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Blam

34
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6
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3
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A member registered Nov 17, 2017 · View creator page →

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I like the idea and the overall look and feel of the game. Drawing the loops felt nice. I ran into an issue where one of the enemies got stuck (wouldn't move) and couldn't be attacked with either CCW or CW loops, which unfortunately softlocked the game for me.

Overall it's fun, one problem I had was that the enemies coming from the top don't give you much time to see how to attack them because their labels are above them and offscreen (the enemies from the bottom have the opposite problem of being easier).


Good job on the game though, overall it was fun and felt good to play.

Fun game, I really like the art and overall vibe. The slug especially looks very nice.

It's an interesting concept, and I had fun playing it. The leaderboard does make you want to play again, but I feel like it could do with just a bit more for replayability (personally).


Very good job overall, impressed you could make this level of polish in such a short time.

I'm not sure if I'm missing anything, but this seems impossible? If use the bash on enemies, they kill me instantly.. so I'm not too sure how to progress.

The SMG is OP, try that if you're struggling ahah :)

I like the idea, but currently the game seems kind of impossible, unless I've misunderstood some mechanics.

I think it should have some speed up buttons too, otherwise a lot of the game is just waiting for people to get back to where they were.

I like the art, and the idea. However it was very laggy for me (Firefox) - the game kept freezing, making it very hard to play.

Yeah the SMG is definitely OP, probably a function of it being the weapon I used the most.. but the sniper is also pretty strong.

Also yes the bullets come at you pretty quick when you go into certain rooms - IMO enemies need a small delay before activating when you walk into the room, something I've already added for a post-jam patch and it feels a lot better.

Unlocking weapons is an interesting idea, but ideally they'd all be fun to pick (and then you can choose upgrades and a build around their characteristics). I don't mind some being a bit stronger than the others, as you can pick a worse weapon to have more challenge, but it just feels bad atm.

Thanks for the feedback :)

Did you delete the game? I'm getting an error when trying to load it.

(2 edits)

Tried this on Firefox and Chrome but unfortunately it seemed to lag for me on both (very bad lag spikes), so I couldn't really play or rate the game, sorry!

edit: I'll download the Windows version and give it a go

edit 2: Ok the Windows version also didn't work - I got errors trying to load it (extracted the "Windows copy" folder and ran the exe, pck file was present so not sure why it's failing to load the resources)

ERROR: Can't load dependency: res://Actors/Player.tscn.
   at: (core/io/resource_format_binary.cpp:459)
ERROR: Error when trying to parse Variant.
   at: (core/io/resource_format_binary.cpp:503)
ERROR: Error when trying to parse Variant.
   at: (core/io/resource_format_binary.cpp:490)
ERROR: Failed loading resource: res://.godot/exported/133200997/export-73d35b6063ebdca9d5546fe8a19c9be8-player_death_particle.scn. Make sure resources have been imported by opening the project in the editor at least once.
   at: (core/io/resource_loader.cpp:274)
ERROR: Can't load dependency: res://Particles/player_death_particle.tscn.
   at: (core/io/resource_format_binary.cpp:459)
ERROR: Error when trying to parse Variant.
   at: (core/io/resource_format_binary.cpp:503)
ERROR: Error when trying to parse Variant.
   at: (core/io/resource_format_binary.cpp:490)
ERROR: Failed loading resource: res://.godot/exported/133200997/export-d31039652f11a6d0423f220dd9d6d5d7-Player.scn. Make sure resources have been imported by opening the project in the editor at least once.
   at: (core/io/resource_loader.cpp:274)
ERROR: Can't load dependency: res://Actors/Player.tscn.
   at: (core/io/resource_format_binary.cpp:459)
ERROR: Error when trying to parse Variant.
   at: (core/io/resource_format_binary.cpp:503)
ERROR: Error when trying to parse Variant.
   at: (core/io/resource_format_binary.cpp:490)
ERROR: Failed loading resource: res://.godot/exported/133200997/export-96fdc65e97cf44838c7fb0695b490225-Tampered Zone.scn. Make sure resources have been imported by opening the project in the editor at least once.
   at: (core/io/resource_loader.cpp:274)
ERROR: Failed loading scene: res://Gamemodes/Tampered Zone.tscn

The art and general vibe was great.


Ran into a few bugs (pun intended), but it was pretty fun overall. I liked the fly swatter jump scare, but found myself a bit annoyed at some food being very particular about where it could be eaten from (bread especially), and sometimes dying seemingly randomly (lots of time left, nothing nearby?).

A tiny bit more polish and I could see myself playing this more.

I like the art. The patterns in the bullet hell sections were maybe too easy, there are quite a few safe spots in the hammer one for example where you don't have to move at all. I like the idea of juggling videos and keeping viewers happy, but I found it pretty difficult to keep up and not always lose SP after a while.


Good visuals, good humour/narrative. Could do with some audio too. I could see this being a good little game with some extra polish and more minigames.

I like the idea, and the shoe lace physics were solid and worked surprisingly well.

It was very difficult, but I suppose that is the point! I tried repeatedly, and slowly got better at the controls, but couldn't quite get the knack of it enough to get a proper knot.

Good job :)

It would be very fun to have RoR style progression through maps (with variation in enemies and terrain) through to an end boss. If you reset the curses on the between maps it might feel bad, as some of the fun of these types of games (imo) is getting a powerful build going and seeing how far you can push yourself (and the game engine). You could maybe have an "endless" mode, or a post-game map that goes on forever (after an end-boss or some such).

A lot to consider, but I think you could make a very fun full game out of this!

I enjoyed this, it was simple but had enough challenge with the different shells and various obstacles. The last level with multiple planes was a bit too tricky for me though, maybe if the bombs they drop were slower or you had another way of stopping them.. it could also be that I'm just bad? ahah

The  art style is very nice, I like the glow of the shells and the general look and feel of the game. The use of Moonlight Sonata, while not particularly original, was also very soothing.

My only real complaint is a lack of sound effects, which I think would've added a lot. Oh and maybe shortcuts to launch the different types of shells instead of clicking on them, personally this would help me a lot to focus more on dodging.

Great job!

(1 edit)

A nice peaceful toy, some background music and lil train noises would've been nice but I appreciate the camera angles. Maybe you could also add some verticality with ramps and some tunnels and stuff.


Enjoyable and with a nice art style, great job for a first game!

I love the art and style. The concept is fun, a bit more content would go a long way but who has time for that.

Enjoyable game, only critiques are that there seems to be a bug where I randomly face the sky or floor when I spawn in, and the transitions between menu, game, and back are too slow for a game where you want to go to the menu to upgrade andthen keep going. Oh and it would be nice if you could right click an upgrade to put in enough to upgrade it instead of having to click over and over.

Great job, you deserve more reviews!

Interesting idea, had  an issue where the mouse wasn't getting re-locked after casting a spell which was a bit frustrating. Would be nice to expand on the mechanics a bit more.

This breaks my dumb brain, but I like the art.

I think you might've deleted the game?

Looks like it'd be fun, if the zoom issue wasn't there! I like the art style and general vibe.

Yeah the story was something we didn't have time to convey properly - it's supposed to be that a mysterious scary alien traps you in a time loop to rescue it's species from being experimented on in Area 51.. with a small plot twist at the end when you beat the boss.

This was fun! Although it was a bit tricky to get started, didn't take too long to get better. I was having a blast at the end where there are a lot of enemies and you're trying to only fire off just your magic missiles and not jump or dash into everything.


My only real feedback is that swapping the position of spells was a bit cumbersome as I kept trying to drag over another spell to swap them, which doesn't work.

I've uploaded a new version, let me know if it helps

Hey, thanks for playing. I've added a "reclaim all" button in the build menu, is this what you wanted? There's also a few console commands such as "/explode" to delete your ship, and "/yeet" to clear the parts your inventory.


We did consider adding limits and such, but that felt a bit unfun? I enjoy games where you scale like crazy and try to break everything. Ideally we were going to let you combine blocks together to make better ones, but ran out of time.

I'll be sure to check your game out :)

Fun to play and a good presentation, well made overall, great job :)

The walls are a bit annoying, maybe some warning of upcoming waves would've been nice and a way to see the damage you're doing.

Much appreciated. The performance should be (somewhat) better if you use the Windows version (assuming you were on web version), although there's a LOT I could do to improve performance. I'm a lil burnt out from the jam but I do want to make some improvements to this, I'll let  you know if/when I do :)

I like the idea of this, and I enjoy how hectic it can be. Having to balance your resource spending between two fronts is a fun concept!

A few things that I think might improve the gameplay:

  • I found it a bit awkward to fire and move with my left hand, if the external guns fired automatically it'd be a lot easier to control (or even toggle fire, if there's ever a reason to not fire your turrets).
  • It's quite hard to keep track of what's going on outside and what's going on inside, which I'm fine with being a challenge, BUT then the UI is at the edges of the screen so you end up looking at health which I feel makes more difficult. Having a healbar on your core, and maybe even the coin count on your ship might be nicer.

I haven't played Space Engineers, that looks cool, but I played StarMade in the past which was something I had in the back of my mind while making this :)

This is a fun concept. I liked the progression and the art is great, but I felt the attacking (both the turtle bite and snake leap thing) were a bit janky at times. Other than that I enjoyed it, great job :)

Enjoyed this a lot, a simple concept with good execution :)

Hey sorry about the tags, I've changed them. I didn't realise people would actually find the game via tags, this was an "anti-idle" game made for a game jam so I just added that in there without thinking.

If I make a real idle game I'll let ya know :)

Love the style & the sound, but I could go for some more mechanics that could spice up the earlier levels and tone down the later ones.

Youtube Video showing how it plays: