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Carsen Decker

26
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23
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A member registered Apr 21, 2017 · View creator page →

Creator of

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Great game! Felt very expansive and varied, the music is a banger and the opening cutscene looks awesome!

This game User Abused me because it kept me engaged for too long ;)

Felt like determining what kinds of Barks the user liked was a little confusing at first, and it seemed like once I filled the screen with them, any more I added would "fall off" the screen and I couldn't see them. Otherwise was fun juggling all the apps and each felt like their own unique micro game! This guy needs to get better at Xylotiles though.

Fun idea and it felt good to eventually be able to spawn a giant horde of units. As the levels got longer though it felt a bit sluggish since the units moved so slowly and I could only just sit there and wait for them to get through the level.

Fun idea and it felt good to eventually be able to spawn a giant horde of units. As the levels got longer though it felt a bit sluggish since the units moved so slowly and I could only just sit there and wait for them to get through the level.

A fun idea, but it is very easy to game the system due to the fact that you can just stop moving. Would help a bit if the player was forced to move at all times maybe?

Feels very tight on the time limit, but the movement is fun and silly and I could feel myself getting better at swinging around. Not sure if I was missing something but I wasn't able to pick up any of the required items. I also thought the outlines for the items you can collide with was a nice touch but would have liked some sort of other color for the required items since I then have to find and reach them with very little time.

Hearing those points go up is very satisfying! I think the premise of the game of being the "designer" feels like a little bit of a stretch but I still enjoyed the game itself. I like how it's very intuitive to start making a maze for the player to run through since you get higher point multipliers the further you go. Would enjoy seeing a version of this with even more tools!

Pretty looking flowers and cozy atmosphere. Thanks to this game, I will be prepared if I ever receive 365 roses at once.

Thanks for the feedback! Yeah we definitely have those bugs on the radar, movement is a big fix we're going to be pining for and I have also been a victim of the dreaded triple skeleton :')

We've also gotten some feedback on possible educational value too, which we think is really cool and potentially a fun avenue to go in!

Very polished visuals and sounds! The gameplay is a cool concept, and gives a fun challenge when trying to play alone, but (unless maybe I was missing something?) I think some of the enemy/obstacle generation gives some impossible scenarios to get out of. For example, more than once I had one of the big laser disabling platforms coming down and an enemy flies right through it and kills me, leaving me no way to stop it. Also I think the heath system is bugged? It says I have 3 hearts but I die when one enemy hits the platform. 

I think with some extra work this would be pretty fun!

I really like the main rope mechanic! It opens up a lot of fun interactions and felt intuitive to use, especially when you get around to just chucking your brother around. The dialogue also adds some nice charm to the game with the character dynamics, and hints at a greater story too! 

I think the controls feel a little wonky at first since it had a weird mix between mouse and keyboard controls, but it made a little more sense to use the mouse once you got to the throwing sections. Overall, very fun and would love to see a version with full art and everything!

The art and sounds are very charming! I'm interested to see where the story and everything goes. Don't worry too much about not having the second part in yet though, it happens to us all!

I will say it might be best to try and reduce the amount of keys/controls you need to use for each action. On the tutorial screen, it shows only E and arrow keys, but then you end up using Space as well as even the mouse to select the options. I think compressing E and Space into a single "interact" button would go a long way, and maybe finding a way to select menu options with arrow keys and E instead of mouse as well! Otherwise, nice job!

I think this game has some big potential for creating amazing-feeling movement! Already, the speed and momentum, and especially the grappling hook feel really good to use, even more-so coupled with the very weighty, chunky sound effects. The mechanics were interesting too, and gave a nice layer of extra depth. 

I do think that the main area of improvement would be to either pivot away from the more precise, small movement areas (like more towards a Sonic type level design where you just want to go fast and do more big grapple swings and jumps) or tighten up the controls for moving in tight spaces. At the moment, your momentum carries you a little too much even with a small tap of the movement keys, making things feel too floaty in those sections where you have to do tight wall jumps or things like that. 

All in all, when the game/levels allowed it, everything flowed super well together and felt great to play. I would love to play a version of this with even tighter movement as well!

Definitely helped loads to have a partner-in-crime for programming, but we thank you :)

We definitely have a ton of ideas for progression with extra abilities, weapons, all that jazz. We wanted to get some of it in for this version, but alas, that is the story of game jams!

Definitely agree with some of the other comments. I think it takes a little too long to start up- I initially thought that the tutorial was just the main game before getting past it! I would also like to suggest things like coins being an automatic pick up if you walk over it, since it feels a little strange to have to hit E just once compared to the other objects. 

I like the concept though! I think the upgrades are a nice touch that gives the game that fun bit of progression that makes you want to keep playing! The sprite animations look quite nice as well.

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pog

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care for and protect in an overindulgent way

I love the feel of the environment and the hype music, and I think the mechanics feel relatively smooth. Some things to change might be to make the throw reticle meter a little bigger, and to be able to angle your shots somehow since it can be a little wonky to be only able to throw one direction. I swear those kids want to get headshot.

I think Nancy's head is a little large and in my face, but now finally know what it feels like to incessantly crave bananas!

So fun to knock everything over, with the nice feedback of the cat paw smacking everything. I like the speed that you can run and jump around as well!

I agree with the other comments, the AI feels a little too fast for how careful you have to be with your speed to avoid crashing. I do like the feeling of the boost even though you have to manage it.

Very fun idea, I like the environment a lot and the giant models that make you feel so childlike and small. I think the lighting could be even spookier like nighttime, otherwise its good!

Lots of fun! I love the craziness of how the bike controls and how much you have to mash the buttons. Sometimes it can be a little frustrating though when a car comes from behind you and you can't always see it coming. Also, I think I was a little discouraged to restart and try again just based on the fact that the level is so long, and my fingers were tired after the first go :(

Other than that, it was great! I'd like to see the crazy mechanics expanded upon too!

I really like your nice mall environment and the feeling of busyness with all of the monopoly men running around, as well as your concept in general of praying to Twitter for fat stacks of cash. I might have just been lucky, but I never really got told off for praying at all, so it might be bugged or theres a possible exploit/just too easy to get away with it? Otherwise, love the shower of (bit?)coins

I love it! I like all of the different interactions that you have between all of the objects, and basically how you can just ruin everything. The game is obviously very relatable, which makes it so satisfying that you can use the mechanic you learned  again to throw everything at your computer. I would say that a few of the objects are very hard to see, and I didn't realize that some were there until I accidentally moused over them.