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CommanderJersey

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

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The setting is super cool! The visual of the huge comb coming at you is a great moment that was immediately recognizable. It felt good to move fast, though I couldn't get the hang of landing myself at the same angle as the ground. I wish I was able to earn drops quicker so I could try more of the power ups, feels like I would get addicted by slowly improving Nick. Fun game!

The presentation is really cool in this game, I'm a big fan of the art and music! I was running into some crashes like others mentioned, I wasn't too sure of the intended way to kill enemies since I didn't see much feedback, refreshing wasn't too much of a setback though. Once I learned that I could do an extra jump out of the dash, moving around felt really cool!

I really like the clean visual presentation, and the music always lasting as long as the level is a cool touch! It was cool to get into a flow state on some of the more complicated levels, I enjoyed my time playing it!

The particle effects are really great, they make the game feel alive! And the music got me hyped up to keep going, so it did it's job well!

The fluidity of the controls felt really great! It was fun to give the game a second run through to get a better time. It'd be cool for a full release to have some scrolling levels, where you can feel the uninterrupted flow between different sections of level!

Of course, that'd be awesome! I'm looking forward to seeing how it comes out!

The storytelling was great, the rhymes were appreciated, and from a gameplay perspective, the idea of speed snake is cool, and having so many maps to play on kept things fresh. Great job, I really dug this!

Aesthetics and animations are really slick, awesome! The one part that felt a bit trail-and-errory were the levels that had you going down, though I really like the idea of having some platforming challenges that can only be done with speed upgrades found in the level!

Moving through the levels felt great, especially on the 3rd and 4th levels! I appreciate the tutorial too, I was able to feel how each move was useful. The sensitivity threw me off a bit at the beginning - it worked great for the fast sections, but for the slower parts, it was pretty slow (I wonder how it would feel to have it adjust dynamically based on speed?). The speedometer was a great addition too, it let me more easily tell which of my moves was making me go faster. Great stuff!

I'm a big fan of using the vacuum cleaner to get around faster! I couldn't see the list of objectives very well (maybe because I have an ultrawide monitor), though it was fun to attempt the ones I could see.

Graphics look very cute and smooth! I wasn't too sure what to do for the gameplay, hitting or avoiding the balls didn't seem to do anything. but I think I was doing well.

Interesting concept for a digging game, and I appreciate the included creative backstory. A game like this could do well with a timer feature to see how fast you can get through the game, since the upgrades seem built around that.

Art is adorable! I didn't know I could hide at first, and moving really slow made me think it was more of a sandbox game at first. I think this game pulls of the experience of being a house cat well!

I'm really impressed by the cohesion of everything - the retro looking art, the music, and the fact that you had cutscenes and a story behind the gameplay! The puzzle tools you included are really cool, it'd be really neat to see more weapons and how they work in an expanded release. Fantastic job!

Art is great! I would be very interested in playing a full version that had more table layouts and progression indicators.

Big fan of the way you used slick, it felt great to nail a drawing and watch things move perfectly! Took a bit to get used to, I was stuck on the 2nd level for a while, but I'm glad I stuck through it to see the other cool mechanics you added!

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.