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burosu

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A member registered 56 days ago · View creator page →

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Thanks so much!! Good luck to you during results, you were my top pick. 

Thanks for playing Mike 1730,  I left a rating and review :)

Great job with the smoothness of the animation transitions and feel. Mechanics all work really nicely. The nested level design could almost lean into modern Hitman games and be expanded as far as you like.

Some super fast tweaks I would make to help the player: especially with bold fonts, chop up the text into sections and give some space between sentences, also leave a little more room between the edges of the screen and the text. I'd also have the camera focussed more on the area of play, as in a 2D game when part of a level is running off-screen, the player might assume they are missing something important there.  Finally I'd try and condense the keyboard inputs into as few buttons as possible, so the player can pay more attention to the game and get into the flow.

I really enjoyed your game so I hope this doesn't  come across as negativity or criticism, you did a fantastic job!

Thanks Aburana! :) (btw, Infinite Jump Bunny is really fun.)

Thanks for checking it out and I hope it's a fuller experience if you return in the future. I also hope you keep working on your game, it was awesome.

Very very stylish work, like a mix of katana zero, sly racoon and the recent Shinobi. You could scroll through a huge list of games and pick your character out immediately just from the silhouette... pretty impressive stuff. The auto ledge jumps work really well and keep the pace up which I love to see in this type of shooter/platformer. One slight tweak would be to have some sort of 'I-Frame' equivalent when an enemy is on top of you, to be a bit more forgiving to the player if they get rushed, especially by a group of foes. Loved it, congrats on such a strong submission.

I really liked this, it feels playful and explorative just moving basic blocks around and seeing where they land. The notepad setting is nice and simple and would leave so much room to have fun with expanding the mechanics/movable block types.

I like the dynamic feel to the camera, but would love it to be more focussed on the puzzle/room at hand so that once a challenge is overcome, it feels like I have moved to the next screen over and made progress. The art style is great and it's a shame when the camera isn't fully showing off the charm you have created. I'd definitely return to this if you made more, well done on getting this to work so well.

Thanks for checking it out IntelligentGene!

Feels like a lot of work went into this from the really nice map design to the engine repair animations and menus. Taking crew members out of cryo pods could be a really interesting finite resource/puzzle element, or perhaps even selecting the crew members based off of what their roles were when they were alive, like some sort of bizarre but cozy ghost ship. Liked it a lot, well done on packing so much in in such a short time period and submitting. 

Thanks sleeping colossus! Well done with your game :)

An evil game that made me smile XD The tone here is great, already a lot of flavour to the different enemy types and aesthetics. It was immediately into the loop and second nature to control and understand.

The set up of some enemies having special abilities or possession requirements fits into that 'Suika Game' design of readable hierarchies, and that's a system that could be expanded as far as you'd want which is so flexible.  With scenery/building obstacles or different styles of top down movement (depending on who you possess) this could really be fleshed out into a full game, congrats!

This worked really well, the controls are simple and  intuitive, and the cows reacted responsively to my movement without feeling too easy to herd so it feels pretty therapeutic instead of frustrating. Really like the subtle animation when running or idle on the character. A bit of variation in the Moo-ing length and sound levels would definitely go a long way, and it would help if there was a wider border just to let the player not panic that a cow isn't ever going to run too far away. Well done :)

Gorgeous game, feels like the work of someone with a background in graphics or illustration from the colour choice to subtle background textures. Especially fond of the falling animation XD. Good job and best of luck.

Really good set up, lots of satisfying details and levels of interactivity like having to shoot at boxes to gather pickups instead of simply walking into them. The isometric view with buildings and environmental details looks great but as it's 2D, I'd have loved for the buildings in front of the player to have some temporary opacity, which also becomes a great way to hide special items/ encourage exploration.

I also think having a little bit more speed from the start would add a bit of 'punch' to the gameplay and add some intensity. I like it! Good luck to you.

Real trippy throwback energy with the graphics and music! Love that square play-space like the recent Star of Providence, it helps make the game not feel overwhelming.

A mix of Sokoban and bullet-hell mechanics is very intriguing, two individually popular genres but I can't think of anything else similar that mixes them, you may have found a really untapped niche? I hope you keep working on it. Congrats on submitting.

I appreciate you checking it out, mobile support is high on my list after it's finished. I've left a rating and review :)

Thanks ava_kim! Much appreciated :)

There's potential in the mechanics here, I think this could turn into a really cool mix of Crazy Taxi and Pacman, with more obstacles/roadblocks so the player is both route planning based on speed/the geography of the roads and avoiding hazards that slow them down. Also, as a siren noise might get repetitive if it is on the whole time, but turning it into a usable mechanic and toy that can make cars move out the way could really add another layer. I think it's fun, well done :)

Thanks Acci I'm glad you had a good time with it :)

Immediately sets the stage with that low droning horn, really brought me back to the original Godzilla OST and made the scale believable, which is so important when dealing with mechs and kaiju. The cockpit feels like a functioning space and the subtle parallax is great, but sometimes makes it a little tricky to accurately hit the centre buttons quickly in a panic (and kudos that it definitely invokes panic XD.) I think with some extra ways of controlling the Mech's systems like keyboard inputs or controller support could really add to that feeling of power and mastery against impossible odds.

Really awesome work, good luck to you.

Really great UI, straight into the game with a lovely brief tutorial (animated arrows and all) and a charming setting and characters, so much respect in the design for the Player's time. Well done for making this so clean with multiple systems in such a short time and submitting. I think you are going to make games that resonate with indie audiences, best of luck.

Thanks for checking it out and apologies for not clarifying it's currently desktop only, mobile support will be added once GDevolve is feature complete, I hope you can check it out then! I've rated and reviewed your game :)

Love the low poly 2.5D look and the inviting colour palette, congrats on finishing the jam :)

Thank you and great work on your game, I enjoyed it!

It feels intuitive to control from the beginning, and taps into that extremely satisfying Splatoon/Powerwash Simulator loop of very clear visual progression towards victory. The one tiny thing I would alter slightly is the relationship between the background colour and the claimed/unclaimed tiles, as I feel like the dark blue is taking some of the energy away from the play area, even a slight vignetting on the corners could enhance it. Maybe even a slight height randomness on the red blocks could add to your virtual 3d grid vibe. I enjoyed this, congrats on the submission!

Thank you for the review AshantiProtocol, I'll be sure to check out Glimmerwood again when you release, good luck!

I think this has the makings of a really unique vibe with an interesting set up/angle, and I really like the organic almost claymation feel to a lot of the assets, it really makes it stand out.

I was a little confused navigating some of the early menus to get into the game, and I feel like some of the visual language could be made more distinct. For example in Princess Mononoke (and a lot of Studio Ghibli films) there's a sharp contrast between the greens/blues representing vitality/ health/ nature, and then threats/ decay/ death are in darker reds, browns and purples. I think this would help new players quickly understand how to interact and understand this distinct world you are building. Original and interesting, congrats and best of luck to you!

Thanks for the play and feedback, I've left a rating and review aboard your pirate ship :)

Really solid core loop,  especially feels great nailing an enemy from far away and the in universe explanation for looting ships quickly added to the overall vibe. Feels primed to be turned into a roguelike with different ship upgrades and movement abilities. Would love for it to have a little crosshair or arrow to show where the cannons are aiming and a few waves to set the scene but it was really fun! Congrats on submitting.

Super intense DOOM vibes! The red targets especially are satisfying to hit and the little twist on the punch is great XD I wish the attack animation was slightly faster to match the energy on the satisfying knockback on enemies. Also a little UI feedback when successfully punching someone or getting hit would really add to the feel. Definitely had fun playing, congrats on submitting!

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Thanks very much, the update after the jam will add more features, I hope developers like yourself will save a lot of time and have fun with it :)

Thanks for the play and follow Korgen!

(Played on Gd Games) Love the attention to detail, there's player feedback on everything happening on screen so you always know what has just happened. It's nice how quickly the scenery changes to a whole new biome (makes it feel very scifi space-adventure a la Ratchet&Clank), and if you added a bit of speed in the background/ a little parallaxing in the foreground, you could bring your story to life even more and control pacing. Well done!

Thanks Mr.SSA I appreciate it. I left a rating and review on your game, great design work!

The readability is almost perfect, the only element I would change is having some more clarity on which light is changing which lane, maybe by highlighting the lane, some arrows or clearer placement of the traffic lights. But even from the thumbnail, the game explains itself so clearly, and feels manageable instead of overwhelming. Those GBA-esque graphics are also brilliant. Tight design work here, congrats on this submission.

Thank you Sir Renzo! After seeing your game, I'm sure you could make a tool like this now, no doubt

Impressive amount of elements packed into this game within the Jam time, and I really like the menus and care put into onboarding the player. Keeping a consistent theme through every element in the game gave it a personality of its own, well done!

thank you!

The vibe of the opening scene with the music and huge moon looming in the background got me in straight away, lots of potential to expand on this and I really like the main character design. That mix of 'spooky' and 'whimsical' can often be generic but not here, you made it work. Congrats on finishing the jam!

Colour choice, character design and gameplay (+ the sheriff's hat) had me button mashing on the five stars, fantastic overall presentation and a clear display of understanding the player experience. So simple but my it's my favourite game submission, congrats on finishing the jam!