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compnski

76
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A member registered May 09, 2022 · View creator page →

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Very cool idea! I like all the attacks and the animations were cool. The MegaLaser was quite epic.

I wish either boss moved faster or there were many more enemies. The crawling was very atmospheric, but a bit frustrating to wait until the next section for stuff to do.

With a little tuning, this would be a lot of fun!

Fun game! Good loop of avoiding attacks and charging. Really liked the music and SFX.

Took me a run to realize you had to sit on tiles to charge them, but the animation made it clear once I moved on top of them.

Cool idea! Fun to be the boss and have all the abilities!

I tried hard mode but couldn’t make any progress! Even after getting my limit break and burninating, only 1 died who was promptly ressed.

Really fun! Great theming and good feeling of ‘being a boss.’ Meteor being strong but also locking me in place made it a fun strategic choice of how to use. I liked the set of moves and how they worked together.

Great game! Excellent theming and story, cute art and fun boss battle.

Thanks! Agreed on both counts.

I’d rather do my own art so it’s unique, even though I’m not artist, but didn’t have time this jam. Maybe finding a more niche asset pack is worth doing.

Thanks for playing and leaving such kind words!

Thanks for playing and glad you had fun! Agreed a tutorial would be useful, and I’d planned to make more levels, just ran out of time. It would’ve been nice to slowly cut the enemies down over time with more wounds and such.

Art was really great and I liked the visual effects on the attacks!

I had trouble avoiding damage, the hitboxes on the first enemy weren’t clear to me and I felt I got hit when jumping.

Fun to play and good gamefeel!

Cute game and a lot of fun! The boss transition was great! The boss moves felt extremely ‘boss-like’.

Only frustrations were not knowing why I couldn’t use my boss moves sometimes, and long animations on some of the goose moves.

But very enjoyable game! Great work.

Fun game, great squish sound!

I like the idea, but had trouble figuring out how to hit humans. They sped up very fast and I wasn’t sure of my radius.

I’m not sure if I won or lost, played a few times and it seemed like I blew up earth? But I’m also pretty sure I lost my arms of the times.

I like the story!

For Turtlerial!

This was a lot of fun. I got frustrated because my abilities don’t always fire, but I’m glad I stuck with it because the final boss fights were challenging and fun!

More feedback on why I can’t shoot or that I’m firing would be nice. I did eventually notice that fih’s face changed during some of the slower moves.

This is awesome! The variety of minigames was fun. I had some trouble because I can’t really get to the top of the frame with my head, but I’m glad orshy let’s you make it to the end regardless!

Maybe going back to full life between games would be a bit more fair?

Great work!

Visual feel and theme were really cool! Loved the bar decorations. Good job on the PSX feel.

Great theming and fun to play!

I found the stacking upgrades for the smash really strong, it’s all I needed. But still run to run around and smash my foes like a boss.

Went back for hard mode :) I know realize what I thought was ‘bouncing’ is just the orb firing!

Hard mode got real tricky by the end, no victory for me there. Everything made a lot more sense on my second + third play through.

Also now noticing how cleanly you telegraphed the snake grows by eating the balls at the beginning. Very slick!

Thanks for sticking to it despite the controls being confusing! Glad you enjoyed:)

Maybe Goedware can do a ‘Tutorial Jam’ for people like to me to focus on them.

Platforming was fun and the dash had a good feel, though I found it a bit awkward sometimes, maybe just due to the hitboxes like someone else mentioned below.

The theming was cool, I like the eyes everywhere and how it all played together – the red monk-guys jumping when you did was a neat puzzle.

I ultimately got stuck just after the point with the monk in the pit triggering the lasers that you free by jumping. After getting past that and dying, I didn’t want to time and space that tight jump again. I’d definitely +1 checkpoints if you’re going to stick with such tight spacing on the puzzles. I don’t think the difficulty itself is the problem, just the combination of difficulty and far away checkpoints.

I appreciated the controller support, but my Stadia controller had the buttons mapped very weird – the shoot button was on Select, jump was B and dash was A.

Cool idea and I enjoyed playing, to me it’s a good sign that I kept trying despite dying so many times!

Fun game! Felt like a more interactive version of Vampire Survivors. It felt good to turn on the heavy attack and dash into big groups!

I was able to get a lot of aura balls and they seemed pretty powerful.

Art was cute and the music engaging. One UX feedback was until I saw the ‘bite is more powerful’ upgrade, I though the bites were from the enemy so ran away from them.

Cool idea to slowly ‘become the boss’ over time.

Tough boss! I had to escape to a corner to get it down before it started the wave attacks.

The moving and shooting felt good, would be cool to see this multiplayer!

Cute game! I really liked the art and music. It was fun trying to find different rodent combinations for the various lanes. Took a few tries before I found a team that worked well!

I wish there was a bit more variety in each lane per-level, or just 1 lane. Before the last few levels it felt like I just ran the same team 3 times each level after finding what worked.

Glad you enjoyed and thanks for playing!

I had hoped for even more of a strategy feel – budget to lay minions/traps, but couldn’t get the feel right in time. Perhaps for the future!

Really cool idea! Art is great and really fitting. Amazing work for a first game jam! Really on-point for the theme.

I found the final fight a bit too tricky – the ultimate didn’t seem to heal me and the ranged attackers were too strong. Fun to keep trying at it though!

Hope you get some rest now!

I love the office design, great posters and mazy feel. I’m very glad there were evacuation maps so I could get any idea where I was.

Lots of fun and appreciated the audio!

Cool audio/visuals and fun, but I’m still not entirely sure what I was supposed to do. I get that you pick up the orbs and try to kill the tail, but the lines nor the comets seemed to do much and the big bouncy ball just bounced off the back.

Eventually I got a cutscene where the tail dissolved.

Music and sound was great, movement felt good and gameplay was fun, I just wish I better understood my progress toward the goal.

Thanks! I should have put the tutorial text in-game, and I’m still torn on having the battle auto-advance (which makes the spell casting hard).

Appreciate you playing and giving feedback! I wish this game could have been as clear as my first one, but wasn’t able to get it there. Next time!

Thanks for playing! Through these jams I’ve been learning both how important and how hard SFX are.

Cute idea and very much on theme!

I played a few times but wasn’t ever able to kill the duck, even deploying no one it got strong enough just through the mini-boss battles and I had just 4 mana to spend.

Great concept and good art, would love to play some more after you tune it!

Cute idea and very much on theme!

I played a few times but wasn’t ever able to kill the duck, even deploying no one it got strong enough just through the mini-boss battles and I had just 4 mana to spend.

Great concept and good art, would love to play some more after you tune it!

Fun idea! I like that you get stronger as you get ‘killed’ until the final downing. Took a bit for me to realize, but is a cool feeling.

The enemies were a bit too jumpy and tanky for my taste, I just held down the left mouse button for 10 minutes. I made it to level 9 but seemed the heroes just keep respawning.

Shooting/movement felt fun though and I liked having a golem buddy to call in!

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Fun game! I enjoyed the ramping difficulty through the week, almost made it through day 5 but never quite got there.

I liked that time slowed down toward the end of the day, felt very real.

Some SFX cues from the visitor or secretary would be nice.

I liked the style and the music was really fitting!

I had some trouble moving to the last stage – All the prior stages there was a light to find, but this one I just get wandering and trying to shoot the dark thoughts and after I got almost all, I got the last question to clear my mind and free myself.

I’d also suggest a rounder collider for the player next time, I got stuck on the walls a bit if I ran into them.

Great job for a first jam! Hard enough to make a game, 3D even moreso!

Really cool idea! Nice to have a mix of units with different strengths and weaknesses. I liked experimenting with different layouts, and the trade-off of a treasure room for units later vs. units is cool.

I had a lot of trouble getting past the first few rooms, even a room full of demon warriors, or mixed warriors archers would get overrun.

I also wish the monsters came out faster – It felt there was a lot of time just waiting for them to advance up to the boss. (I ran into this problem in my game too, not sure the best solution, I added speed-up controls)

Fun boss battle! I liked the different boss attack patterns and that I had to learn them to win. Music ramping up for the boss was good too.

I had some trouble running out of food on a few runs, it seemed the enemies in the second zone didn’t drop very much. I did the best when I rushed the boss.

Makes me feel a bit better, but I know mine were also pretty lousy :)

Great theme! Was fun to get a sense of each person as you dug through their stuff and found what mattered to them.

I’m glad you saved your guide! It was a incredibly helpful for me making my game!!

Neat idea! I like the marginalia and theming the events to fit. I think they got a bit out of sync though – After a while, the event descriptions stopped matching the images I was seeing.

Fun! The music was a good fit and I liked the SFX had a good crunch. I like the idea of drones being either mines or friends, but had some trouble choosing, it mostly depended on whether an enemy ran at me or not.

It took me a few play-throughs to realize the white cube was what triggered the level change. At first I thought it was enemies dying, then I thought it was standby drones going away. Only made the connection on my 3rd game.

The level changes were also a bit jarring (coupled with not know what caused them).

Overall I much enjoyed playing!

I enjoyed playing! The art was cute and the music energetic and well-suited. Took me a minute to realize I could move my smasher to the right, which helped a bit with the weight calculations.

I could see this as a fun mental math trainer with some more arbitrary weights. It’d be nice to have a larger/brighter font for the weights, I missed them for a while and didn’t understand why I kept losing.

Good quick loop, lots of fun!

Stressful, but fun! The aesthetic is on-point, took me right back to windows XP, annoying pop-ups, tiny usb drives and download boosters.

I like the theming, lots of options and not enough space or time! The little text blurbs at the end were charming and added a lot, I played a few times just to see what else there was.

60 seconds is quick, but made the game loop tight which I appreciate. I only wish there was some suitably frantic music playing.