Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Brendan_Jax

36
Posts
21
Followers
17
Following
A member registered Mar 24, 2020 · View creator page →

Creator of

Recent community posts

Thank you, there is a highscore screen linked to a live online leaderboard. You can view it by opening the notepad shortcut on the desktop of the game 

Pretty fun little auto runner

Pretty fun little game, took me a while to figure out what people needed to start dancing, I figured they have music and drinks what else, realized I was missing the key ingredient of disco lights, good work

Fun little creature builder with some cool combos

Ah thank you so much, I must definitely give your game a try when I get a chance! Thank you, I just whipped up a filter quickly using the Unity post processing system, I'm glad it helped convey the vibe of the game. Thank you for the kind words, saying it was your favorite honestly means so much. Stay tuned, as I plan to continue working on it in the future and release some updates to improve the experience. 

Thank you so much,I'm glad you liked the aesthetic and the gameplay

Ah thank you so much for the kind words. I am planning on adjust the difficulty ramp so it eases you into the gameplay a bit more before getting too hectic. Glad you liked the CRT effect I whipped up, just did some simple post processing. 

Thank you so much 😁

Thank you for the kind words 😁

Thank you for the feedback, yeah I need to figure out why the cursor size changed so drastically from the editor version to the build version. 

Well done on a nifty little puzzle platformer, a nice balance of skill and complexity required. I would perhaps suggest looking into things like "Coyote Time" etc, just to tighten up the game a bit more. I played on keyboard although I normally prefer to play platformers on a controller, I'll have to give it another try with my controller when I get a chance. Also curious about the "No music because of religious purposes"?

I found it quite difficuly to pass levels 1 and 2 just with the use of A/D and Space to jump, without the use of the right click to dash, I sorta just figured it our for myself that I could use it to dash around, defeat enemies and projectiles and that it resets on a kill so I can chain link them together. If I remember it was only introduced in level 3, but I needed it much before that. Overall I still really like the game, and found the dash attacks when chaining them from one enemy to another really satisfying.

Thank you for the feedback, I'm glad you liked it. I will definitely look into the movement as you suggested and see how it can be refined. I am currently designing a spawn indicator system to allow players the time to react to where enemies are spawning in, which will hopefully make it a bit more forgiving. I'm glad people are enjoying and engaging with the high score system.

I'll definitely give it a go later today 

Thank you very much 

Thank you, any power ups you'd like to see in future versions? 

Thank you, sorry for the meanness, I wanted it to feel like the OS is purposefully rebelling and antagonizing the player 

(1 edit)

Thank you, that's a pretty good score, did you make it to the top 10?

Thank you, I thought I had normalized my movement vector, but it may have slipped my mind in the rush of the jam, will definitely be something to fix for future versions. 

Thank you, I want to add a settings panel that pops up from the bottom left of the taskbar, just like on the 98 OS, just ran out of time for the jam 

Thank you, my next goal will be reworking the difficulty curve of the game 

I think the game was pretty polished and worked well, I perhaps may have liked a bit more complexity and challenge, moving obstacles etc. I found I could choose 1 combo of parts at the beginning and on each race I could finish in time, perhaps further upgrades to the car that are collected whilst racing could add a bit more interest. 

Fun little game with some interesting mechanics, the only issue is often some of the mechanics are needed to proceed with the level before they are taught to the player, so I think the pacing of the tutorial could be adjusted, as well as the tutorial level design. If you are going to introduce mechanics one by one, a good loop to follow with each individual mechanic is teach how to use it, test the player's ability to use it, introduce a twist to its use, allow the opportunity for mastery. Overall I really enjoyed the game and the interesting mechanics.

Interesting little endless survivor game. I would have liked if the player had a bit more agency over when they fire to time it correctly with hitting enemies. I think the game could also benefit from a bit more game feel and sfx.

Pretty cool little puzzle game, well done. Would have liked a bit more tutorialization. 

Thank you, I'm gonna work on some sort of spawn indicators or predictability. 

Thanks for the feedback 😁
The character should be capable of 8-direction continuous movement based on pressing the WASD keys in combination for a free movement. Could you perhaps elaborate how the movement felt grid like for you.
I'm currently trying to optimise the game more which should help with delays in input, browser based games notoriously don't have amazing performance 😂
Thanks, I'll look into it.

Thank you for the feedback

Thank you for your feedback, and I'm glad you liked it. I'm currently working on the balancing and difficulty ramp-up of the gameplay.

Pretty fun little physics platformer, perhaps maybe tightening up the player controls a little bit would allow for more precise player movement, combining this with other physics based properties, rope swings, bounce pads etc could allow for some really interesting puzzles. Well done on your game

I think what was interesting was the use of certain obstacles that slow down and speed up the character and I think this is pretty cool and could be expanded upon. How does the environment affect the player's movement? Great job for your first Jam 💪

Thanks, difficulty scaling is something I plan on working on more in the future

These are all top class designs 🔥🔥🔥

Looking forward to seeing more from this studio

I thoroughly enjoyed this game and I can really see how these mechanics can be used to create more complex puzzles and levels. I also particularly liked the aspect that sometimes you do have to look at the enemies, causing a temporary sense of danger, in order to get them into the right position to complete the puzzle, such as in the final level.

Perhaps a top-down character avatar may have better suited the game considering the rest of the level was top-down.

I also liked the tutorialization of introducing the player to new aspects of the game over 2 levels, as opposed to presenting them with walls of text explaining the game.

I agree with one of the other comments saying it would be interesting to incorporate other reflective components such as moving mirrors, refractive prisms, light slits, colour changing mirrors etc. and I think these components could be used to create some really interesting puzzles.

Overall I found the game to be enjoyable thanks to the interesting mechanics and puzzle solving.


Brendan (Team Lactose Intolerance)

Really interesting concept. I was really impressed by the voice detection and recognition as 95% of the time it responded correctly to the voice commands I gave.

I also really like the accessibility of this game. So often visuals become our focus but audio is just as important and this game does an excellent job of demonstrating that.

I would be very interested in seeing how this game and concept progresses further.

Well done.


Brendan (Team Lactose Intolerance)

(1 edit)

I found this to be a very interesting game that I quite enjoyed, and I can really see how the core mechanics demonstrated here can be used to create more complex and challenging puzzles and levels. 

I also really liked the visuals of the game, especially the grainy type of filter that was applied to the game. This grain filter made the game feel as though it was nighttime in the game, yet without the game being too dark to see what was going on.

I feel that perhaps the game could use some more audio whilst playing the levels, perhaps even the audio used on the how to play screen could be used for the levels as well.

Perhaps a tutorial level may be more effective than a How To Play screen for players that don't like having to read a lot.


Brendan (Team Lactose Intolerance)