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Bobosse

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A member registered Feb 18, 2021 · View creator page →

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Cool concept. It was fun doodling. 

I finished the game but to be honest I had no clue what I was doing, I just spammed paintings towards the end to get more hints. I guess I was supposed to copy the green, and then add a single thing, see how the effectiveness changed, and then highlight that pixel? Not sure.

It was very fun to play & I really like the whole heart beat theming.

Amazing job!

It was really fun! And I liked the cinematics. 

I wish hitting the boss felt more impactful. Also it took me until the 2nd phase and the homing missiles to figure out I can switch my barrier color, but I think that was a me-issue, lol.

Great job!

I really loved the atmosphere! It conveys the feeling of being stranded alone in space very well I think. 

The onboarding could have been better, at the beginning I thought I needed to go back to the ship for oxygen / lowering suit temp since they looked like they were going down. But the game was mostly simple enough to figure out after a while.

Great job!

I liked the enemy variety & the ability stealing concept. I think in the later waves the enemies kind of felt like bullet sponges though, wish my character got stronger too.

Good job!

That was fun, I liked the humor and overall vibe of the game. Unfortunately it froze for me at the rooftop section as well, so I couldn’t finish it.

The intro had me unnerved from the start and did great at setting the stage for what's to come! 

The story was very accurate to how I remember my back-to-back hospital stays tbh.

I think it does well at making you understand how difficult it must be to navigate on a wheelchair, especially on the upwards section during the chase scene.

It honestly just felt like a great piece of art with how many different varieties of distress it made me feel. The desperation to go faster uphill or reload in time. The feeling of resignation you get when you have to just drive backwards because you have no time to turn and it's your best shot. The sheer loneliness of it all.

Incredible job!

Really cute! Great puzzle design + the amount of it. I also really liked the theme integration here. 

Awesome job!

The onboarding could have been a little better, first fight I had no idea which units were mine lol.

I liked the whole vibe of it, very cohesive! I wish there was something to do when waiting for the energy to load, maybe mash clicks to make it go up faster, or click the units to do something, idk.

Good job!

Really fun & polished. Awesome take on the theme.

I especially liked the music. Really makes you feel like a cat on meth. 

Great job!

For an over-saturated genre, the game manages to be very unique! Balance felt off but it's a game jam. Really good use of the theme. I really liked the decision-making of going for a single beefy unit vs a more balanced squad. Good job!

That was fun! I really liked the space visuals. I think for a high speed game like this, the camera should be more zoomed out and follow quicker and ahead. Or the zoom should scale with the planet size.

Good job!

Hands-down the most fun I've had this jam. It was a simple concept executed to near perfection, i.e. my favorite type of game! And it fits the theme like a glove. I think the only issue I had is that sometimes I confused my projectiles with the enemy projectiles in late game, but that was probably just a skill issue. Fantastic job!

Blowing up planets is a cool concept, makes you feel powerful! The game fits the theme really well. 

Since you can't die, I think adding a time limit could have elevated it. And/or going full-on incremental with upgrades, but that might be asking too much for a game jam.

Great art style and the music fits the atmosphere really well! The whole color-swap mechanic is a really creative take on the theme. 

I think the color swaps of projectiles should be synced maybe? Since right now the warning sound effect doesn't help much + it's really difficult to get into a rhythm. Keeping track of your character + the projectiles and their current/future color is enough of a challenge; juggling multiple entities and timings I think is too much for the brain.

Anyways, good job!

Fun movement, nice story, cool art style. I hated the wall running like other commenters here, though.

Really creative idea, I enjoyed it a lot!

I was stuck on that first spike edit level for a long time and had to look up the video because I didn't notice that PC in the corner, so I was trying to come up with some weird code solutions on the other PCs.

Not sure why spikes stopped damaging me without editing the spikes.other.health thing, after only changing the transform? I guess a bug. Actually, when I changed it to '.health +=' it also didn't heal me I think?

Also at the end of this level, when I was mashing clicks to kill the enemies, I finished the level and the menu button spawned right under my cursor, thus I accidentally went to the main menu and it reset my progress, so I ragequit lol.

Ignoring all that, it was still one of my favorite games this jam, great job!

Good writing, I especially liked the poems. 

It was also a unique entry, great job!

Cute art style! I liked that there was friendly-fire. 

I think it would be good if the current % of alive villagers was shown at all times not just at the end.

Great job!

Cool atmosphere & fantastic art. I like the probability management aspect of this concept. The full version with some proper meta-progression could be great!

Very creative gameplay, great art, story, everything! Awesome job!

Really pretty and polished! Like it's been mentioned by others, I wish walking/progress was faster. 

Great job!

A really great destressor! If you expand it and make it more 'gamey' I think it could be a hit in the incremental genre, it's very unique. It could also potentially be interesting if the alien escaped outside and this gave you more tools to hit him with, etc.

Awesome job!

It was really fun dodging everything! Very cool take on the theme! 

For the most part, I did not even bother parrying, dodging felt better.

One issue: an enemy spawned right in front of me and I died, so that was a little frustrating (I think it was near a wall? on a new day), but that's just a typical game jam bug.

Anyways, good job, really enjoyable!

That was tight! Really good level design and I loved the twist at the end! 

Also the onboarding was really smooth. 

Great job!

I really liked the art style! And the jumping mechanic is an interesting take on the theme (albeit slightly annoying). Good job!

Difficult but fun. Nice retro art. 

An annoying issue I found is that sometimes enemies block your path after respawn and you can't really pass through. 

Anyways, good job!

Cute art, I like its incongruity with the overall difficulty of the game. Fun movement!

Really fun to play. I think the endgame at 3x speed gave me brain damage, I loved that! 

I guess the game could use some better enemy variety, but it's a game jam, so whatever. 

Great job!

Really fun and satisfying! The burst attack felt a little bad to buy since it has cast time and interrupts normal attacks. But the range / attack speed upgrades on the base attack made you feel really powerful right away so that was great. Something about the troop upgrading felt wonky with having to stand still to gather exp, but it fit the theme. Good job!

Very fun & polished. Balancing could definitely be better. And the wait time between waves shortened, especially when you use a bomb and clear everything. Not sure if I liked having to choose between looting and shooting, but I think that could be because of the balance, i.e. not wanting to lose the loot on the last wave you can survive before being overwhelmed. Anyways, good job!

A really fun take on the theme. Could see it working as an incremental game. At first the physics were annoying, but once I got a hang of it it made sense.

Also stuck on a black screen. Tested on both Chrome & Firefox. :(

Could be interesting but I didn't really get it. I was able to kill a slime but I have no idea what happened tbh.

Really eerie atmosphere, great job! It felt slightly Twin Peaks s03e08, something about the dark vastness of it and the creepy music loop. The enemies could definitely be more threatening gameplay-wise, though.

Unique take on the theme & cool animations!

Beautiful atmosphere, the art and sound are superb! I also got stuck after the first message like some of the other commenters here, though. But then again, I am not a sailor.

Cool idea, nice art. It was a little too hard once it got two ghosts per activation, but it felt like a skill issue.

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It could have used some enemy variety. And since you shoot and aim with the mouse, it would have been better to move with WASD and not the arrow keys. But it was enjoyable for what it was!

Really creative & fun concept. It took me a while to remember which key corresponds to each attack, but once I did it was smooth sailing!