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Zoey Sheng

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A member registered Jun 10, 2019 · View creator page →

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Ah, that's apparently due to stuff like disabling cookies, adblockers & the like. It's probably past voting time now, though, hah.

Super polished, aesthetically-pleasing, & well-designed game y'all put together! I'm surprised you pulled off the miracle of coordinating everyone, to begin with. This is seriously the largest jam team I've seen. Yet, here's a top contender of the jam coming out the other end of all of that!

Also, I may have somehow won & lost at the same time by getting caught in the final hour. Kinda feels like a good spoopy superposition to end on, lol.

Very neat! This got at my soft spot for Pico-8 games, but it felt like a simple idea executed really well. The aural & visual feedback from rapid tapping was satisfying & also ensured the player was looking in the right spot to see the effect of their actions on Sisyphus. The expanding glow on the boulder with faster tapping feels almost like a diegetic interface element; like this mystical glow engulfing the boulder from the inside to shove it down the hill. Great work!

Thank you for playing. It felt like a shocking amount of writing during the crunch, with lots of lines on the cutting room floor, but I'm glad to see folks connect with it!

Thank you! I'm glad you were able to experience it! Your game was great, too!

Thank you! I definitely put some real effort into writing Alis. I wanted them to feel human, flaws & all.

Thanks for playing! Yeah, if I iterate on the game after the voting ends I'll be making sure to add in some quality-of-life features like that.

Wow, thank you! It means a lot to me to hear the story really connected with you!

Thank you so much! I really enjoyed your game too! Excellent writing on it!

Thank you! Yeah, I actually fussed for a while to get the music right, even though I was building off of an old demo track of mine. And, yes... scat.

This was a really tightly designed & super polished hardcore platformer!

It's been a while since a platformer has made me sweat like that! Flashed me back to my platformer speedrunning days, hahaha. I beat it, though. I may come back for the bonus levels later!

I'll say that the slippage on the rolls, the blind jumps, & the sometimes overly-touchy run speed made some spots feel a bit unfair, but this is a shocking amount of work that y'all got done in 48 hours! Great work!

But, that aside: thank you for playing! Glad you liked it!

Actually, I made all the art, just not within the 48 hours of the jam. It's old stuff of mine. Should have specified.

You're very welcome! I really appreciated your feedback too!

Makes sense it was the game jam bounds squeezing out the quality of life features, etc. So it goes, hah.

Also, yeah, hope you enjoy Umami's stuff! They make music under the name Hexsystem too!

This is a really well-executed & creative take on the theme. The only complaint I have is that I feel like I had to cheese my way past the old military guy. Or, maybe that was the intended solution because I'm not sure how else I could have gotten through...

Cute animations. Surprisingly decent AI. Core loop didn't grab me much, but still, good effort!

That uncanny skinny bull is going to show up in a fever dream one of these days, I just know it... XD

...so yeah Twine 2 is actually obnoxious AF...

Nah, but for real, I feel ya. This smacks a lot of the stuff going through my head when I was a teenager. Art's hard, dude. Communication's hard. Vulnerability is scary.

You know, Mark Gonzalez (the skater & artist) said in an interview once that he grew up skating & art'ing as a sort of way to communicate with a thing that's not alive but still his friend, in a sense. He apparently struggled with communication a lot, as a kid.

This reminds me of that. Like communicating with a thing instead of the scary kind of communication with other humans. Then maybe those other humans tease apart whatever comes out as a result & grow to understand you a bit more as a result. Or at least some idea or feeling hanging on your head at the time.

I appreciate your communication with this thing. I won't say it's the best thing ever but I hear you. Maybe that's the important bit.

Getting over it with a ghost, kinda? The visuals seem alright.

Really original & ambitious idea. I feel like it might have been a bit clunky or unintuitive to control at times. I know I instinctively pressed space a few times to jump & ended up accidentally switching portals.

Omegalul. Good show, my friend! Love it!

Rock-solid work here. Very good presentation. Nice level design.

Amazing art, creative premise & interpretation of the theme, & overall a really polished package. That said, the gameplay wore on me after a while of repeating & speeding through dialogue while trying to figure out where the will is hidden. If it's hidden in the dialogue, it feels like it must be on an esoteric branch I missed or there's a very subtle hint I'm missing.

Yep, this is a finished & super-polished game, hahaha. Throw it up on Steam or any mobile app store & it'll probably sell like hotcakes. Outstanding work, especially within the confines of a 2-day game jam!

Very polished, if a bit simple. The connection to the theme feels tenuous, but good job on your first jam game!

The gameplay feels kinda shallow, but the dialogue's relatively funny. Decent take on the theme, too. Good work!

Such a quaint little thing! Very polished, filled with charm, & doesn't overstay its welcome. Excellent stuff, y'all!

This was kinda meh. Not sure what all the fuss is about. The presentation is pretty solid & it's clear a lot of work went into it though, so kudos there.

Aww, that was really great. Between the quaint & cute blip-y pixel vibes, smooth gameplay, & airtight level design, this one's really easy to love. Good job, y'all!

Very slick & very solid work here! I liked the 1-bit visuals & the gameplay had a nice flow to it. It would have been nice to have mouse steering for the chase mode & physically pushing enemies during it felt a bit unnecessary, but those are really minor nitpicks. Well done!

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This was nice. It's a bit simplistic, but I dig its sense of humor. A cool take on the theme, too. Thought it was like my game, reading the description, but it's definitely more straightforward than mine. It would have been neat to see the intended endings, but that's game jams for you, hah. Good work!

Solid stuff! The puzzles were well-designed & the central mechanic is interesting. I accidentally found a bug that lets you insta-win levels by touching Pac-Man with a ghost while in the layout phase, but I'll chalk that up to Game Jam Jank, hah.

I really vibed with this one. The main mystery & multiple-instances concept kept me in this game for longer than any other jam entry thus far. I was engrossed & had to see the ending.

The visual & audio aesthetics were strikingly unique too. Reminded me of Hylics, mixed with the visual style of the animator/polyglot Umami, with a dash of Earthbound thrown in for good measure. The clashing colors & dithered decimation of the art have a tangy crunch to them that I adore. The music seems like basic sketches but is at once unearthly & wistful in a way that made it stick in my head.

As for possible areas for improvement: having some kind of HUD indicator icon that the Player is about to show up in a given instance would be nice to avoid switching around or needing to write down specific times, but that's a matter of tally. An in-game logbook of times the Player shows up that fills out after each time you encounter them could work too & encourage a more methodical approach from the literal player. Seeing the place descriptions come up every time after the first seemed a bit redundant after a while, but that's a polish step if anything.

I really want to see what you do next. I'm looking forward to it.

Very visually striking. Reminds me of the game The Longing. Although it's unfinished right now, I'm interested in seeing how the concept is borne out with further development. It's got some legs on it to really run, I think.

Although the game's clearly unfinished, its presentation is really something to behold. You did some fantastic work on the art & music. I can definitely see your reach exceeded your grasp here but I'll keep an eye on this & hope to see some more of it in the future!

Hah, this was fun. Definitely could have expanded upon the concept & added some much-needed polish with some more time, but it's a funny & creative take on the theme. Making the truck honk & having in-game reactions to & bonuses from that could be an easy win, there.

Wow, this is excellent! The visuals & audio (especially the music) are on-point & the core loop is very creative. Good take on the theme!

I've gotta come back around to playing again to score higher, but you're getting full marks on the rating from me in the meantime.

Cozy pixel art vibes with this one. I wish the tutorial text stayed on-screen for a bit longer, but all told, it's very good for what it is. I can dig it.

Tons of polish & character on this one. I like the retro graphics reminiscent of pre-rendered 3D visuals from games in 90s. Top-notch presentation. Good work!

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I really liked the false ending that involved redacting myself out of a corner, haha. It seems like a really short game, but the concept was novel,  the writing was cute, & the collage art panning around was really slick & striking! This is a clever one! Good work!