly what it needs to be for this game. Background music is always nice, but I also didn't miss it because the sound effects were so satisfying. Really good work.

The gameplay is simple and very solid. I really like that the speed gradually increases and having some obstacles move faster than others forces the player to think ahead. You don't want to put yourself in a spot where a quick lightning bolt could take you out. Two seemingly simple mechanics that really work well in this game. Good work!

This is great! The gameplay is fun and the art is beautiful. The music track is quite good, if a bit repetitive. As others have mentioned, it seemed like the enemies were respawning after the player fully evolves. Some aspects of the player's shots feel like they might be too nerfed at the beginning (it's weird to outrun your own bullets), but it gives the player some real incentive to upgrade their abilities. This is really great work for 48 hours, and absolutely a solid foundation for a bigger game. Great work!

I love the concept and feel of this. I get big flashes of Sonic Adventure's Chao and Monster Rancher (both very good things to evoke in my book). It's cool that so much is information is tracked for each blob. It would be nice if there was some more direction, as it eventually devolved into a game of just trying to sell the blobs faster than they could reproduce. It might feel better if there was more riding on each slime, rather than being able to make an unending number of them. For a 48 hour jam, this is really impressive and good fun to play around in!

This is so lovely! I can't remember the last time I played a top-down platformer, but you really pulled it off well here. The word puzzle was fun. I'm a little embarrassed to say that I was almost about to look it up when I got it, so maybe it is a little difficult? That might just be me though. The art and general aesthetic is really cute and calming. Very very cool!

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Very cool concept, and impressive that you got this kind of procedural generation working! It's very cool that the player can explore such a big world, and I absolutely love the variety in quests. There are a couple little nitpicky things that I think could make the game even better. 

  • The movement controls would probably be better on WASD instead of arrows, since if would make the spacebar accessible to the thumb of the left hand. Using the arrows and the mouse meant I couldn't reach the spacebar in regular gameplay. 
  • The rabbit's foot makes me move a little too fast, so much that it becomes hard to pick up small items. 
  • I also accidentally wandered away from enemies at first and then had to really search to find them again after that. If there was an area boundary or a general indicator of enemy position, it would make getting lost less likely. 
  • Lastly, it seems like the music is localized to a certain area, so I spent a lot of my playtime not getting to listen to it. 

All in all, very impressive work!

Cool concept. I like that there is a boss of sorts at the end, but the win screen caught me off-guard slightly. Once all of the pieces are placed, the player doesn't have much to do. This could be addressed by letting players sell parts to swap them out for other parts, or something like that. Solid work!

Thanks for taking it for a spin! And thank you again for hosting and organizing the jam, I had a lot of fun making this and now playing everyone's games.

I love this! It looks and sounds great, and the gameplay is gripping. There are so many small decisions involved in the moment-to-moment gameplay. I get overwhelmed by the ghosts slowing me down, but it feels like it's happening because I'm making the wrong decisions, like focusing my fire on the wrong enemies or shooting when I should be running and jumping. Really smart to allow auto-fire but also have shooting interfere (or aid) movement. One of those decisions that permeates the whole experience. And I'm so grateful for the warnings of where the enemies are going to show up.

I don't have hours in the day or fuel in the tank to try to beat this right now, but I will definitely continue to play this (even if just to listen to the awesome music).

I love the idea of a blob evolving to be more plant-like or more animal-like (or both!). The way the player chooses which path to evolve down feels a bit strange, particularly with the buttons appearing while you can still move. However, I think I see the idea of gathering sunlight to get plant abilities and catching animals to get plant abilities. That's a really solid idea.

I also managed to get across the water after several tries. It seems to be a matter of how far away you are when you dash at it? I'm glad to I got to see the end of your game! Really well done!

Just wow. I almost can't believe how good this is. I don't think I have any notes!. Looks and sounds great. Immediately engaging without being too difficult, but ramps up really smoothly. The roll out of weapons is really satisfying and really scratches that itch that wants to multitask without being overwhelming. Truly truly impressive. I'm coming back to improve score later!

This is super satisfying. Once I got to butterfly, I thought the movement speed was changing randomly. Once I understood that it was responding to my direction, movement itself just became a joy. I had so much fun zipping around, diving to gain speed just for the sake of it. For 48 hours, it feels very impressive to me.

The idea to zoom out as you get faster is great. A lot of games in general don't do this, so the player just runs into things constantly. The birds were also very cute! Really strong work!

I had to give up at 9 bananas and 126 deaths. But I enjoyed my time with the game so far! It feels very polished if unforgiving. The writing was funny too, and it was interesting to see it continue along with the game.

On a side note, this is the first game in the submissions that has caused my laptop fan to really start up. The game performed pretty well though.

Oh wow, you just made my day! Thank you for playing it so many times and reaching victory!

Simple short experience. Feels like a solid start to a game. The platforming feels pretty solid. I did fall off the vines a few times by accidentally pushing left or right, so maybe the vines could be a little "stickier" somehow? For example needing a jump to dismount, or press left/right for a moment before dismounting.

This is a great funny concept! Having to die the same way repeatedly would be grating in a longer game, but I don't mind it in such a short experience, especially with the funny text in the first stage. If this were a longer game, I would want this to be a backup feature, if the player repeatedly dies in challenges where they don't really need the evolution. Also, the vine climbing felt very well implemented. Well done!

Fun short game. I was enjoying the challenge until I got the toxic aura, which removed most of the engagement for me. There's a cool concept in having to kite and dodge the ever-growing horde of enemies, maybe whittling them down when you can. What's here is solid!

Solid platformer! The moving platforms and pixel-perfect jumps are done really well. They required some effort from me but did not get frustrating. The sprites and backgrounds were also incredibly charming. I definitely see Wall-E in the protagonist.

I was confused by the icicles on the sewer ceiling, which didn't seem to hurt me like the floor ones did. I also dropped the wooden plank in the water, and it never came back. I would have liked the opportunity to retry using it if I died or respawned. I also found I could jump off the sides of the stage if I stood on the onion (hardly a major issue, but might not have been intentional).

Great work!

This is amazing! I feel like I need three coffees in me to keep up with the madness. I wish I could pause and see the board clearly, but that would totally be cheating. I love that there are goals to aim for, it gives the game an addictive collector quality. I'm definitely coming back to play more of this one. Fantastic!

This game is incredibly cool. I would absolutely be in for seeing a more polished and expanded version of it. The idea of avoiding damage while maintaining your temperature is genius!

A couple scattered notes:

  • I noticed some unavoidable damage in one or two places. I think I might have been able to avoid some of it with certain powerups, but I suspect there wasn't a guarantee I would see those powerups by that time.
  • The powerups that negate temperature are a great idea, because they make it a very customizable experience. Having to choose between those and other items that increase your score or make the game easier in other ways is a great bit of decision-making to give the player. If the player always has the option to get more points instead of lowering the difficulty, this gives incentive to play "the hard way" for a better score.
  • The game really hits its stride in stage 2. Maybe stage 1 could be a bit shorter and/or require a little more maneuvering from the player.

Fantastic work!

Love the art, and I'm coming very close to humming the music outside of the game. I'd love to see this after the shovel is working. It's always satisfying to see number go up!

Very cool, I like the random layouts and the enemy variety. The combat feels tough a bit stiff, but it does work. Some windup animation frames from the enemies might help, and an attack cooldown indicator on the player would probably go a long way (whether it's a bar, colour, or some other way). Great work!

This is so satisfying! It starts of with enough challenge to be engaging, then it lets you take a nice power trip as you decimate the field with ease, and then brings the hammer down as things get harder again. At least, that's how my run went. What a journey!

I really appreciate the RMB QOL feature. It's nice to be able to click if I want to, or toggle if I don't want to bother with the mouse button. Great game!

Thank you for playing and for the feedback! I'm really happy that you had fun with it. Our music and sound contributors, Rob and Becky, will be happy to hear that you liked it! We adjusted some of the sprite sizes very late in the jam, so it's totally fair that the differences in pixel size stood out. The difficulty was also under heavy revisions right up until the end. We have some things to improve with this one for sure.

Very cute! I feel the player could use a little more direction, but it's a very relaxing experience as it is.

The jumping feels really good! I really appreciated that there were no leaps of faith necessary to find all the eggs. The only time that I couldn't see where I needed to jump to was when I had already seen the destination earlier in the stage.

The jumping feels really good! I really appreciated that there were no leaps of faith necessary to find all the eggs. The only time that I couldn't see where I needed to jump to was when I had already seen the destination earlier in the stage.