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BoomBox5

64
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A member registered Jun 27, 2020 · View creator page →

Creator of

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awesome!

This is really satisfying to play and I love how despite the variety of obstacles, you can always tell how everything will behave.  The tutorial is also really well done.

thanks!

This is incredibly good, and is especially impressive with how fast you made it

I like it!  Very cool!

Thank you!

This game has pixel graphics in 2019!!!!  Why does it not look as good as Triple-A Game from Company Name! >:(

Neat concept and I like the polish like tutorials. The balancing is pretty decent since you can't move much when rotating a bullet

Thank you so much!  Your team's game was super great too!

I love how the puzzles are designed, it's just the right amount of confusion so the realization of how something works is even better.  It's a really creative use of the theme and the ways you use the main mechanic, and it's super polished and a decent length.  I also really like the small story that is present, and how nothing except which keys to use has to be explained.  Amazing job!

It's super fun and I love the aesthetic.  I don't exactly get how it fits the theme, but it's super creative and really well designed.

Thank you so much!  Sorry, I know some of the executions of levels didn't really require using the main mechanic at all.  I actually mainly thought of the final level first (but added it last), but as I made the rest of the game I had more trouble thinking of different ways to encourage constantly switching control.  I thought about removing the ability to completely control one character over the other, but I thought that might make it frustrating to people who took longer to familiarize themselves with the mechanic or wanted to play it like a traditional character-swapping game.

Yeah, I had the idea for splitting the strength before thinking of ways that I could use it, so it's pretty easy to just go one way or another.  Thanks for trying it though!

I love the whole feeling of this game, it's got a ton of game juice and the main mechanic is really well done.  The timing to the music was also a really nice touch, and the whole computer aesthetic was really cool

I love the whole feeling of this game, it's got a ton of game juice and the main mechanic is really well done.  The timing to the music was also a really nice touch, and the whole computer aesthetic was really cool

Thank you!

I like the theming, graphics, and music a lot!  I'm not entirely sure how well this fits the theme, but the mechanic works pretty well and I appreciate the pins auto-snapping to holes

This was a super charming and well made puzzle game!  Every new mechanic had a great introduction and interesting integration into the gameplay, and all the puzzles were super well designed.  Apart from a handful of bugs and lag spikes, mainly at the end of the game, it's super polished.  The music was also really pleasant, and the slime bounce was super smooth.  The only real complaint I have is that you can't go very fast in large areas, but I guess the sliding animation looks better than nothing.

Thank you!

It's a decent Metroidvania for a game jam, but it definitely lacks polish.  While I appreciate that different areas have different colors, the environments do still look very bland with only one kind of tile.  The story and dialogue boxes are a nice touch, but other than that it feels like you wanted to make a Metroidvania more than something that fits the theme since the "Joined Together" theme doesn't affect gameplay at all.

I can't believe this was made in just 4 hours, it's really polished and there's more levels than I would have expected.  The mechanic also sounds simple enough, but you managed to use it in tons of really creative ways to make each puzzle stand out.  Amazing job!

This game is incredibly polished, fun to play, and very visually appealing.  While I don't like score based games as much, I can see people who do spending a lot of time in this.  Great job on every aspect!

Thank you.  The palette swap to yellow was supposed to just be a visual indicator that you were in the second state where you could manipulate gravity

Thank you so much!  I have a few more projects I'm working on but I want to give them a higher level of polish before release since they aren't Jam games.

Thank you so much!  Sorry about the controls, I didn't have enough time to polish them and add everything else.  After the voting period is over I'll try to patch the controls to feel better

I appreciate it!  I'm not sure what's up with the boxes, sorry they didn't quite work right

Thanks!  Sorry about the boxes, I'm not quite sure what causes that.  I'll keep working on the controls and how the boxes work for a post-jam update.

Thanks for the feedback.  Sorry about the boxes, I couldn't find the exact problem so they still get stuck, but not as badly as they did while I was making it.  I wanted to add a volume slider but ran out of time, I'll add one to the post jam build

Very cute and polished, but it does feel a little short and there isn't much depth.  Dashing into the button was a nice touch, but otherwise it doesn't really add much beyond the fire trap.  The art is really nice though, and the trap warnings are perfect.

Extremely clever design and nice music and visuals.  It's definitely harder than I'd like but it does a great job of introducing mechanics, so it's more of a personal preference.  It's really satisfying to beat a level, but just a tiny bit frustrating by how precise some need to be (I didn't finish it, I got to the one with the Jumping guy and the ball).  This use of a 1 button control scheme was REALLY smart though, especially on how the ball mazes flip.

The knockback from the gun was really smart, and I like the overall idea.  The little limit on how many bullets you can rapidly shoot is a great touch too.  My only critiques are that there isn't much visual feedback to really sell destroying tumbleweeds, and you can wander away from the cacti that are supposed to make it harder to dodge.

I like the store and art, but it's visually cluttered sometimes and has little feedback apart from the coins flying out of things.  However, the shop is difficult to access with enemies constantly moving.  Some sound and music would have been nice, but overall it's a decent submission for a game jam.

I like the store and art, but it's visually cluttered sometimes and has little feedback apart from the coins flying out of things.  Some sound and music would have been nice, but overall it's a decent submission for a game jam.

Ok, sorry about the audio, what I was using for the volume control wasn't working right

The mechanics and art are solid, but it's very difficult to survive for long and the enemies spawn faster than I was able to kill them.  There wasn't any music, but the sounds were decent.

Thank you!  Sorry for the late reply

Thanks!

I planned on audio but couldn't figure it out in time

Thanks.  I'm looking at the code right now and I have so many failsafes already implemented for bouncing and dashing and the most reliable method is just the timer, I still don't understand what the error could be.

Thank you so much!  I only did the level design, programming and character animation, though I did suggest adding background variety to my tile designer (I think it got lost in communication), so I did what I could with the stripes to make the levels at least seem a little different.  I'm sorry about the physics bugs, I had to move on to complete the rest of the game on time (most of the levels and objects were created or finished a few hours before the deadline) .  I had some sounds I wanted to add to add to the charm, but due to a lack of experience and time had to cut them to make the deadline.  I'll continue to polish the game after the deadline though, hopefully removing the frustration you had to deal with.