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I was able to kill few persons with my knife, and even found a sword later ^^

I was thinking same with gameovertures thought: as it is there is not so much space theme in it.
It would have been cool if at least the game was introducing some story about where we are.
This way you could have use space theme, and it will even help for feeling more like role-playing if there was a reason for the player to be there and killing people.

(View submission)

I just tried the android version and it works particularly well with touch input!
Even you made it harder by changing the rule to match-3, it felt easier (maybe also because it speed up at slower rate? not sure). Anyway this version is quite well balance, good job.

I'm not sure if I can consider thoses changes for rating the game, but anyway I wanted to give you feedback at least!

(View submission)

This is very fun to play!
Good job making quite polished and stable physics system and stealth mechanisms in one month.
Animations are pretty cool too!

Only one (very small) point: the alarm sound will not stop after the game starts again. And this sound is quite annoying! But maybe this is on purpose :)

(View submission)

Good job on the visuals and level design!
It's pretty cool for a game made in one month.

I had just little bit hard time with mouse picking: sometimes if I clicked slightly out of a tile (which happens often because of the perspective) the character will start to move to the other side instead of interacting.

(View submission)

It was fun to play! It's getting difficult very quickly, and I had some adrenaline trying to go the planet before the enemies catch me :)

I like how the light participate to the game mechanisms: the enemies will emit red light around, and this way it gives information to the player when they come around, nice!

(View submission)

The story you wrote for your game is pretty cool!
It would be good to integrate it someway in the game, I almost missed it if I didn't check the webpage.

The puzzles are fun to solve too. Well done!

(View submission)

I didn't succeed to get metal, just trying to slowing down the meteor until I was out of fuel :)
Anyway it was still fun to play, the simulation is pretty well done, and the ship easy to control.

It would be good if I can skip the intro cut scene when I play a second time.

(View submission)

Wow, for a game made in one month this is very polished and have quite a lot of contents.
This is fun to play!

(View submission)

I like how the strength balance with enemies scales quickly: the big unbeatable slimes become easy loot and I started to ignore the small ones. but the battle are maybe a little bit easy. Very quickly I didn't have to care about my HP bar because it will never go down.

I beat all the water slimes but I didn't find my way to the other species yet (I killed just a few ones, and then I was blocked everywhere, I didn't find a way to them).

(View submission)

Wow, the difficulty increase very fast! I didn't success Level3 ^^
Nice concept, would be good to have it release on Android too!

Someway I feel like the laser doesn't fire straight when the ship is spinning.
It seems it's because the laser starts from the ship center, so at the time it appears (when it's not hidden by the ship) the ship already have rotated to another direction.
Maybe it's just me, but I think it would be more comfortable if the laser starts already from the front of the ship.

(View submission)

The controls are very interesting. I was surprised at first but it works very well with this game mechanisms!

It's very hard but once you are into it, the fast peaced action is quite enjoyable :)

I thought I could use some infiltration strategy but it seems the enemies always see you coming, I think it could be a good addition if you want to continue on this concept!

(View submission)

Nice exploration game!
I like how you have to be careful your resources and use a little bit strategy regarding it to be able to go forward your quest.
It would be even better if the controls were more intuitive. I was a little bit struggle at the beginning to find the right key to press for each action.

(View submission)

@Arthur Scott:

I like your formulation "Oddly charming", someway it defines very well the spirit we wanted to put in this game, thanks :)

At first, our main focus for the mechanisms was more about interacting directly with the planets you explore and interfering with their equilibrium, and at the same time it turned out to be pretty fun (and a good base for puzzles) to try to collect things and to find a way to chain or combine their use, so it's definitely one direction we have to explore further for designing future puzzles.

The gameplay mechanisms and controls are unusual and surprising for a RTS. I was a little bit lost about what I have to do, but once I got it it was really fun!
Maybe you should think about giving more information at start for the player, like a small tutorial.

About the flag system, I feel it's very promising if it was more polished. For example, it didn't work so well to drag the flags (often considered just like a click), so I ended up not using this feature at all.

(View submission)

It's very interesting how the visuals are decoupled with gameplay/storytelling.
There is something in common with paper role-playing games someway. Nice!

(View submission)

Both art style and game mechanisms are very unique!
It's pretty well polished considering how much it's stable when gameplay so much depends on physics.

Well done!

(View submission)

I like the retro style when moving on Mars ^^
I wish I could be sure how much water I had left when I'm moving, it took a while before I figured out how fast I could be deshydrated, but maybe it's on purpose?
I reloaded the page by mistake while playing and I was happily surprised that my water, ressources and charges didn't reset, but unfortunately all constructions disappeared.

Anyway I had fun playing it!

(View submission)

Nice tower defense!
The radial layout is even well chosen for the theme: it was little bit disorienting during the first minutes of playing, which gives even more space-ish sensation :)

(View submission)

Nice shooter :)

I tried it on my Android phone, which is not so recent one (Samsung Galaxy Nexus, Android 4.2) and it was working well!
(I say that because I saw from your devlog you encountered performance issues on Android).

(View submission)

One of my favorite in this jam so far!
The mechanisms are more complex than it looks at first, and gives some interesting management/tactics to handle.
And don't listen to them, I think it's a good point to have turning taking 1 turn :)

Only one thing I have to mention. I played on Android, and I felt not so much accurate with the controls: sometimes the character would move 2 squares in a row, or perform a rotation I didn't intend to do.
But it's just a detail anyway, and didn't affect so much the experience!

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The ending is awesome :)
Quite a unique experience. Good job!

(View submission)

The concept is nice, but someway the game will not allow me to control the character untilall text messages are finished to be shown, and during this time the timer keeps going so it will not leave so much time to do anything.

(View submission)

Works well on Android.
I tried with maximum difficulty too and it's like impossible to beat :)

(View submission)

Indeed, very good concept!
And the execution is neat too. Good job!

(View submission)

The atmosphere is amazing! Really good job.

(View submission)

That's a very interesting puzzle mechanism!
It would be perfect if there was a little bit more information in-game (I understood better after visiting the game page).

(View submission)

Fun and addictive :)
My best score: 15

(View their submission)

Very fun! Good combination of arcade and tactics mechanisms.
My best score: 291 :)

(View their submission)

Thanks for your comments!

@mmachida: actually we were definitely thinking about phones and tablets too while designing the gameplay, and it was late to release on Android platform only because we had a serious bug at the last moment. But now it's fixed and available!

Like it! Minimalist but powerful storytelling!

Fun to play! Even without a VR kit it works still, but I wish I have one to experience it better :)

Nice visuals and sound! I was fascinated by the trees growing and was keeping planting them :)
And well done with the UI too, easy to use and robust.

That's a brilliant idea!
Unfortunately I don't have MotionBuilder to try and give you feedback on it, but good job for the concept itself!

I know it would require a lot of work, but it would be awesome if there was a blender plugin :)

Thanks for trying and commenting my game!
And this is good advice for the text. I didn't know about the outline component, I will have a look. Thanks for this too!

You made a good point about the sandbox mode. I want to let the user plays freely the drums, but from what I tried, a plain sandbox mode is somehow not so fun since it feels a little bit aimless. I have in mind several features I have to make first, but they are too much big for the scope of this jam.

Since I will continue this project beyond the 3D Jam, this feature (together with a VR mode) are definetely my next big milestone goals. Stay tuned on my twitter if you are interested, I will probably start to talk about my progress on those subjects soon!

Haha, nice. I cannot wait to try this!

What a cool game! The story is really nice.

It's really funny! Good idea. I wish there are more stuffs to cook :)

I tried your new build, and after your latest changes it really improved. Good job! Now I want to try it with other people, must be really fun!
Oh, and the additional games are great too. The wire is a little bit difficult at first, but in a good way :)

It's really good! I particularly like the shooting, it works pretty well!

Just one thing made me a little bit frustrating when I played: for both juggling and balancing games, I feel like it starts too quickly and I don't have time to be ready. And especially for balancing, I don't know well where objects will be when they appear, and then they just fall before I can even put my hand at the right position.

Hope it helps.


There is not anymore shader error but unfortunately the crash remains:

01-23 15:02:56.637 6910 6927 I ShaderManager: Shader 'fluid' loaded
01-23 15:02:56.801 6910 6927 I ShaderManager: Shader 'light' loaded
01-23 15:02:56.910 6910 6927 I ShaderManager: Shader 'helmet-light' loaded
01-23 15:02:57.207 6910 6927 F libc : Fatal signal 11 (SIGSEGV) at 0xdeadbaad (code=1), thread 6927 (Thread-188)
01-23 15:02:57.449 122 122 I DEBUG : *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
01-23 15:02:57.449 122 122 I DEBUG : Build fingerprint: 'samsung/yakjukr/maguro:4.1.1/JRO03C/M420KRLI1:user/release-keys'
01-23 15:02:57.449 122 122 I DEBUG : pid: 6910, tid: 6927, name: Thread-188 >>> com.apricotjam.spacepanic <<<
01-23 15:02:57.449 122 122 I DEBUG : signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr deadbaad
01-23 15:02:57.879 4980 6649 D dalvikvm: GC_EXPLICIT freed 158K, 18% free 20636K/24903K, paused 26ms+8ms, total 2796ms
01-23 15:02:57.887 4980 6649 I LocationManagerService: request network (pid 6157) 900000 900000
01-23 15:02:57.910 4980 5120 I ActivityManager: Displayed com.apricotjam.spacepanic/.AndroidLauncher: +14s394ms

and the callstack is pretty much similar, pointing to libglslcompiler.so