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CommanderJersey

56
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A member registered Jun 15, 2020 · View creator page →

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I loved how the cutscenes informed the gameplay! The music was awesome too, and it was a nice reward at the end of the game for a chill level at the beach. Big fan of this!

Wanted to shout out the sound effects, they make the game feel really great! Especially with the theme of high impact dapping.

I appreciated the context in the beginning, sets up the situation well. I felt like I didn't have much choice in being able to pick different minigames, though I liked having to figure out the controls of them quickly.

The trippy visuals on the obstacles were cool, but it made it a little hard to tell where they started/ended, haha. I had trouble with turning into the score coins (they seemed small), though I did get better the more I played of it.

Using the snow as your projectile is a really cool idea! I fell into the trap of thinking that I needed to ram into penguins, but once I realized it was the snow that was causing them to fall, I enjoyed it a lot more. The snow from the sky and the snow from the snowmobile were the same color, so I didn't notice it was important at first. It was fun to attack with something that didn't need to be precise!

Appreciated the smooth feeling controls and the presentation! It took a while to understand that I'm supposed to be boosting at every blue sphere, it made the game a lot more enjoyable once I did.

Loved the personality, and the twists on a normal snake game! The unique set pieces were fun!

I haven't seen a keyboard mash game done like this before, it's a cool concept! Watching Blobert move around and be blobby was a joy.

This was a really fun take on ice hockey and arena battles! The wall of text instructions intimidated me a bit, but the game was simple to play and I got accustomed to it fast. In a full release, it'd be cool to see power ups that have really crazy effects!

Movement feels great! I was overwhelmed in the tutorial by how many moves there were, but things felt more natural once the game proper started, and there were a few different ways to get around.

Big fan of the art and the vibe! Though like others said, I didn't know about charging the boost, so it took a while to get used to the controls.

The concept is fun, the first sneeze based game I've seen haha. I was unsure of what the different level elements did at first, but it still felt intuitive enough to get through it!

I like the world you created here! I was having some trouble adjusting to the slipperiness of the controls, I felt it took a while to adjust between going slow and going fast. The idea of spinning to get a higher jump at the risk of precision was cool.

The middle and end game were really fun, I enjoyed trying to find which paths would give me the best stat boosts & what I could take at my current level! Though the beginning felt reeaaally slow - I probably should have played it more like an idle game at the start. Finished in 38 runs!

The presentation was a lot, in a good way haha! Took a bit to understand the swing timing (thought that the animation had to be started to hit the ball), but after I got the hang of it, I was happily reminded of memories playing Winnie the Pooh's Home Run Derby

The gameplay was simple and satisfying in a nice Pac-Man way! The presentation was also really cohesive, it didn't feel like any corners were cut.

Was satisfying to play! Dodge move was cool once I discovered that, too. Seeing the power bar deplete so quickly made me wish there was a longer lasting reward, since it went back to normal gameplay pretty quick.

Game was fun to play, though there was noticeable movement jank. Knowing that there was health in every enemy made me a lot less afraid of dying, in a good way.

Had fun with it! The different objects were a little hard to tell apart, but it wasn't too much trouble.

I really enjoyed the game's humor, lots of fun chances for funny 'powers', fit the theme really well haha

Felt super smooth to control, and the first time the sunlight recharged the double jump was a great 'a-ha' moment!

I really liked the variety you were able to get out of having the whole keyboard as a controller, the map screen was a fun surprise too haha. The mix of 2D and 3D worked really well!

The art and music come together to make a really great aesthetic! From the gameplay side, it seems like there isn't much of a reason to stay alive after dropping the totem, since you'll shortly die and go back to that point anyways. It made me wonder why I should drop the totem before a hard jump - if I make the jump, then I'd soon be sent back to the totem, where I have to make the jump again. I may be missing some nuances of the mechanic, though. They style was strong enough that I wanted to keep playing, even when I was sent back to the beginning haha

Thanks, the download works well now!

The effects look nice, especially on the dice, though I wasn't able to figure out how to deal damage to the other player - some text that describes the player actions may help with that.

Really cool idea! The levels felt a bit like trial and error later on, though the 'a-ha' moment of understanding the mechanics was great!

Wasn't able to download/play the game, unfortunately - no way to play it on the page

A bit hard understand what everything is at first glance (I ended up with a broken wheel and fire everywhere), though the green parts were good to help identify what I could interact with!

A fun twist on the gird capture type of game!

Nice job with tying the letters of MODE to different gameplay mechanics! I liked the chain-reaction puzzle idea too, it was satisfyingly figuring out where to connect the bulbs all together.

I appreciated the visual variety when it came to obstacles. The obstacles came up a little fast at first though (I think I got confused with the scrolling speed), and the jump arc took some getting used to.

The idea was simple to understand, and I appreciated the laid back tutorial with gameplay included. Keeping score with the amount of balls in the hole is a neat idea, though I felt like in the first non-tutorial level I just had to keep getting lucky until they all made it in. I personally had trouble with the physics/flinging controls, and I wasn't able to make it very far. The aesthetics are very clean, and the polish is fully there!

Going monkey mode was really satisfying! The art and audio came together really wall at those parts. I liked how in the earlier levels, there were multiple ways to get 10 bananas, giving options - I felt like this freedom of choice was missing in the later levels, and it turned into more of a puzzle game.

I didn't realize that I could go into FPS mode, though once I did it felt really cool to see my actions lined up in the text! Having to use text to crawl through the crevice was really cool. I liked the ideas behind not having light in one room and needing to look at the art, though I did get stumped at the lockbox in the gallery.

The grass graphics were really fun to look at, and the presentation overall had a really great vibe! I felt that there might have been too much time in the earlier levels, but I thought the limit worked well in the later levels where there was more to explore. I appreciated the new level mechanics introduced, too!

The rhythm game sections are such a cool twist! I was smiling the first time it came up, and that music started playing- a really great moment that I'll be remembering.

The graphics are very cute and well put together! I wasn't sure how to put together the orders at first (mostly since I didn't read them before I started) but after reading it was smooth sailing. I felt that the random generation meant that I was sometimes waiting a while for the exact ingredient I needed, like when the smallest cone was a requirement.

The theming and art were really great! The gameplay in dodge mode was smooth and fun to play, though the instructions for shoot mode went up so fast that I didn't get a chance to read them the first time. The shooting circles also spawned really far apart for me, making it tough to click them.

A nice way to enjoy 100 seconds!

I like how goofy and fluid it is, it's fun to mess around and see what kind of things are possible :)