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A member registered Mar 01, 2017 · View creator page →


Recent community posts

(Edited 4 times)


If Pong had been made in 2017 - this is what it would look (and feel) like!

- Score by getting your ball into your opponent's goal. 

- The first player to reach 10 points wins the game. 

- Players don't move while aiming.


- - - Credits: - - -

Art, Programming & Music - BOYMAKESNOISE

Sound Effects - Bfxr

Nice and clear graphics! I died a lot, so I had to sit through the UFO-scene a lot, though I like the original ways the game played out, going faster, backwards and so on, which were some great ideas!

Really good, polished and well balanced game! Really challenging, without seeming impossible. Walking controls feel a bit slidy, but slapping is solid :) Great game! I was sad that I couldn't watch the actual players slapping each other, though, because I was busy watching the letters I was supposed to press.

This is a really nice game! The goal was a bit unclear for me, but it got clearer as i played, and lost :) I played against an AI but I still appreciated the balance you had to consider between boosting you hp and gadgets and getting to your opponent. Nice polish with great powerups. Impressive for 48 hours!

Wow. The polish on this game is great. It feels really solid. Once i got the hang of controlling the lizard and the hotdogs at the same time, it could win the game, but it was still a challenge and I found myself with my tongue sticking out of my mouth :) It's always special when a jam game feels this solid with good, polished graphics and seemingly without bugs. Very well done!

Great artstyle, which gives the a game a very polished feel!

Great example of how a more "childish" artstyle can be used in a very professional and solid way! Great concept and execution! PS. aren't the clouds scrolling the wrong way? :)

Also, consider having the camera follow he mouse a bit (halfway between the player and the mouse) to make you able to look ahead a bit and have more information about the playing fields to help your decisions about your next move.

Lovely visuals and some weird and lovely banana physics. Gameplay could be improved by moving the camera a bit more ahead of the player, so you can see what's about to come at you.

Lovely take on Circa Infinity's concept! The karma-mechaninc where you can choose different ways to finish the levels - shooting or dodging - knowing that shooting might come back to haunt you later in the form of blood drops, is great! Great feat of programming with the zoom-in for each level as well!

Wow! Simple but effective concept, and the gameplay was solid and seemed to flow like a finished game. It was just challenging enough, and I liked that you had to balance the chance of getting hit by a robot against your desire to gain back some mana from an expired gun tower. Well balanced and challenging, which makes for excellent replay value. It did however freeze up my computer at game over, but I'm guessing that's a local problem :)

Simple, solid mechinc. Beutifully executed with cohesive visuals and theme. A great example of a jam game done right!

The look of the playing field in the thumbnail caught my attention immediately. I like the huge pixels and the palette! Gameplay was smooth and quite easy to understand, could really see this evolved into more complex levels actually requiring me to restart and try again.

When I saw that head-laser in the trailer, I knew I had to try it :) Took a while to get used to the controls and I'm still not entirely sure how to give the boats maximum damage when I ram them. But after playing a few times i managed to get the laser, and the fun went up by 10! I love the feeling of blasting the pirates instantly with that thing. Good also to have a limit on the amount of time you can use it. Thanks for a fun game!

This feel like an original idea, having to remember what the different items do to the ghost, i like it, brings me back to time when you had to have a pen and paper next to you while playing some games :) I didn't really get why some items made the ghost go in two differnet directions, so I would sometimes end up in the corner. Nice graphics as well!

The controls had me confused, it seemed unclear what on the screen was  a result of my input and what was the AI or game. The colors seemed to change between player and AIas well, wich made me confused as to who I was controlling. I like the "fighting on an island"-theme though. I would have liked some more visually striking weapons.

That over-the-top screenshake is a wonderful way to stop me from using the fire-button too much. Rami Ismail mentioned that in one of his talks - what's stopping the player from just mashing the fire-button and winning the game? Either leve the weapon firing constantly or come up with a mechanic for it. I think you did a great job.

Plus hilarious.

Love this idea. And also the fact that the juice makes helps the game give great feedback, even without sound.

That tickles my retro sense... Nice to see it wasn't completely broken, though I hope most people will be able to play it as-is.

Thank you. I lol'ed.

Pastel is a puzzle platformer where you collect keys and open doors.

Simple enough.

But the tiles you walk on fall down as you walk across them or if you jump from them. This mechanic can both stop you from and help you with getting where you want to go.

Pastel is quite a short game with 5 hand-crafted levels, including a final Boss Battle.

Download Pastel for free: boymakesnoise.itch.io/pastel

Thanks for playing!