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Boomslam

13
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3
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A member registered Jun 14, 2020 · View creator page →

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This game knocks it out of the park in every way, almost scratching the same itch a coolmathgames game would in elementary school. Everything looks, sounds, and feels amazing, and I could totally see this game being super fun with a pvp mode. The only issue I found was a small lag spike when the music switched between tracks.

I love the approach to the theme, rotation felt really responsive and the transition between levels was a really cool approach. Art was also very simple and clear, making it easy to orient yourself while spinning the level. Great job!

I love the use of theme and overall vaporwave aesthetic of the game. I like all the random goofy stuff scattered throughout the game, the coconut people, tax form, pickle, death sound, etc. The balancing act of maximizing points without burning the food is fun, but makes it really hard to progress without accidentally giving yourself food poisoning. even a little sign 1-2 seconds before fully burning would be really helpful, and could add a QTE kinda thing to it.  

Chill little puzzle game. I'm a fan of how smooth everything feels, from rotating the level to general movement. This game could've definitely used some kind of secondary mechanic like collectables or moving platforms, but the foundation is really solid! I also love the little guy, for being just a blob he's really expressive and charming.

Reeling back is a really unique take on the theme, and the execution is amazing. Movement feels quick, enemies feel fair, and covering your bases with the hay bales is really fun. It does feel like placing the hay bale is a little inconsistent at times, I'm not too sure If I'm getting stuck between 2 tiles or what, but it sometimes glitches out and won't let me place. The game looks and sounds amazing, and the visuals do a great job of displaying what each enemy is capable of, and how to play around them. I also love the animation for blowing up enemies. I would love some background music or ambient sounds, but the SFX alone still leave the game sounding great. 

Pinnacle of love hate relationship with a game. visuals and audio are the only thing keeping me sane while doing a 15 point turn on a road with less space than a parking spot. Seriously though I love the use of theme and the controls despite being difficult act exactly as advertised. Level design is also amazing, doing so much with nothing but truck, road, and flag.

"hardcore platformer" is not a joke when it comes to this game. From what I've seen, the art style is really clean, with bold outlines and colours. I also really like the animations and effects on the character, his noggin being all stretchy in his idle animation is really funny to me. I unfortunately could only make it to the spiky platform area in level 1 (I really tried for like 20ish minutes I promise.) The unpredictability of the rotating platforms actually drove me to insanity though, sometimes being flung off, sometimes floating above, and sometimes not being able to jump despite the platform being almost perfectly flat. I know a lot of people already mentioned the need for coyote timing, and I couldn't agree more. The soundtrack for the first level was great, and I read that other songs in future levels were just as good. Also the jump sound was really loud. I'll probably be back every few days to give this another shot!

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I really love the curved bullet mechanic, even if it is really hard to use. I didn't really see the point of it in actual combat until the shield enemy showed up, which really gave that aha moment.  I found the special bullet really interesting, but extremely difficult to use, so I kinda just opted for spinning with the normal bullet and praying. Some spots were really bright due to a lot of walls and floor textures being white, using a dimmer off white would be really helpful. Enemy sprites were clear, making it instantly understandable what they did, and how to take them down. Sounds made sense, but could've felt really good with a bit of pitch variety between shots or hits. Also that final stage is BLARING LOUD, but the shooting enemies feel really good to maneuver around. 

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The throw mechanic feels great, along with the movement. Enemy variety feels great, and being able to throw projectiles back, throw props, or just straight up throw the enemies opens up so much room for skill expression. The lack of audio and SFX is the only complaint I have, but the art, animations, and UI all make up for it, and go far in keeping the game engaging. I'm pretty sure I got most power ups between my four runs, and none of them were weak or confusing, the term parry did confuse me at first, but made total sense after using it. The propeller hat was VERY SERIOUS!

The take on Spin to win is great, I haven't seen the stonks meme in forever. The BS mechanic  is funny, but feels almost unnoticeable, as the line almost instantly redirects in a random direction. The overall feel is really hard to predict and control, but it makes sense for a game about stocks. The game hits the serious goal perfectly, and the sounds are lowkey a jump scare.

I like the interpretation of the theme, but I could see the game being so much better with some sounds and VFX. I was also really confused by the three different spinners, I get that the timing is easier on the spinners with less partitions, but the rewards don't change between them. It was satisfying to chain like 10 hits and coast at a clean 155mph though!

I love both the concept and execution, everything looks and sounds amazing and everything feels responsive. The only real issue I found was some tiles bugging out. Honestly thought it was really funny to randomly start walking on water though lol. Overall great job! 

*Note* the video shows a bit of lag in the later stages of the game. I have since fixed this issue