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cornfab

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

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Felt like I was playing inside a machine girl song

Yea I’m down

Fantastic entry. I love the bossa nova and the overall style. The transitions to and from the minigames are really juicy (slick?) and this is one of the more creative takes on the theme, really well done

I have some constructive criticism if you’re open to it, only because everything was so good overall

  • For the purple guy, I wish the green projectiles wouldn’t turn white, since there’s no indicator for when it’s going to happen (or i didn’t notice it)
  • Turning the direction on the car was hard to read (at first I didn’t notice the arrows) and sometimes it brought me to the front when I expected to go to the back
  • I had no idea what was happening with the timer in the minigames and had to read the comments here to understand the thing in the top right was the clock
  • Alternating powerwashing within the fights felt unneeded since the loop is already powerwashing -> enemy -> powerwashing. Maybe it’s because I didn’t understand the time-as-health mechanic as mentioned above, but it felt a little immersion breaking to go powerwashing -> enemy(dodge -> powerwash -> dodge -> powerwash) -> powerwash, since the outer loop is so small

Again I don’t want to take away from the praise, great job :)

“we thought the theme was slink for the longest time.” had me laughing, well done

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Maybe my fave from the jam, love the art, its like an old flash game in the best way

This was a lot of fun, I wish it was longer. I thought the intro and implementation were really good

Extremely vibey and slick game

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Unapologetically green game 💚

I love spaghetti geddy <3

For constructive criticism, I really liked the art and the alerts for which direction I needed to serve spaghetti in. The sprint didn’t feel like it always worked for me, and I was having trouble reading the table colliders

Thank you for the feedback!

❤️

Fun game, I love the sound effects! the humor is also spot on with the “friend pit” and SFX for betty. My feedback would be that the health/respawn system feels a bit punishing and sometimes I didn’t know why i’d die

I won with 8 friends

Wow, thanks for the feedback! <3 Yeah unity keybinds are annoying, sorry about that

Thanks for the feedback! Yeah I totally intended to make an attack stat separately and scrapped it, so great point there

Thank you for the feedback!! It reduces the time interval to do things by .1s

I really love the whole vibe of this game. Very green game. I’m also a sucker for the audio :)

I particularly love the shaking and line-fuzzing when you’re near enemies or take damage but it made the map pretty impossible to use. I wish I had some sort of pause or stop button so that i could take a moment to read the map without it going crazy, maybe that’s intentional?

It took me a second to figure out what i was doing. I don’t really understand the hearts, do they just stay there after you use them?

Thank you so so much for the super detailed feedback!

Really well done. my only complaint is that I was pressing C so often I would accidentally select an upgrade without even getting to look at them

Really cool idea and theme

Lol did you make the music in beepbox? I’d recognize that drum sample anywhere. I think the level music could be longer, the loop got a little grating after a while even though the music is overall good

I wish I didn’t have to click the sword every time to attack. I got to the red slimes

Fish fear me

I am the ocean now

SFX and art are great. I really like the way the gold coins stack. I’m wanting more enemy variety and stuff to pick up/use. Most of the stuff says “Don’t look at that” (which if that’s a bit it’s funny) and sometimes the levels would spawn doors to the outside. It left me wanting some secret zone where after you catch enough fish and get strong enough you can venture out and kill mermaids or something, but if that exists I couldn’t find it

Credit to The Mighty Palm, Game Endeavor, LimeZu, and Oryx Design Lab for various sprites

Dang, I wash I played this during the rating period. Fantastic entry. Only complaint is that my game glitched out during the fly boss and he burrowed into the wall and never came back out

I really like the vs screen, well done! The art is really charming. For constructive criticism, I wish the player could move faster and maybe jump, because one side is basically useless with the pile of rocks there. The POW! sprites are a really good idea but if the bird dives into the pile it makes it hard to see where the rocks are

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Wow you weren’t kidding when you said we made similar games lol. I love that someone else explored the same ideas. Also your art is amazing and I’m blown away that it was all done during the jam, great job!

For constructive criticism:

  • I wish there was more oomph on the attack. It feels kind of hollow right now when you hit things
  • I had trouble where I couldn’t switch direction sometimes when I was attacking repeatedly, which was frustrating
  • I couldn’t always tell what part I was replacing - e.g. some of them show a torso but change out the arms. Maybe this is my bias from my own take on things, though
  • I’m guessing you know this but just looping back to the earlier bosses was underwhelming, I was excited to see the next boss!
  • For the fire guy, I found it hard to read which projectiles were immediately harmful and which were going to splash on the ground and do a fire spout.

Oh BTW, because you posted something similar- I went for the fist, then lifesteal, then the rapid attack :) The bee boss is my favorite

Thanks for the really detailed feedback. I especially hadn’t considered the font thing you mentioned, that’s a really good point and I’ll try to do something about that in the post-jam update

Haha I saw your review on Dreamsteria and had to come play your game :)

At first I didn’t see the upcoming enemy attacks at the top and I was trying to figure out the strategy but eventually it clicked. The sound bug is a shame especially if you made all the sounds :( The art is great and I like the exchange mechanic a lot

For some constructive criticism, I also experienced the web resolution issue. I think the shield and damage-through-shield icons are a bit too similar to be readable. This is super minor, but I don’t think the first boss should reduce cards in your hand - I feel like part of why I thought it was so on-rails was that I didn’t have enough options on the first boss and it would be cool to demo all the different card varieties.

Ok yeah I see projectile size going down now, I think I was looking at a boss that didn’t change it that much. And much better with QWER :) I beat 6 kings this time

Awesome :) thank you so much for the debugging. Yeah as soon as you said controller I realized that I have the down threshold really low so all the platforms were probably just deactivating for you as soon as it went under the middle line :( again really appreciate the detailed feedback!

Ah thanks for giving it another shot! I was gonna suggest picking the wings if you were having trouble with that. Also I was wondering if you were hitting the down key to fall through platforms.

Either way it’s valuable feedback- I could have set that up/explained that better

Thank you for the feedback! That’s interesting about the snake boss.

Thank you for the feedback! Yeah it seems like I made the first boss too hard

Wow the tutorial took me so long to figure out but I got there eventually haha. Really cool concept, I wish it would catch the exchanged shape automatically. I appreciate the amount of visual feedback it gives with the arrows and conversions but I wish mechanically it was a little more forgiving, e.g. once I figured out how to throw projectiles into the pool I just kept damaging myself because I expected to just have the new one

Nice you also did the “steal the boss’s effect” mechanic :)

I like the amount of options you have. It seems like projectile size would actually be bad though because they would hit more obstacles? Also I wish I could use 1-4 for the abilities instead of having to click

The 30s increment is really interesting. I kind of expected to carry over unspent credits between shopping sessions, so I was surprised when I only got 3 every time. Maybe it would be cool to reward the player for not spending their credits?

Also some of the attacks felt like it would have benefitted from a wider aspect ratio- if it sprays the bottom of the screen there’s not a whole lot you can do

all those story panels are so well drawn! I love the pencil in the menu thing, really smart. I thought the arrow attacks were very confusing (had no idea when they would randomly speed up or change direction) and the heart attacks were a tad confusing given that our health is also hearts

Oh cool, no I hadn’t. The reordered first boss is definitely the easiest :) I also hadn’t faced the worm, awesome! I have to say I think I liked the stylization a bit more before the computerized overhaul, with the big bold letters.

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Awesome game. The art is amazing and the gameplay feels great. I really appreciated the music and how it was synced to certain story beats. Camera work was on point too. I got back up one time.

I don’t know how I feel about the magic. On the first boss I though it to be a cool ebb-and-flow of combat, where you attack on the in-between stages and cast when they’re attacking. By the last boss the gameplay loop basically just became melee ASAP hitting nothing so I could cast my spells again. I don’t know if this is really a bad thing because it was fun but it essentially just sort of became a reload-and-survive game at that point.

I’m completely in love with the art. It was cool seeing the alpha submitted so early and playing that compared to the current game

For constructive criticism I think the first boss was the hardest and I ended up glitching him out, after that probably the fish that stays on the right. Final boss felt a little weak, a lot of them you can just safe spot.