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crabsmack

59
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A member registered Mar 28, 2025 · View creator page →

Creator of

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yes I think this is due to the target finding with all of the entities, I made a fix and I'll upload it once the rating period is over! hopefully that performance should hold on for much later waves. thank you for you playing!

thank you for your kind and detailed feedback! yes, I could definitely benefit from a partner on graphics. I'm also going to learn 3D modeling myself so I can go beyond spheres for the future, this was sort of my first experiment in a solo 3D jam. I agree it's the most lacking area, was just trying to pick the right corners to cut with time limitations. but I'm glad the gameplay/replayability landed!

Cool art and concept, use of the theme! Love the simlish/banjo kazooie voice acting. Simple gameplay but really nice execution and jam entry

thank you!

thank you! yes I did some performance improvements since submitting, once we're out of the ratings period I'll re-upload. I was trying to push how many units/enemies I could have on screen. yes we both made the most of spheres and cubes!

yeah that's a good idea! was trying to achieve the most I could with simple visuals, but I think the clarity isn't quite there (also on the archer arrows for sure). thanks!

thank you! yes I wanted to experiment with roguelike upgrade stuff for this one :-)

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I like the wobble walk :-). overall very nice presentation, use of color, tutorialization/cold open, charming voice acting. the collision/pushing on some of the puzzles seemed a bit finnicky but a really well done jam entry

I like the idea, reminds me of dispatch! Took me a minute to figure out the controls/UI options but enjoyed it

I really like the mix of the 2d and 3d assets, and the art overall!

I like the visual transitions and art style overall! and creative interpretation of the theme

I like the creative theme and the level design. those tiki dudes have a lot of health

very creative theme for a quasi-strategy game! and I appreciated the amount of upgrades, different approaches you could take to the defenses

really cool game, always respect a physics game. I quite like the art and aesthetic. I am bad at pinball but I like the switching mechanic, reminds me of ikaruga

thank you for playing! there's no pathfinding, but yes I think it's the target scanning, I made a fix and I'll upload it once the rating period is over. I didn't cap the enemy amount for fun, but I also might cap it at something sane like a few hundred :^). there is already pooling going on behind the scenes to handle that level of enemies/projectiles

Thank you, I believe in you! Also I will likely release an update once the rating period is over to make it a bit easier 🙃

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I'm experiencing the same on Firefox; if it helps at all I just ran into this issue with a jam game I submitted and went through hell at 1AM trying to figure out the cause. For me it was the music file being too big, it seems it needs to be <~2MB (rough approximation, mine worked at 1.76MB). So maybe double check if you have any assets in that size range?


Hope it helps, your game looks cool and I look forward to trying it!

thank you so much! yes I was still tuning the parry at submission time, it's .15sec (reset on every successful parry), I think I could make it a bit more generous. and yeah the slow restart was a last minute fix because my UI tweens were persisting across restart, so as a band-aid fix I made it wait until they were done 🙈. once the rating window is closed I'm gonna upload a version with both of those fixes. kind words and feedback appreciated!

really well done, polished visuals & progression loop! very impressive entry for 72 hours, feels like one of the most "complete game" submissions!

thank you! it's my first solo jam so I was experimenting a lot with the visuals & feel. I hope it wasn't too hard!

p.s. your game is amazing!

I liked that the UI is destructible, that was one of the ideas I considered for the limitation too! Also nice color scheme!

neat re-imagination of a classic game!

neat idea of using the cursor trail as part of the gameplay!

  • great level fade-ins/outs!
  • impressive amount of enemy variants
  • nice use of color
  • being able to hold left click to keep shooting would be amazing 🙏
  • great presentation! did you make all the art? I appreciated the main menu pan down to the level, really cool touch
  • once I understood the ship-building concept and the purpose of the rope, I was really impressed that there was a whole nother layer on top of the basic combat
  • overall one of the most impressive entries of the jam that you accomplished this all in 72 hours

cool unique momentum-based movement, seems like you could fly through the levels if you get good at it!

I like the camera wobble and tilt effects a lot!

the destructible terrain as a tradeoff for grenade use was a cool idea and well-implemented, and the art is great too!

I like the cocktail shaking microgame and the music selection!

I like the sprite work & colors on the bugs and main character, and the music, and the upgrades were satisfying!

progression mechanic was cool!

I like the sprite work on the slime monster! Reminds me of graffiti mode in tony hawk

I like the art and the physics on the lamp!

I really like the art and the frog police 🙃

I like the lore!

I quite like the visuals and the combo system! In retrospect I wish I'd put a combo counter in my game, next time

Also, I really like your gif screenshots; how did you get that to work? When I try to upload a gif screenshot of similar size to my page they just load as static images 🥲

I like whacking the seals into another dimension

neat concept for a roguelike where you instantly die on the first run. I like the cohesive aesthetic of the lab! cool & fun game!

very cool concept I've not seen before and good use of the limitation!

I really like your art! reminds me of old lightgun games