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carmr

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A member registered Jun 10, 2020 · View creator page →

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tysm :')

i feel so so proud of this honestly; everyone did such a great job! btw, you're totally not wrong abt the hitboxes, i think we should've definitely shrunk the size of a few of them. hindsight!

the visuals were awesome! i had a bit of trouble with the twin stick aiming, but i think that might've just been me lol. i played this for so much longer than i expected too, it was a blast!

this was so cool! the gameplay felt super unique, and all the mechanics made sense. i loved the music, especially the final level.

i think i might've cheesed Argyle by solving the level without the knife, but i still had a lot of fun with my solution!

honestly, i got stuck at level 10, but that didn't stop me from having a lot of fun here! the visuals are great, music was thematic, and this felt exactly like what would be on the S.I.C.K.

it's also crazy that there are as many levels as there were! i really thought that i was at least like halfway done, but i wasn't even 1/3 of the way done; just a crazy amount of content.

great job!

the music when driving was super good! i also really enjoyed the physics of driving, but i eventually got my car stuck inside of a building i was supposed to tag. the world felt a bit empty, but occasionally seeing some of the silly characters brought life to the city

if y'all go further with this game, i'd love to play again:)

the sprite-work here is amazing! the backgrounds are beautiful, and the characters look super cool :)

the looks of this game was so cool! i had a bit of trouble with playing on the pylon track (unfortunately the game would crash when i tried to start on this track), but i enjoyed outrunning the npcs on windy city!

the music was probably my favorite part of this game, it was so chill and relaxing.

i also loved the player sprite animation, it felt really unique

other than that, i think adding some more levels and sfx would really go the extra mile to make this even better!

y'all, i felt real, actual dread when the disc error came up. idk how it got me so bad, but it did, and i think that's awesome.

the vibes were crazy here, beautiful music, incredible art, squishy sfx, amazing all around. i had some issues with the drawing, however. whenever i would select a new color, it would take a couple of inputs to actually start drawing with the selected color. honestly though, i think everything else makes up for it.

amazing job!

oh bonus slime... your presence brings me moments of respite, yet this feeling is only followed by indecision... do i erase your warm, kindly presence from my sight, or do i enjoy the fading time we have, away from the evils of this world...

I LOVED THIS SO MUCH! the ui at the beginning made me so excited to play, and i wasn't disappointed at all! once i would hit round 20, my heart would beat so hard trying to hit everything i could. im really glad y'all added the online leaderboard, cuz that incentivized me to get placed (which as of writing this, i believe i am 4th (: ). i also loved the effects of the laser dropping spark-looking things after hitting something, it just added so much more to it all.

i think the only issue i ran into was that, at first, i didn't understand the simon says pathogen, but after the first time i understood. most likely that was just me tho lol

im absolutely gonna be trying to place higher on the leaderboard, just you wait....

(p.s. i hit the bonus slime every time babeyyyyy no remorse)

the music for this fits a rage game so so well; the contrast between the calmness of the music and the absolute fury i felt missing the same extra jump powerup for the 50th time really just adds to the experience. i love the added little slopes at around 40m that you could possibly roll into from a higher floor and hit a lower checkpoint. while it never affected me, i can only imagine the absolute gold that could come from that.

visuals and gameplay are great too! i did feel a bit frustrated at times with how the ball seems to lose a lot of momentum at any angle that isn't a straight 90°, but that could be user error.

really great entry, great job!

it felt really good to pull off a synergistic loadout! there seems to be so much to this, so i'm excited to continue playing and finding more combos to pull off

i found that the best solo strat is to spin around in a circle with the copilot, let the ship continue spinning while everyone else goes to butt, refinement, and tongue, and just lick up space trash while spinning around! i could totally see me and some friends arguing over who needs to control the butt. i think some sound would've benefited the experience a ton, but other than that this was great!

i loved how this felt to play, its just fun being able to launch yourself around and do things that seem like they shouldn't work, but do! the levels felt like playgrounds to just mess around and see what kinda silly stuff you can do.

i ran into a couple bugs that weren't huge deals, but at least worth noting.  in the 4th level, i managed to fall off in a way that caused my character to disappear, without a respawn or anything(causing a full reset). also, moving platforms that touch walls or floors can stick to your character and stretch you out in a really goofy way. i think that one could actually be made into a really fun mechanic!

i would genuinely play like 100 levels of this and not get bored, great job!

the style and theme of this game fits the jam so well! it feels exactly like what a game on the S.I.C.K. would be like.

i did have some trouble learning the controls, but after my first loss i realized i accidentally skipped the tutorial lol.

i think with the tutorial, i understood the concept a lot better, but still struggled with landing right-side-up a lot of the time. I totally get what you were going for though! also, like what others said, sound design here was amazing:)

thank you so so much! this game is the whole team's first jam submission, so this means a ton to us:)

you are absolutely right about the trashcan btw, i remember that being a thing that needed to be fixed that we totally forgot lol, after the jam we'll probably update that.

looking through the comments, i think others said it best. i personally did find some issues with the gameplay; i didn't really know what i was looking for in the dumpster, i could bribe as much as i wanted, and eventually i would be left with one die that i didn't know what to do with.

that being said, the music and sound effects were great! they fit in well with the cool thematic visuals, and overall felt great! i would loveee to play a version of this with the gameplay tweaked a bit:)

i can see a very good concept in this game! the idea of swapping between the two types of 2D that you'd typically see in a 2D game was super cool.

however, it was a bit difficult to get used to the keyboard controls. i couldn't seem to get my controller to work with this, so if you did have a controller scheme set up, then that might be on me. i also did end up getting lost by the time i picked up the 3rd key, and i couldn't find a place to use them.

i saw that in your itch page you said you struggled with time at some points, so im looking forward to a full release!

the art style for this game was so cool! i loved the idea of the rats being extra lives, but to get them you had to be careful not to accidentally shoot them. it was a little tough to shoot the slimes that would come after you, so it made it so it was kinda worth sparing them and running (not a bad thing, just something i noticed). i really liked the platforming sections, especially having to save some of the rocket boost to make it under a pipe that was in the way.

super cool game!

i'm a big fan of inscryption, and this gave off a very similar vibe! after a bit of a learning curve, i found myself playing out game-winning combos on my turn that were super satisfying! i did find it a bit difficult to understand the rules of what columns the Oligarchs affect when there were an odd number of them, however. the only other gripe i had was wishing that there was some sound to add a little extra oomph everything, but overall i had a great time, and i would most likely come back to this game in the future!

i got this to run on my phone, but it seems like it didn't format correctly. it ended up in portrait mode with some visuals being stretched or not fully on screen. however, i did get my (unfortunately laggy) controller connected and it was super fun!! the visuals were super nice, and tied into the gameplay very naturally. if y'all end up making a windows build, i'd be all over this:)

this game was great! i had a really great time trying to maneuver around slimes to get to the megacan and training them together to make sure that i get enough of them combined to get a net-positive return on killing them. the only gripe i had was that it was very easy to get trapped in the lower-area with the health can, since there was no slime faucet to help refill if you accidentally used all of your resources on paying for one of the two cans. other than that, i genuinely had my heart beating at some points when i was getting close to filling the megacan! super fun!

i am a huge sucker for silly physics-based games, and this for sure scratched that itch! i'm super glad that y'all started the game with pushing yourself off the ground with the crane, that was a great way to explain the mechanic, and would've gotten me stuck once or twice otherwise.

there was one point that i accidentally threw the security guard past the button in the lil hut they were in, and i had to restart since i couldn't reach them. i wasn't upset at all though, since that gave me an excuse to go back to the dogs by the raking section:)

overall, super fun! if the team ever plans to expand this game, i'll be here to play it again!!

when i clicked on this, i was honestly sad it wasn't a playable game! i would have loved to play it, but this poster will absolutely satiate that urge:)

very cool i like the fish