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ChillZombie

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A member registered Sep 04, 2025 · View creator page →

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I tried everything but i just get defeated after 1 minute, i can't even get the first weapon upgrade... What am i missing here?

BTW, everytime i get defeated i hit reset progress and delete save, is that correct?

Also, is there any other mechanic besides upgrading that i might be missing? I clicked everything and hit every key on the keyboard, but .. you never know :D


EDIT:

Ok, after a couple of defeats i got it going, played for over an hour, great game!!

I would really like to play because it looks like a lot of fun, but i always die pretty much after 2 or 3 upgrades... I don't have the time to upgrade weapons or anything like that.. Or am i supposed to continue after each defeat until i gather enough resources? 

Super nice game, got over 52k - Way more addictive then i initially thought :D

Nice try! I really like the old tv visuals, it looks really authentic.

I got to 28 meters, funny game, i like that you added the title as rigid bodies! 

As for the controls, i just turned my mouse upside down, no problem :D

Really nice concept, fun to play - well done :)

Ah, ok - no problem then, this was on the browser version :)

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Nice! I like the textures, also, the white filler blocks felt a bit OP, you could basically make points with huge gaps, it did feel a bit weird indeed. Now the motivation to not leave gaps is much higher!

Sorry to tell you this, but now there is no highscore at all.. (i play the web version

Thank you! :)

Nice thumbnail! I never thought of using a gif, thats a smart idea!

And thanks for the leaderboard, really cool! However, i think there is still bug:

After game over, you keep your score when you start a new game. When you refresh the page, it resets...

I am pretty sure now that this is how i reached 14000 in my previous tries :D

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ok, i got a score of over 14,000 ... I think i played for over two hours .... So far ;-)

This game is absolutely amazing! Thank you so much!

The only three little details i would suggest is making the 'blocked'blocks a bit darker or something, they resemble the lighter block, its a bit hard to see the difference. Also, maybe add a bit more delay between collapse and tetris phase, so that we can switch from mouse to keyboard. Lastly, i was wondering: maybe you could create a thumbnail that shows a bit more of the game?

While i kept playing and playing, i was trying to analyse why i liked this game so much and which lessons i could take from this. Here is what i came up with:

- it starts small to introduce the different game mechanics. 

- the tetris movements are pretty forgiving which is a real life saver in a lot of cases.

- there is a rather stressful tetris phase that is interrupted by the collapse phase (in which, i believe, you can take your time and it doesn't make a difference, right?) This lets you breathe for a second, i never realised this might be important until i saw it here.

- even though it is a game of strategy/puzzle/speed/reaction, there is also a bit of luck involved. To a point where, even when all hope seems lost, you can get a lucky combination of special blocks and regain some ground. In most of my runthroughs i ended up with a pretty full map each round, however there was always one 'tunnel'left where you could squeeze in an i-block, which gives you four lines all of a sudden with means loads of special blocks. Long story short, it is incredibly well balanced.


Again, thank you and congratulations on such an amazing game!

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Gotcha, cool idea! The text not being in english seemed like a time management problem :D

Ok, now that i know that i know all that i need to know i will give it another try ;-)

And don't worry, i won't spoil anything!

Edit: starting to get it, got a 84, pretty nice!

Ah, i see, thanks! 

Well, i could definetly imagine it being more fun if you tweeked mechanics a bit. 

For instance, i find it weird that you roll and control the ball yourself. Maybe it could always drop on a fixed rythm (which increases when you get to a higher level) in the middle going straight down and you use strategically placed arrows and other features to direct the ball to a group of pins you set up. As for the gutter balls, maybe from time to time you have to 'sacrifice' one throw to get rid of all the gutter balls you had to place.

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As you predicted, Forget-ris was my favorite, super intersting to play. But please, explain how sedem blokov works. Here is what the translator told me (for me, the description was not in english by default, is this normal? )

'Learn the secrets of the blocks and use their unique abilities, because without them you won't get any further.'

Can you provide more info? 

And: thanks for the cool games! :D

Edit: Ok, i got so far: you have to hit space bar to activate special functions of the different blocks, since normal line breaks are not possible. The special power need some time to cool down before you can use them again. It seems like there are more powers to the blocks, which are locked...

Nice idea, there have been some games that combine a jumping game with moving the blocks, but your idea with the laser beam is pretty intuitive, well done! Maybe just zooming out a bit could make the moves a bit less random, right now i just fired away at everything i could get my laser on :D

It's a clever game idea and a pleasant experience, i like both sound and design. Unfortunatly after a couple of minutes the music stopped, am i doing something wrong?

I like the design a lot, it is really unique! Unfortunatly i cannot pass the obstacle that covers the entire width of the screen, maybe you could give a hint how to pass?

The style and the animations are pretty nice! Maybe you could increase movement speed a bit and increase dropping rate step by step to have  a progression?

Seems like a nice game, but could you maybe explain the yellow.... thingy? I figured the arrows out, but i don t know about the yellow one..

Congratulations to your first jam! This game has really cool looks and a banger music!

This is my first jam as well, and there is one thing I learned which I would like to share with you: Since your controls are pretty unique, maybe you should include a warm up phase where you don't get killed right away while you try to figure the game out. You could even consider a separate, easy level starting to introduce, step by step, the different features and movements. It took me a while to figure out, others might give up earlier. Also, for the first ten games i wasn't even sure if i hit the right button, there is so much going on that you don't really know if you have control over the chaos or not. (don't get me wrong, i like the chaos a lot :D)

As for the display, it is difficult to get it scaled correctly, i see most of the screen when i zoom in, but not all, i don't know Godot so i don't really know how you can improve that. 

Overall, i think that the spawning cubes and change of active player idea is super fun, it is sort of a swarm feeling, really cool! In my opinion, worth polishing.

Maybe you can add a endless runner (or endless faller) mod as well...

Pretty funky :D Maybe i am a bit slow here, but: what are we supposed to do? Could you add some explanations?  

Nice game, the design is well done! I think you could maybe add shortcuts for the stamps to make the game a little faster, its too difficult to stamp 4 or 5 parcels before the next badge gets in.  (then again, maybe i am just too slow :D)

Also, even when stamped green correctly (= correct weight, not damaged) it plays the error sound, maybe you could display the score for each parcel so players understand better if they understood the rules correctly or not.

Very nice concept, really unusual! 

Got 36000! Great game, really cool! I believe every submission in this jam had to think about how to deal with difficulty, and your way is extremely well thought out. At first i didn't even check or understand the timer, concentrated on my moves, then, after a while, the pressure starts building up, really really well done! 

I would like to have a shadow where the piece will land, but since you also have the shadow for the level 'goal' piece, you probably decided against it, which i also understand. Maybe a grid instead?

I absolutely love this! It is very satisfying and fun, with clever game mechanics!

If you could move the cursor to prepare your next move while the break animation still runs, that would be cool. Also, i noticed that i hardly had time to check the combo points being calculated since i need to watch whats happening during the block break. If you had simplified visual clues as an overlay close to the game field (like "2x!", "3x!" or maybe "bronze!", "silver!", "gold"etc..) it could be more rewarding.

But honestly, those are super minor details, i think this game works very well - congrats!!

Sorry, didn't see your reply! Thanks, yes, good luck to us both! :D 

Very well done, the style is very consistent around game and menu, very nice.

I have, if i may, two suggestions:

- It would be a good idea to introduce the 'destroy block' function more visibly: I was about to comment 'too hard' when i finally discovered that you could actually do that. I can imagine most people just reading the left side to get controls and then they just start playing. Since it is a pretty  unexpected feature, you could make it pop or blink at the beginning, or maybe show it near the stone forecast.

- Maybe you could add some sort of penalty for using the destroy function. Right now, it is too easy, i could have played for hours if i wanted to, but after 20 lines or so, its kinda idle. After you destroyed a block, the next block could come quicker for example.

I totally get your thought process. I just started game dev and I am blown away by how many thoughts and balancing goes into game mechanics and features 🤯😁

Keep at it, it's already a great game, totally worth the effort! 👍

Thank you for your kind words, I am glad that your liked it!

Yes, "line break animation" is one of the many items on my to-do list that didn't make it 😏 I am working on a second version where I keep the looks but redesign the game mechanics, stay tuned 😉

Glad you liked it, thanks! 😊

Super satisfying! Its a really nice concept, the chaos involved in whether it hits or not is really nice, the suspense  if it's gonna make it or not is killing me each time :D Good job!

Very interesting concept, my brain needed some time to get it, but then it really is a lot of fun! Congrats!

Alternatively, you could think about introducing a 1x1x1 block, i have seen a couple of games using those occasionally. Might feel a bit like cheating, but when you need it, you are REALLY happy when you get one ;-)

Thank you! 🤗

Ah, ok, cool idea!

Thank you! Yes, i will definetly learn more about different inputs before the next jam. (also i would like to provide input settings)

Thank you!

The vibe is really good, even the menu feels good and responsive!

And: Thank you sooo much for making it possible to change the controls, that is so important, especially with tetris type games!

I like the idea and its fun to play. I especially like the fact that the border warps from left to right so you can cut the block in half. 

There is just one thing i am wondering: while the nudge idea is really unusual and clever, for me it was more of a nuissance since i played with sort of a 'fire and forget' method , but when a couple of blocks are en route, its easy to bump into them and misalign them. The fact that all blocks accelerate when you send a new one makes these manoeuvres even more tricky. I actually avoided the nudge the best i could since the reward does not really seem to outweigh the risk of losing the game. But, then again, maybe thats just my skill issue :D 

You could maybe add a beginner mode where the blocks fall as you send them without being nudgeable?

One more detail i noticed: it is a bit tricky to get out of a cramped space, you have to jump and then right for example to slip out of it, maybe you could make that move a little more forgiving.

Overall, great and polished game - congratulations!

Thank you so much for your feedback, i really appreciate you taking the time!!

I agree on ALL points without exception :D 

- At one point, i realized the DAS should be improved, but forgot about it

- I added the O piece because it felt like players would give up to quickly if its too difficult. But, yeah, now its too easy (that part of the game)

- My biggest problem was the line breaks: i was unable to implement anything else then complete line breaks, and those are tough to do in a cave layout where almost every mistake is your last mistake. Having some sort of localized explosion would have helped, definetly

- Your idea of magic cubes is really good, that would have solved that issue

- I realized when i played all the other submissions: making 3 small levels would have been waaay better! :D I could have introduced the golden block mechanic on a smaller scale first, which would made learning this mechanic more intuitive.


Taking into consideration all these points, i basically decided to start from scratch (whilst keeping the design of course, that was the only part that works :D) and experiment with different game mechanics compatible with my light level idea to find one that is really fun! (and doesn't feel like a chore)

Again, thank you, please follow for version 2 :-) !