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Chomies Studio

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This game is going to be either hit or miss, nowhere in between and I think until you tune up the gravity and velocity of the rocket, it's a miss.  At no point did I feel like I was ever in control of the rocket, and over tilting just a bit too much meant absolutely no way to recover.  If you can make the control more responsive and give the player an easier time to change direction without drifting a million miles an hour in the opposite one, its going to capture a ton of people's attention for a long time.

This has so SO much potential.  The intro was amazing, the visuals are striking and super fun to look at.  Whoever was the art director for this game did incredible work.  The game play itself though needs a lot of work.  You either need to be able to close text boxes while movement is active, move them and size them differently, or just pause gameplay completely because they get in the way of half the screen.  The movement is too floaty and needs more weight.  I used the debug to jump to the arcade gameplay, and that felt super aggressive and over really fast.  You either see the enemy first and blast them instantly or they wipe you, very difficult in a bad way.

Please keep iterating on this!  It's super cool!

Super cute, I like that you have to manage the other fox's health as well, lest it can kill you (I was surprised when it launched a turtle shell into me!).  I think a better way of controlling both at the same time would make this a really cool concept that you could do a lot with.  Great start.

Great foundation for a snake game - I'd love to see how you make it your own; maybe the combat aspect is you can "launch" one of your warriors you get from picking up the axe and it lets you destroy and enemy in you line of sight?

Underrated game right now, I hope this gets more visibility because this is 100% unfiltered arcade FUN.  My only notes are 1) needs music badly, would make things so much more exciting, and 2) needs a way to heal, even if just slightly when growing in size, but thats also part of difficulty which maybe means it doesnt need it?  Idk, I'd also like to see a few power ups, maybe a bomb to clear everything out (even yellow power ups temporarily) just because sometimes there are more enemies than I can managed.  I guess thats more than 2 notes; I just really liked the game.  Great job!

I loooove TD games, LOVE them, so it pains me that this one is very difficult to play.  Making it to the third round was by the skin of my teeth, and I feel like it's less about playing the way you want with towers you like and more about figuring out the puzzle of which towers you need for each round.  That could be design intent, and it's a bold statement if so, otherwise I think you need more money and buffed towers.

Fun and simple, love it when I only need one hand to play.  I think the two biggest things that stick out for me is 1) no music and 2) input delay, though it almost feels intentional.  I think it could really help if you made the movement quicker and snappier, almost like a .3 second window where it whips into the cube and the user can rapidly tap them and feel each movement attached to each key press whereas right now, it feels like multiple commands get queued up and im waiting for them to execute.

As an added bonus, the way enemies have similar movement patterns, maybe when you add music you can add a rhythmic element?  I am getting crypt of the necrodancer vibes just waiting to be unleashed.  Nice work!

I simultaneously love and hate that you picked out the exact two things I came to the same conclusions about but decided that with only 2 days left, I needed to pick and choose my battles, LOL.  The Tofu fight was meant to "ease" the player into how rounds advanced but I think the weird category association ended up killing a lot of people's desire to progress.  I think I'll investigate your suggestion for the game loop though, I agree that defense and attack need a better separation to make them more compelling gameplay elements rather than just having them compete (which attack phase is beating it out on).

Thanks!!!

I had a lot of fun zipping around in the air once I started getting the hang of Bruce, but it was pretty hit or miss sometimes.  Definitely difficult avoiding enemies, it didn't feel like I had a means of shaking them off me.  I also didn't find any kind of weapon, definitely need a way to defend myself.  Maybe I didn't find it?

Fun!  I don't like tank controls but it works well here.  Wish I had better defense against the cat, and going back and forth between socks a bunch can be annoying; is there any way to visually indicate what kind of sock one might be?  Like, in the 3rd level you at least will sort by color for some which narrows some pools down.  I'd like to see more of that so I spend less time just running from the cat to check a specific sock.

Too relatable, too on the nose, too much clicking; 10/10 lol

Idle clickers are never a bad choice lol.  Also, I got the job, woot woot!

Fun!  It's a little tricky understanding the more complex riddles and how you should connect them, but overall it's a great puzzle system.

Very cool vibe, but it's difficult to navigate the computer.  I feel like I'll randomly be kicked from a user or they disconnect for no reason plus I see files changing randomly.  By my own admission, this is not the kind of game I would play, but the atmosphere alone and weird bean characters did keep invested longer.

SUPER cool game!  Simple and easy to play, challenges me to keep on digging deeper.  The slowdown power ups annoyed me until I saw how fast the game started moving.  Would like to see more complex elements introduced, such as moving enemies that could break the chain and force a drawing to be restarted.  I feel like the possibilities are numerous with what you have.  Great job!

Very short, but there is a great foundation here.  The controls are tight, and I feel powerful spraying bullets and plasma.  Enemies are a little bullet spongy but there are only a few I guess - it would be nice to see weaker enemies with more quantity so I can really feel like I'm strong and destroying lots of stuff as the player.  I like where the story telling is going right now too.  Very cool!

Super fun, super frustrating, and super annoying when I softlock myself haha.  I wonder if there is a way to introduce abilities that let you freeze the balls for a few seconds, because sometimes I have to trace some crazy routes just to dig myself out of a hole I drew myself into lol.

Strong aesthetic, I feel the setting and its 100% clear and cohesive.  I'm not familiar with switchboard operation but I get the feeling the sound design is on point for that.  Simple and effective way to tell the story and it works.

I dont think there is much "gameplay" to be had here though; I decided to let the timer run out just to see what happens while I was near the end of the story, and sure enough its just a game over and you have to re-do EVERYTHING.  I think when the biggest reward for the game is the story, having the user start from square 1 is a pretty big sin.  Yes it's not that hard to find the right line and you do get ample time, but I could see there being more people like me who decided it wasn't worth the effort to start the whole thing over again for the ending.  Checkpoints at certain points could quickly cover this gap.

Top tier stuff!  Tight controls, upgrade systems, good soundtrack, and cool design.  I did feel like some of the power ups felt less helpful (you need at leasst 3 companions for it to feel like it's doing something for you IMO), and while I could see how not making them temporary could be OP, it's worth considering changing the balance so the players feel a little more "powerful" when picking them.

Also, I got busted entering my initials - growing up in the 90's instilled the habit of entering ASS haha

There is some cool stuff here, like discovering wall running was neat.  The progression is confusing, given that you seem to only have one exit per level so I'm not sure what the grid at the end helps with.  Great start for an FPS!

Good gameplay!  Simple concept executed pretty well, this just needs a bunch of polish.  Music for starters, and more visual fidelity.  The connector can be a little finicky at times, and I got stuck because sometimes the connector wont work on a rock after I moved it; not sure if thats by design but there needs to be more indicators of what can and can't be done for these things.  Great start!

The game is definitely in there, and it's possible to figure it out with some trial and error, but what this game desperately needs is some kind of tutorial or instructions.  Figuring out how to cycle through parts is probably the hardest part, and I imagine you are losing some players that way.

That said, once I figured it out, it definitely got fun and I felt myself racing to fix those robots.

TONS of fun, though it does start to get trivialized once you collect enough pieces in the later game.  Would like to see some other mechanics added later to balance out the difficulty (maybe bugs can damage barriers? certain pieces can only be placed next to certain other kinds?)

The puzzles need to be more "puzzly" if that makes sense.  I felt like it was easy to guess them just by checking each option and brute forcing my way through.  I love the atmosphere with the music and the 2D character in 3D space was done really well.  I do think the camera needs to be unlocked, and on all axis - it could get really difficult to see sometimes.  Pretty cool!

This has a lot of potential.  First, sound and music are a must to make it feel more exciting, and then I'd work on improving the UI experience.  Editing routes was something I never managed to do and I ended up deleting one along with the transport that belonged to it, and another route I set up was not delivering any material even though the planet showed it still had them.

Definitely pulled me in though; would like to play this when it gets fleshed out more.

Interesting concept but the puzzles have almost no difficulty level.  I would love to see more effort put into the puzzle design and some intense music playing, as well as time limits.  I got the feeling one of those puzzles was supposed to have a timer but didn't see anything to indicate one.

Very cool concept - no challenge at low planets but cranking it up to 10 does provide a pretty solid challenge.  Would like to see more dynamic UI elements that make it feel like gameplay, but love the atmosphere.  Some punched up sound effects would go a long way here.

This is a challenge.  I am having a hard time figuring out how to reduce suspicion from my mom, and it feels like it takes a while to get pertinent info to research.  I think you have some good concepts but the execution is a bit mixed up rather than cohesive.  Another way I would put it is that I dont really feel strong gameplay, just sort of doing tasks right now in hopes of getting some feedback that I did the right thing.

MOM NOOOOO

Incredible ending, only game so far to elicit a proper emotional response from me.  The platforming is fantastic, but I think the jump height needs to be tuned to the length of the press and a little momentum on the run would go a long way.  The dash mechanic made double jumping fun and risky, and encourage acrobatics.

This is really something, you should be proud of this.

I dont know what you are talking about in your description; is it derivative?  who cares, its FUN.  I'll never not play a vampire-survivors roguelike type game.  These are like my crack.  Thanks for the fun 15 minutes!  Love any game I can make a broken build in.

It gave me NYT Games PTSD, but thats ok - now I feel like I have to go play Strands and Spelling Bee

Definitely feel like there needs to be better word coverage; maybe I suck at finding words more than I realize, but it felt like I had a hard time finding bigger words most of the time.  Love the roguelite mechanics!

You weren't kidding, this is FUN.  10 seconds to figure out, and boom, I'm slamming matches like a maniac.  I think juicing up the aesthetics and reallllly making it feel like a slot machine/vegas experience would have people hooked for hours.  You've got a gem here!

I see what you were going for, and I applaud your ambition.  I think the hardest part is getting a large enough amount of people to get good data for this, but I could see how I would have fun following these matchups.  Spawn vs Darth Vader had me on the fence, but I think Spawn is going to beat him 9 / 10 times.

What I would give for a synthwave soundtrack and cool sound effects.  This game had me hooked for a while though some of the tighter connections are really hard to find.  Also, better indication of how long before a link expires.  Still a lot of fun!

I think you have an interesting idea with the word association mechanic; it would be nice to see you find a way to tie it more narratively into the game.  You have an interesting looking character and he sort of just exists in this business park themed hellscape.  I think the first thing you should do is give him a reason to be there and let the player observe it.  It has a cool creepy element to it that has my interest.

Will wait for the patch before I give the actual rating, but already it's difficult to tell what any of these nodes do.  UI needs a lot of cleanup!

Noooo I had to declare banruptcy!

This is a lot of fun, and the boost has that limited instant transmission feel which made it feel really good to use.

I had a hard time figuring out what the charging fields were at first; I think they need to increase your recovery a little bit more because it feels like I'm going to be punished for using the fun mechanic.  If it makes the task more trivial, decrease the time each round is to make up for it and try to add some obstacles to make the player be more selective about boost spamming down lanes.  Hope to see you polish it more! 

This definitely needs more gameplay - jumping doesn't seem to serve any purpose and really all you need to do is charge forward and click the boxes.  It would be nice to have some obstacles to dodge and maybe some several more calls you have to respond to as soon as you finish the train repair?  You should keep going and take the game further!

Love me some lemmings!  I think this game just needs a speed up command, other than that, no notes!

Kind of tough to play - doesn't really feel like the environment gives any feedback for interacting.  Definitely just stopped worrying about accuracy since there was no penalty for bumping into the rings that I was aware of.

Love where the art direction is going.  Reminds me of Toy Commander on the dreamcast.

Some of the most fun I've had from a game on here!  The reordering mechanic was surprisingly deep to me; when I realized I could account for the scrunching together, it let me dodge bullets AND hit wider groups of enemies while quickly shrinking back to dodge.  Fun gameplay loop!  Definitely would like to see new weapons and some improved audio!