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Chonkers HQ

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A member registered Jan 27, 2021 · View creator page →

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Quirky intro and fun core gameplay loop! The wall the cannonball snaps back into place when you recover it is a great touch. Love the game over screen and there's a nice variety in enemy bullet patterns :D

Limited indeed! Great polish making the bullets, enemy patterns, sfx, and vfx all really smooth. The way you chose to represent player HP was also really neat. Nice game :D

Nice work making the bullet hell feel limited! Reading the description helped and I was able to win on my second run - would love to see a Restart/Replay implemented since I had to refresh the page to try again.

Appreciate the sound effects and the predictable movement of the enemies bouncing off the edges made it really satisfying to land bullets. Great work!

Enjoyed the need to manage how much stamina I was using vs how much I could charge without getting hit! Became a nice back and forth with the enemy.

With more dev time I'm sure things like sfx, visual feedback when getting hit/landing hits, etc were in mind - the current build is already fun though and I can see the Mega Man inspiration as this felt like a boss fight where you can identify patterns and work around them. Awesome job!

I really like the pilot POV! It felt unique and the controls match it well. I wish I could read faster or advance the intro text at my own pace since I wanted to get more into the narrative aspect!

Atlas has a lot of health so I think things like phases or extra abilities for the player would keep things lively/fresh as you whittle away at the health. Also, with the little character screen in the bottom right, I could see an update with potential animations/reactions based on what you're doing (getting hit, getting close to the end, etc).

Great game!

The rope and platforming controls feel really good and make it rewarding to maneuver through incoming enemy bullets! The colors, sfx, music, and intro tutorial sequence are all great as well. Nice game!

First of all love the skeletons along the walls lol. The enemy variety and potential to possess all of them is a great concept and the base dodging/shooting feel good to control! Nice work

Your original art & music are really nice! I there were some positions on the left edge of the screen that I was able to just camp and shoot from, but nothing game-breaking. Fun game and also sort of relaxing!

Cool idea to have your past bullets stay as active projectiles against enemies! Retro feel and the controls feel good to play

First of all, love how seamlessly the game works on the itch.io browser page. The .exe windows and all of the UI feels so lively with the constant movement and the background conversation sfx is a nice touch.

Can't believe you turned corporate scheduling into a bullet hell, this is actually so great.

Favorite thing about Ternia is stealing the enemy's patterns and using it against them - really cool use of making a parry an offensive type of move!

The music was poppin and the artwork all fit together. Great game

Nice use of colors to distinguish game elements and the presentation (vfx, font choice, etc) were all clear and made it easy to break down levels at a first glance especially when rushing so heckin fast

Got really immersed and couldn't stop trying to progress to the next level. Love the interpretation of Limited btw - solid game!

How'd you get this Part 9 leak?

Very cinematic and fun intro to the game and some of the most stressful 3 minutes of my life. Was a little unsure if the legs are invincible and ended up only swapping between the left and right poses, but I enjoyed trying to see every possible pose!

Fun game and part of me really wanted to stop time for a few seconds :^)

Awesome game! Really polished and love the details - all the particles, the subtle lighting behind characters, the screenshake & sfx. I'm sure you already considered things like a custom cursor and making the player's bullets / sprite a little varied color-wise from enemies for readability.

Great work and it was very hype when the boss appeared!

Yoooo this game is so good! Def got cuphead vibes and the art & music is really charming :D

The patterns were fun and I almost forgot I could jump until the first fist pound - was there a reasoning for not letting the player shoot facing left? Also I found myself hoping for just a few extra seconds of invulnerability after taking a hit since you can get hit twice almost back to back and I was wondering how I died from just one bullet.

Love that the game puts you right back into the action and how the controls are very straightforward/implemented well so any mistakes feel 100% the player's fault. Great work!

Solid bullet hell! The visuals are amazing and the sound effects & music complement the game nicely.

The bullets became overwhelming quickly and that's a good challenge - also love the variety in player attacks and the polish really shines through

Fun game! I liked the managing colors / dodging bullets / aiming swings all at the same time. The music is catchy and made me want to keep playing. Also nice bee pun :D

Really fun game! It's satisfying the land punches on bullets/flying guns & the juice from every interaction gives it a nice player feel. Kinda felt like an aim trainer too

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The music was a good fit with the looping gameplay and I enjoyed dodging and shooting at the same time. Didn't realize I was losing health at first, so maybe a sfx for that could help?

Appreciate the narrative setup in the description and nice work making all the assets/code!

Limited RAM lmao

This game has a lot of polish and the work put into it really shows! It has a charming/cute feel that's complemented well by the palette, clean assets, and relaxing music. Even the sound effects are light enough to communicate something happened without taking away from that vibe.

Took me a second to realize I had to press Z / that the game had already loaded, but I loved the small details like the shine on the Level start, trail behind the player, and explosion vfx. Great game fr

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I've been waiting to try this one ever since I saw a gif you posted on the jam server. Love the vibe right from the main menu and when I opened the Controls menu, I don't think I've ever seen quintuple jump before so I was eager to try it out.

Quintuple jump + air rolling didn't disappoint, and the rising sfx for each jump input is a pleasant touch. Made me think of a combo system where that increases based on trying to stay in the air while retrieving the projectile for as long as possible.

Edit - just saw your creator page - is this like a series you've been working on or one big project released in batches?

Was getting Kirby vibes right from the intro, so as soon as the music started I was glad my association was correct haha. Got thrown off for a second when the menu controls WASD switch to gameplay controls arrow keys, but once I figured it out the game itself is well executed - nice variety in enemies to dodge and loved the little character reactions in the corner. Nice work!

Cool game! The base movement and shooting had a good feel to them and it was interesting how the camera/stage was subtly shifting.

As soon as I heard the chickens screaming for their lives and vfx flying everywhere I knew this was gonna be a special game. The controls are really unique and the overall theme of chicken vs fox ft worms matches the gameplay well. Nice submission!

Thank you so much for the detailed feedback! Sorry to hear about the resolution & crashing issues, we noticed those and will definitely update it. Also I appreciate you looking up the inputs via the gifs (mad respect) - just added the Controls to our description to help future players. The hitboxes seem to be a recurring piece of feedback so we have eyes on that too. Again thanks for playing - I loved playing your submission so it was a nice surprise to see this post!

This game has so much charm! Love how much variety there is in the waves, bosses, and all the ways you mess with the player (opening up with "I can't see shit" was hilarious and also very true)

You really dug into the bug theming for the game and the art style + music go together nicely. Great game

The color switching mechanic is well executed and my brain was frying trying to coordinate which color I should use next. My strategy at some point turned into hugging the edges and just reacting to which bullets were coming my way.

Awesome to see the jam version after all the dev posts on the jam server, great work!

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Cool concept! Def not something to just pick up and play and will have the brain gears grinding trying to figure out the best way to space out webs the first few times. Nice game!

Bug bullets

Gotta love a good ol upgrade system

Nice game that's easy to pick up and play - shoutout for a fitting itch page

"Game jam version"? Excited for the post-jam updates :^)

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Just from the title screen I went DAMN

So much juice and props for using Construct! The movement is fun and gameplay is really satisfying. 

"Yu ded" omfg

I enjoyed going through the game how I normally would the first time, then realizing woah how do I get the good ending?

The gameplay and stage are straightforward enough that it really just depends on the player to decide to go through the hell of trying to get it.

Fun and a great jam submission!

Limit break was a nice play on the theme! Even with just shapes, I had a fun time jamming to the music which shows the gameplay itself is satisfying. Great game and would love to see it further developed.

Was a nice touch when I noticed the bullets you shoot actually match the shape when you collected them.

Love the interpretation of bullet hell - right from the Main Menu the game won me over.

Straightforward concept that takes advantage of most people already knowing how chess works, so no explanation needed for each piece's pattern. The music fits in nicely and assets are clean.

Great game and Godot hype

Love the neon vibe - the music, visuals, and sound effects all come together really well!

I spent most of the game trying to aim rather than weaving through bullets. Just curious - what inspired the aiming mechanic?

I felt like if it was a standard aim I would've been much more interested in playing over and over - it's a great game :D

This is a jam game no way - the music and 3d assets go so well together and I appreciated that you could continue playing with a different character after dying. Maybe for limited it could be like the max number of retries is the number of characters (that's what I thought was going on at first)

Part of me kept trying to shoot at enemies as they glided onto stage, but I figured they were invincible while spawning - wish the player had the same starting invincibility since I felt like I was taking some damage just while my new character was still loading in.

Great game and would love to see it further developed!

So creative - I skipped the How To Play and the typing minigame was an amazing surprise.

Great interpretation of Limited and I liked the variety in enemy types (B's bullets really caught me off guard)

During the few seconds of downtime between waves I got to appreciate the music and fact you're spewing out letters from a pencil. Honestly the typing part was satisfying enough that I wanted to just keep doing that, great game

Love them theme/atmosphere! The music, 3d space, and dialogue boxes all come together effectively.

Accidentally kept holding down the shield so ran out and wished I could get some back, but glad you committed to keep it Limited

Fun experience, nice work :D

This is a good game! I found myself preferring the chainsaws over anything else and upgrading them felt really satisfying. I didn't really notice my health depleting until the first time I died, but the enemy variety and music kept me going! Nice work

Thank you! The Great Deku Tree does kind of look always ready to throw up 🤔