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Bennett Johnson

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A member registered Oct 27, 2018 · View creator page →

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Nicely made game! I think it’s my preferred interpretation of the “draw a loop around things” subgenre in this jam. Doing it by character movement feels a lot better than drawing loops with a mouse for me. I had one issue where enemy projectiles (the blue and green shooting ones specifically) moved significantly faster on my end than they do in the gameplay video.

Very good idea for the theme, I really liked the roguelite loops especially. I was kinda hoping something would happen for visiting the bonus room on each loop (secret ending maybe?), but it was cool that you still got an upgrade choice for that room & the key room.

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Really nice complete feeling game. I replayed it a second time because I couldn’t figure out how to solve this room:

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Since the enemy is there I was trying to freeze it and push it into the bounce pad thing. I did eventually figure out the more simple solution of just holding space, lol.

Really appreciate your comment! I think I’m in full agreement with your feedback.

Really good interpretation and polish. Enjoyed the Runescape reference too. Does the game end with the ‘???’ screen, or was something more supposed to happen there? I couldn’t do anything at that point

Love the art style, feels very cohesive. I managed to get the three star for fastest time, but I couldn’t get much past around 250m

Thanks for sharing your thoughts! I did deliberately have almost no air-control, but maybe in this case it might not have been the best idea. I think it might work better in more controlled environments, like if the game world was smaller and contained to a single screen width-wise.

Intuitively I try to follow the ball and ‘catch’ it, but the levels, especially that four square layout level, teach you to move your mouse first before sending the ball, which was a pretty cool realization.

That was fun, it took me several tries to beat it, since it’s a pretty far distance to go without falling. I think it’s because I was spamming the slide since it felt faster, not sure if it actually is, but then when you’re sliding the yellow holes in the ground are kind of hard to see coming.

Really fun interpretation, and I think well-realized too! Movement reminds me of maneuvering Tetris pieces. The way the levels twist is hard to wrap your head around, I was bewildered when I started to see text upside down. I think I was able to beat it by being careful with movement rather than planning a route or 'solving' them like puzzles.

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This is super cool and feels very clean. I used up my resources to hopefully help the other person playing before I left...

I ran in to two possible bugs?

  1. I could hold a conveyor and use it to move resources without having to drag them, despite not placing down the conveyor.
  2. Somehow, I was able to make purchases in the shop after leaving the shop, I would place an item and then a purchase would happen, though I couldn't replicate it after it happened

Very satisfying game-play, feels good to play. Lovely art all around as well! I agree with Ruby below the indicators for locations of pens might be helpful, though maybe remembering where they are supposed to be is part of the challenge.

I managed to find the sober ending! I like the feel of the knockback and the dynamic  music is also very nice! I also enjoyed that if I punch at the tempo of the music it's at the right speed to keep my combo going.

I had a couple observations:

  • The punching hitbox is either small, or maybe it's just hard to tell where I'm punching? I struggled against the opponents who have weapons.
  • Some of the text is white on a pretty light background so it's a bit hard to read.

Glad you enjoyed, thanks for trying it out!

Thanks for trying it out! Sorry you couldn't beat that one, it's definitely a bit too tough.

Really unique and fun way to do a reprogramming controls idea. I could definitely imagine some really challenging levels that you could do with this system. I agree with the other comment mentioning more feedback when you die, since it's not clear at first that you cannot walk into walls.

Very nice game

Love the music, and how polished and visually nice the game is, also platforming controls feel good and fluid. One thing that would be nice would be an automated level transition, so I don't have to click next level or press enter to move on to the next one (though that's a common suggestion, so I'm sure you know).

This is really cool, controls are nice and snappy, and seeing your tank become gigantic and overpowered is pretty satisfying as well.

I don't have much to add that hasn't been said already, though I think with the minimalist art style some color or potentially subtle textures on the surfaces of the game world would do a lot to improve the visuals (in my opinion).

Appreciate you trying it out. I think that's the hardest level, I wanted to use it to teach doing a longer jump (which turns out to be not exactly intuitive), but it's definitely a bit too difficult in its current state without any in game guidance.

Charming little game with a good difficulty curve, I wish it had more levels so I think it's great as a proof of concept. Small thing, but I think the hitting wall screen-shake is a bit excessive.

This a great entry. I didn't have any issues but wanted to add that I feel like it would make a great rhythm game (though you'd have to modify the formula a bit).

Really good, I definitely think there is more that could be done with this format but it'd be unreasonable to expect more in such a short time period of course. I liked the jumps where you had to swap mid-air. I think a little work on the way collisions work would make the platforming a bit more pleasant, such as how all vertical momentum seems to be killed when you collide with an obstacle. Also, really liked the decision to have the music kick in as you neared the end of the game, that was a nice touch.

Really great concept and very ambitious given the time frame. The main problem I was running into when getting thru the game was that the laser enemy would often shoot me thru the wall. I think a few small tweaks and additions would be great, one small idea would be to add some feedback for the high jump, such as a bar for charging or a sound ramping up to indicate that it's fully charged.

All in all great entry.

I'm on windows 10, it just didn't start when running the executable.

It's really fun once you get a feel for it. Of course as you already know audio/music would be amazing. I think what would help a lot is less boulders and more of some other kind of enemy type. For me I felt the optimal strategy was to build up speed strafe jumping, and If I did this correctly the boulders could be completely ignored. However, when moving slowly they are nearly impossible to avoid, so maybe an enemy that shoots slower moving projectiles to make circle strafing more difficult and less boulders to make some moments of respite a possibility (just my suggestion, I'm sure there are other ways to balance as well).


Also, I feel like a got a pretty good score so I want to show off :)

Thanks so much & thanks for playing!

The art style is really sweet, as is the general concept. I felt a little bit underwhelmed by the gameplay, though that might've been because it felt a little bit too easy. It could do with some beefier sound effects or additional visual feedback during combat to help sell that the player or enemy has been hit. I do think the concept has a lot of potential, maybe a roguelite game where you gather these parts to create different monsters with different abilities throughout a run.

This is such a cool idea, and very challenging. Definitely want to second the suggestion of in-level tutorial. I read some of the how-to, but decided to jump in and was confused for a while while I figured out what was going on.

Pretty sweet concept as well as art. Would be nice if the death-reset time was a bit quicker, if you're bad like I am.

Really cool game idea, last level was pretty tough.

Love the design for the game page but I couldn't get it to run for me :(

Nice theme and art style, one thing that could use some work is the camera, it seems to move a bit strangely at times.

I like the idea of building up this puzzle character as you play, pretty cool. I think an indicator that lets you know where the next piece is located would help a lot, since I found myself aimlessly wandering around searching.

Nice game, I enjoyed the challenge of the last bits, I got thru by not killing everybody which I thought was interesting. Only thing I'd change is the movement, acceleration feels a little bit low making it hard to dodge incoming projectiles.

Nice and polished game, isometric perspective was a bit confusing to control at first, but after a couple levels it was fine. Last level took me a while.

This is a pretty cool game to play around with, however completing the levels is a bit confusing. I was only able to beat the first one. One small thing that would be nice also would be a way to move the camera with arrow keys rather than edge of screen mouse.

Nice work, really polished look and feel. I liked how new mechanics were introduced in a fairly easy ways and then made more difficult in the following levels.

Art and design is great as other commenters have mentioned. Only thing I'd like to add is that speeding up camera movements would help a bit, I felt that at times the camera didn't keep up with the player.