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Cosmic Adventure Squad

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A member registered Jan 13, 2016 · View creator page →

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Really fun physics platformer! Love the aesthetic, minimalism, and audio design. Definitely some speedrun potential. Great use of the level design and backtracking with the different mechanical tuning. Some of the areas were quite difficult, maybe there was a technique I didn't figure out, but I was able to complete the game :)

Very cute game, feels like I'm playing with a bunch of cats! I wasn't sure if the stages were endless? I got to 11 cookies on one of them. I do with there was some kind of counter or progress indicator to help me know how close I was to finishing a stage or just keep track of how many I've collected.

Really cool puzzle platformer! Surprisingly feature rich (with wall jump!) and full of interesting puzzles and clever uses of the mecahanics you made.  Great job!

Nice interpretation of the theme! The cranking mechanic worked pretty well and had nice acceleration/deceleration effect. I wasn't really sure how to best respond to the flashing red builds or if there was a way for me to target specific buildings that were being effected? It seemed as long as I kept at a steady pace things seemed to just work out.

Loved the integration of narrative and idle game mechanics. The art and sounds worked well together.  I felt the events that happened (at least in my playthrough) were almost always negative, it almost felt better to just not do them, but of course I was curious to see what would happen. Luckily I was able to make enough money to win  :)

Great job with the  mechanic! It was fun to figure out how to manipulate the angles to land the way I wanted and make progress in the levels. Great inclusion of a leaderboard, I can definitely see speedrun potential. 

Really great execution here! Love how each enemy had their own gimmicks and personality. Really polished, great art, and fun story. Amazing job!

Very nice visuals, transitions, and effects. The music and sound also worked really well. I wasn't really sure there is an end? It seemed like I was in a good pattern and could probably keep going forever. I got to 36 before I decided to stop. I'm not really sure what all the stats and things meant, but I kept making all my runes better. 

Interesting, somewhat creepy narrative game! I'm not sure if my choices really mattered in the end? Great character art and fun dialog.

Played for quite a bit, fun survivor type game. I got one of the upgrades that showed the hit zone and rotation, but it felt like it was opposite of the knight's spinning direction and it kept bothering me >_<. I lost my run very suddenly the big enemy appeared and just one shot me :(, i guess that's what I get for just focusing on damage output. Great job!

Nice puzzle game! I really liked the transitions and visual polish you have.  Not sure if I was really understanding the concepts well, but was able to get through most of them with trail and error. I wonder if there's a stronger way to show the general RPM changes as you place things.

Really like this game! I chuckled when the fist started rolling up the wall, but then it became the core gameplay it was really well done! The controls were really responsive and the level was really intuitive to traverse. Great job!

Cool physicsy puzzley game! There were some tricky timing and puzzle moments that took me a while to get through. It was interesting having the money kind of act as your HP, slowly draining and creating more time pressure.

That was fun! It was nice having the story and dialog to help create a sense of progress. I didn't find it to be very challenging though, eventually you seem to get so many swords that nothing can hit you and you can just spin in one direction the whole time. It would be neat to see addition enemies or waves of enemies spawn per stage to build up difficulty, different swords with different effects, things like that :)

Nice little slot machine. I was able to get a jackpot so I'm happy with that. I think it would nice to have a payout chart, or other slots features like additional lines, etc. Would love to see a juicy pull animation to make the feedback better.

Great execution, the flail system works really well! Love the polish on all the interactions. The upgrade system is a nice touch, and good use of price increases to up the difficulty over time. I made it to wave 9. I do with the cursor didn't kind of freeze if you leave the play space, wish it just kind of mapped itself to the edge of the play space, but maybe that's a limitation of the pico system.

Great visuals and audio. The rogue-like ness was neat and it was fun to encounter different characters and their dialog, but I kind of felt like I was just playing whack-a-mole with the different items, and not really making any strategic choices. Was able to beat the game though :). Perhaps if the systems where more automatic and every now and then they have a moment of "jackpot" play that has you do a little mini-game to preform a better version. I think part of it was just missing feedback for the actions happening.  Good job.

I must be one of the most unlucky players, constantly got nothing or -1  :(. Very adorable visuals and nice transitions throughout the game!

Nice simple tactics style game. I wasn't sure if the upgrades/abilities were just automatically used or I had to activate manually them somehow?

Love the stylish transitions you have here. The lift off level's timing was very hard for me, I didn't feel like I had much control to land on the platform properly, and just kept overshooting.

Similar sentiments to other people. Would be good to be able to full screen, I tried to zoom in on browser, but I I feel like that might have made the controls harder?

Haha, I played quite a bit longer after reaching the goal, the feedback was great :)

I got first place! Took a few tries, but I got the hang of the pattern. Playing with 2 hands helped me :P

I got to 134! The audio design and music are really nice. The mechanic is easy to understand, it almost has  rhythm game like feel. Those fast ones are really tough, it felt like sometimes I was getting pincered and I just had to accept getting hit. Great job.

I got to the wizard and almost won! It would be awesome to be able to get different things on the wheel to modify my damage/healing/etc. I could see this being explored more :)

Hehe, I love these kinds of physics games :P. I think I found some exploits though, seems like you can use both WASD and arrow keys to get some crazy spin going on. I was able to launch myself to the right and kinda bypass everything :x

Thanks for playing our game! You can rebind the keys to whatever you want from the pause menu. 

Hmm we had another player report the same text spilling bug, are you playing on Firefox? 

no worries! We had to do a much smaller game this time around, so it’s not up to our usual polish. 

it takes a bit for the upgrades to be worth while, but you’ll definitely feel it at high levels :)

yup, this is for Ludum

Loved this! the puzzles were insanely creative but never too hard. The two of us had a blast comparing our different solutions to each level. And loved that you could play with the "the end" level! Congrats on the creativity rank!

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Well deserved win in the artwork category, I felt like I was walking around a painting. The visdev and soundscape is so absolutely pro, I'm convinced you're a team on industry veterans! Major congrats!

:edit: waiiit THE RobotPencil?! I heard of him back in my LIMITS days, love his work! -Rose

Great art, fun concept, and fun powerups. I enjoyed finding each of the powerups throughout the stage and experimenting with which to go for in fighting the boss. The boss fight itself could be more interesting, maybe a larger room with more space and platforms for maneuverability. Otherwise the dash and extra jump powerups are more detrimental than helpful there. Love the choice of chakrams as the weapon.

Such an original idea, haven't seen anything like it yet! As an artist I love the challenge of finding the breakdown of RGB values in each color (nice touch with using real-world colors from an existing database). Makes me feel like I'm training to improve my color theory. I wish I can choose to end early if I get a close enough color the first iteration around, as later iterations sometimes get me further and further from the target color.  Overall, what an incredible idea, especially for your first game!

That was really original! I was having a chill time solving the puzzles and bam I got run over in one of the later levels and I gotta tell you that was quite a scare haha. Fantastic theming and puzzle designs, had a blast! Loved the end screen too!

I'm a huge sucker for limited palette pixel art; have to say its extremely well done, especially the shine on the fruits! I want to keep going but unfortunately after hours of gameplay my brain is melting and I only just got to level 39. 

OK WAIT I found the skip level button and I've given every level a fair shot and I just want to say these are some of the most mind bogglingly insane level designs I've seen this jam. Like the portals in levels 47-49 were just crazy. Kudos to your level/game designers!

Love the Undertale references! The progression felt very fair, with the player being able to choose boss upgrades as well as your own. I think there could be a bit more challenge but all in all great work for a jam game!

Love the art and audio. The Pokemon Rangers mechanic was a  lot of fun, especially after i busted out the stylus! Agree with the others about more visual feedback on progress. Also how do I defeat the Frassle?! Overall, fantastic work!

There's something super satisfying about automating a set of robots to discard people's luggage into a pit of lava hahaha! I also love the little bit of delight in having  the upgrade cards be actual luggage tags. So cute!