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cardboard glasses

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A member registered Sep 08, 2020 · View creator page →

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a really really lovely game. all it's missing is an obnoxiously difficult mode to complete the metal gear solid experience.

the art in particular is astounding, the enemy ai was good and didn't bug out as much as i thought it would for such a short game jam. the music and sound design also made it feel very simulationy. the levels also featured some stunning interior design, like that room with three toilets shoulder to shoulder facing a door.

if i had to offer feedback (and i kind of do) i'd say a bit more could be done to make the levels feel different, that the dialogue system wasn't used as much as it ought to have been, and that the ui could use a bit of work. with all that in mind, this is probably the best game i've played for this jam :)

it sure is slick. the user interface, the graphics, the sound design are all very very appealing (and seem appropriate to the era you were going after, at least to me!)

but... i do think the tutorial could've afforded to be a little more fleshed out. i also think that the pixelation effect, while it serves the game artistically, can make it difficult to see ahead and plan out what to do. granted i'm a little colourblind but i've crashed into a few cars thinking it was one of the trick orbs. the same all applies to the turns in the roads.

i think it came together very well though. good luck in the rankings! :)

short and sweet!

i think it could've benefited from a bit more feedback (which strangely enough is something i also said for another bullet hell entered to this jam). like, the parry doesn't feel much like a parry, or even a shield like in smash bros. it's also pretty hard to see when you can parry again after having done it once because the ui for that is in the corner.

i also think the pause on a parry was more often than not a little disorienting because it felt so similar to being hit. it could be shorter, or maybe extend the more parries you get in a chain.

with that in mind there was a lot i liked about it. the story was cute, the graphics were very clear and simple, the music was gorgeous, etc...

i understand that, i added little button prompts at the top but they're pretty hard to notice and not that descriptive honestly

not bad at all! the sounds came together well and the movement was indeed slick. the adaptive music was really cool too.

i do think that it could benefit from a little more tangible feedback. (like when you hit the boss, it should be more obvious that you hit him... like, with a louder sound effect or something, or maybe with a traditional hp bar instead of a number in the corner.) i only say this because for a little while i was unsure if my bullets were doing anything.

very cool! i really appreciate you putting out a fixed version for people with lower hz monitors :)

i do think that it could've benefited from using a timer, eg all rounds last 90 seconds, instead of going until you die like an arcade game (because the controls are so slippy most deaths end up being frustrating, "i almost had it" moments) and something to encourage longer play like a little campaign or score goals would go a long way too, because i feel like this would be super super cool and fun if you played long enough to get a feel for the controls, but there really isn't anything to incentivize that kind of play...

someone else in this comment section said to make it into a mobile game which isn't a bad idea at all.

cool game! the percy jackson audiobook excitement is so real

"the deep end" could be cool...

the diamond play area is a little jarring but the gameplay here is solid. i ended up ignoring the main mechanic for the most part but its still pretty fun!

(and i say this for loads of jam games but this game looks and sounds amazing fucking hell. good work on this!!!)

pausing in the air to flip around momentum is really impactful. i had a lot of fun here.

(also the sound effects for this are really intense. i love it.)

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the ui in this is really clean (the level select and finish animations look really cool...)

figuring out the last level was also really satisfying. good heckin job on this

this was the best i could do to make it spell "NERD!"

overall very silly and one of the less difficult sokobans ive played.

the controls killed this one a little bit for me- but the levels were satisfying and all the mode mechanics were really polished!

easily the prettiest game in the jam that i've seen so far. the sounds and 3d models really give a lovely presentation. and even though im not very good at shmups- i still had some fun.

but i do think that there should be some reason to not just stay in 3d mode, especially when going between the modes is really snappy and polished.

the musical modes idea was really clever. it's also impressive how long this game is (given you made it in a week!)

if i HAD to say something about its flaws i'd probably target the controls- they're a little slippery on the ground and not fast enough in midair; and the jump is a fixed height (you can't fall faster by letting go of the button). and i think you made all the sounds as well?? those are a complete highlight. it feels really impactful to finish a section or jump on a platform (drums? spaceships? idk).

it's super impressive how many levels there are (and really i think going overboard with options for how to interact with the level was a good way to fit into the theme) but some of the puzzles feel kind of obtuse; and with how open the levels are the snake-like mechanic of not touching your tail just winds up being a bit unnecessary. i dont mean to drag it through the dirt though because some of these puzzles are really satisfying- like the paint one!

and i really like the sprites for maomao. he looks kinda like baba, from baba is you.

with all due respect, the worm is oblivious to war and weaponry and i really really dont want to tell him.

thanks for playing!

im chuffed to bits that the browser version ran well. and i shouldve added an eye or something, you're right- going back to it moving around can feel kinda frustrating,

and i dont know if you noticed, but i designed his shoe in a way that prompted you to think he only had 5 toes and then immediately threw you from your celebral security where each toe is "well behaved" and "uniformly spaced". i think he has around 30 toes all in all?

a really good and simple idea, executed well, too. the sound design in this is really good by the way. if anything i kinda wish it was longer (and also the last level had a bunch of bits in it that i didn't understand but i could beat it anyway? that was a little unfulfilling but it was still fun)

i feel like some of these rpg battles go by a little too quickly but they're still very entertaining. good job on this!

also i like that the hacker was specifically called "hacker man" and that the old guy was called "da old man".

i am once again soberised to how bad i am at bullet hell games. my biggest problem with it is that switching modes should really be a toggle, instead of having to hold shift to stay with blue bullets.

but yeah, overall very good!!! even though i couldnt beat it i still had fun dodging between the bullets and doing other bullet hell things, like shooting.

this is more than geballer 2.... this is geballer 6792 (km)......

well then i guess you didnt just make an account to say that one thing on homehelp smh

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i'll export a version with a button prompt later today. i'm glad you enjoyed it!


edit: it took a little longer than a day but there's a button prompt+ some other stuff now

thanks for the support hannah