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A member registered Jan 26, 2021 · View creator page →

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Really fun seeing a game somewhat inspired by crazy taxi. Didn't expect to see that! I would say this game really nails the aesthetic of a PS1-style game. The models are simple, and I like the little vertex jitter effect on the models. The gameplay of picking people up and getting them to safety was really fun as well.

I do believe you overscoped a little with this game. Some of the features felt a bit unnecessary, such as the manual reload which ended up being a little frustrating. I think if you put more time into the driving (making it feel more juicy to drive over zombies and pick up people) I would have personally enjoyed it more. I also agree with the other comments that there should be a better indicator for where survivors are. A minimap could work, but I would actually prefer an arrow similar to crazy taxi. That way people know where to go, and can still benefit from learning the layout of the map. At times, the game was also a bit laggy.

Aside from these points, it's really impressive you made this in the limited time of the jam. Awesome job!

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I played to the whole thing, and the effort you put in really shows. The different characters you talk too are distinct and interesting to talk too, and the whole aesthetic with the pictures at the end of each day really added to the atmosphere.

Unfortunately, I personally disliked the inspiration dialogue. At first it was interesting, but eventually became pretentious. A lot of the things it says could easily be interpreted from a single sentence, and it responding to every message was just too much. I like the idea, but I believe it should be toned down a bit.

Despite that, I still think its an impressive entry, and an amazing narrative experience. Great job!

Nice and simple game! The maximum capacity on your boat adds an interesting dynamic where you have to decide who to prioritize saving, since you'll need to go back and forth.

I didn't like the controls though. While I understand they could be intentionally difficult, to me it simply felt unresponsive. Turning should be much faster. Adding obstacles could be a more interesting way of adding difficulty.

All in all though, great work, especially since you just got back into gamedev and only spend 5 hours on it!

Great entry! I loved the little intro sequence. The gameplay itself is simple, but complete. I enjoyed having to dodge debris while trying to beam people up. Also fun twist on the typical 'aliens invading earth' trope, where it's now aliens saving earth!

One thing that bothered me a little though was the collider for the tractor beam. It seemed like only the bottom of the beam actually allows you to suck people up, while I would expect the whole length of the beam to be a collider. The humans in building were also hard to see due to the lack of contrast with the background. Perhaps an outline could help visibility.

Overall though, fun simple game. Great job!

I really like the idea. Growing and trying to keep a battle going for as long as you can is a fun and unique concept.

I do agree with the other comments that it is quite confusing to play. It isn't clear what the totems do given the lack of visual feedback. It's also quite buggy. I don't know if it's intended, but it seems like the totem areas are blocking the movement of soldiers. I think you forgot to make them trigger colliders.

I do believe the concept has potential, and with some improvements could make for a really fun game.

Awesome concept! Reminds me a lot of the game Dispatch. I liked how you had to plan whether to send single or multiple emergency vehicles, while deciding whether it was worth saving a near-timeout call. The pixel-art is simple, but coherent. 

I did have some issues with controlling the vehicles. Often, they would ignore my inputs, or simply stop dead in their tracks. Aside from that, I think the game could use some visual feedback when you send trucks off. Maybe you could add some kind of dotted line showing where each of the trucks are heading, so I know for sure where they are headed.

Overall though, creative take on the theme with the main mechanic, and a great submission!

Already rated this game but forgot to comment on it! Got reminded to do it after a friend of mine played some of the jam games, including this one, and he really enjoyed it. The silly humor of the story is what really sells it. I do agree with the other comments that it needs a little bit of polish. It's really hard to melee hit enemies, so me and my friend would often just wait for the end of the energy beam cooldown. In terms of VFX, more particles or other effects such as screen-shake could really improve the overall feel of the abilities. Despite these things, I still think it's a great entry, especially for your first gamejam!

Awesome job on the story and atmosphere. Implementing a cut-scene in the short time of the jam is quite impressive. I also enjoyed how in each run you have to choose a debuff. It flips the typical script of saving more each run. Trying to select whatever ability you need the least was an interesting mechanic! I do have some complaints with the gameplay. Aiming was quite frustrating due to the usage of WASD, making it hard to do small-adjustments to the cross-hair placement. I also found that the hit-boxes of the enemies were a little too unforgiving. Lastly, I thought that the breathing effect got a little annoying as it seemed to overlap. Those points aside though, you did an amazing job capturing a gritty atmosphere and approached the theme in a way I haven't seen before! Great job!

Great game! The visuals are very well polished. You make great use of particles, screen-shakes, and post-processing effects to give everything some juice. I also like the feedback loop with the civilian ships and your currency. Keeping civilians alive gives more money, but as the game goes on they will die, so you have to be careful with your ship placement early on. There are some problems with balancing though. I had to play it twice, since the first time around I tried using every ship type. I sadly didn't make it to the end, so the second time I simply spammed the cheapest ship type, which made it a cake walk. I think the prices of the other ship aren't reflected in their power. Another thing I didn't really enjoy is how enemy ships seemed to prioritize civilian ships, even when warships were in-between them. It would be more interesting if you could use warships as shields to protect low-health ships, which also gives the player more of a reason to think about ship-placement. Overall though, I really liked the game, and it shows that the organizer knows their stuff about gamejams!

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Loved how charming this game is. The art, music, and concept were great. I liked the ending were if you save a single animal of a species, they would die alone... Each animal having a certain quirk on the inventory grid was also very creative. The music changing in the inventory screen was a nice detail as well! I do have some complaints though. I didn't like how the inventory screen pops up after you capture an animal. It broke the flow of the game for me a little, especially when I grabbed a single small animal. Perhaps only pop it up when a set amount of animals were captured. The tractor beam was also hard to see sometimes due to the translucency of the shader (minor problem though, since the target on the ground stays visible). Overall though, a solid entry!

Ah, nothings better than warm soup containing lost human souls. Great artstyle, and some fun puzzles! In terms of dialogue, the explanations in brackets felt a little unnecessary, since the dialogue itself already conveyed the emotion of the character well enough. The players base speed should also be a higher, although I see you tried to make up for that with the many speed souls. Still, the base speed should be faster! All in all, great submission!

What a game! The art and the music is insanely good, especially for a jam submission. My only real complaint is that certain animal combinations weren't clear. Some colors were a bit similar, and some predators prey on other predators, but those didn't count as prey. All in all though, VERY well polished game!

I respect the decision to make a pinball game! The different ball-types is also an interesting mechanic to play around with. Getting the balls in the cauldrons was way too hard though, especially once the board filled up with too many balls. I believe the friction between collision objects should be much lower, so they more easily slide into the tubes leading to the cauldrons. Other than that though, solid entry to the jam!

Really cool game! Shooting zombies felt satisfying, and it's a good spin on the theme. Choosing which group would be easier to fight or give more upgrades made for interesting moments. I do believe the difficulty curve could be improved a little, maybe by adding more extreme upgrades. Really embracing that survivors-like gameplay could make this an even more solid game! All in all, great work!

Thanks haha, love that you're enjoying it!

Great style choice and fun idea with the separate collision layers. My favourite was the level with the platform that moves up and down, requiring you to time each color at a separate time. The physics were a little weird sometimes though. I even send a cube flying at light speed somehow... At a certain time, I didn't have any red guys left so I had to either fully restart, or keep playing without that color, which was a bit of a harsh punishment for failing an early level. I really liked the game though, and gotta say, top-notch voice acting!

Fun game with a great aesthetic and concept! Got pretty good at it after a while. I hope people enjoyed my chicken broccoli stew with broccoli. I didn't fully understand the saving mechanic though, since I often used the most useful ingredients before the end of the day. I also disliked the staples mechanic. My run ended simply because I got unlucky and didn't get any wheat from restocks, and every skipped order required wheat. Would have been more interesting to maybe add a trade mechanic, where I could sacrifice other ingredients for staples to make it a little more fair. All in all though, great job!

Darn, I really messed up... For real though, thank you for this comment! I'll definitely consider doing something with this project post jam! I still got some other ideas lined up that I might want to make into a full game, but ironing out some mechanics, adding more levels, and of course achievements is definitely a possibility!

Very juicy game! I enjoyed figuring out a path to chain as many little guys together. Sometimes it felt a little unresponsive though, since the white indicator would appear, but my guy wouldn't dash forward. I also had to turn off the screen-shake, since it was a little much by default and got in the way of my aim. All in all though, a nicely polished jam game!

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That game was one of my inspirations! Instantly thought of it when the theme got revealed. Thanks for playing!

Fun survivors-like-ish game! Using dead enemies as troops is a cool mechanic, especially with the different types they can be. I did have an issue with visual feedback, since it often was hard to see which spheres were enemies and which were troops. Something as simple as clearer color coding (Like all enemies are warm colors, and all troops are cool colors) could improve this. In general though, solid job! Definitely an interesting concept to further develop.

Nice game, and fun concept! At first I didn't understand you had to wait for the timer to run out, so I kept smashing the guy into walls thinking I had to kill them lol. I enjoyed the levels where I had to toss them over cars. I do think it was a little difficult to control 2 characters, especially when there was a short window to move them away. Tracking which arrows would shoot first was also difficult. I saw that they were numbered, but maybe a charge effect would give clearer feedback on when they would shoot. Overall though, lotta fun! Would definitely like to play more levels!

I really enjoyed this one! Trading animals for more room on the raft or supplies made for tough decisions, and I love how different animals can interact with each other (Like how the bear would eat smaller animals). I also liked planning out a route on the map. I do think it should be a little more clear which map points are connected to each other, even before you reach them. I once ran myself into a dead end, and had to move back a single time, causing me to get stuck in the storm the whole way through. All in all, the game fits the jam theme perfectly!

I really liked the mechanic of sticking the bubbles to eachother! The art also looked great! I think if you added more levels, you could make a very interesting puzzle game out of this. I did have some minor problems: Sometimes, the bubbles wouldn't stick (or I barely missed, maybe add better feedback to bubbles that are stuck together). I also once launched into thorns without being killed, but that was just a small bug. All in all though, great little game!

Really good, especially for a first game. Eventually I started using my guys as a shield as I got to higher levels. The explosion audio can be a little loud at times tho. Aside from that, the music is amazing as well! Well done!

Thanks for the feedback! The collision is very forgiving, in terms of falling from ledges, so sometimes the jibblets seem too levitate a bit! As for unlocking the levels, I actually implemented a debug button for this in the game that allows you to unlock all levels. It's L. I'll add it to the itch page as well

Quality game, and a really fun concept for a multiplayer game. Kept me hooked for a solid bit. Shooting what gives you points creates an interesting dynamic where you need to trade some goobs to defend yourself. My only complaint would be that it's really easy to stay alive, since healing is in abundance and shooting is slow. Perhaps it was simply because the lobby wasn't full enough, but maybe putting a cooldown after healing crystals are used could add another layer of complexity. 

Loved the art, especially the mix of 3D and 2D. Gameplay wise it was a little repetitive though, maybe gradually adding obstacles that need to be avoided while running patients to the operating room could spice it up a bit. Overall though, enjoyable experience!

I couldn't save Miku... Cool play on the theme. Looking around and reading files to figure out which item matches the checklist added some challenge! Narratively it would've been interesting to see the effects of your decisions on which files were kept in the next people you play as, but given the scope this was great

Glad I came back to this one, because damn was it good. Easily one of my favourites. Extremely well done!

Great atmoshpere, but I couldn't for the life of me find the fuel

Like helltaker but better because femboys

I like the idea of warioware style gameplay with horror. The art was also really good! Was just a bit short and needs some tutorial for the inputs.

Had a strat where I jumped down a layer every time the guy got close, but forgot i was at the bottom layer... Overall fun game!

The art really stood out, and I loved the ending as well! Very nice twist!

The polish on this one is great. The gameplay is creative, the game looks good, and even has a whole intro sequence! Always impressive to see what some people can make in the short time of a jam!

Really well made, felt a good amount of fear when needing to go deeper into the forest.

If you still wanna give my game a try, you could try the the windows build, that one shouldn't have any problems. It's at the bottom of the itch page. I think I'll maybe just remove the web build with all these problems haha

Thanks for the feedback! The controls definately could use some improvements, having the radar closer to the view of the player would've been better. As for the sound, I didn't use low bit sounds so maybe that was a bug? Only real ambience that plays are metal creaks and water. Seems like there are some issues with the web build, so maybe the windows build fixes those issues

Hmmm, there should be sound, what browser did you use? Maybe a bug with fmod or smth