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CuriousBlobfish

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A member registered Sep 16, 2025 · View creator page →

Creator of

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Great effort! I like the visuals and sounds. Movement feels a bit hard to control, I think more snappy controls with lower inertia and a faster rotation speed would feel better.

Great job remaking asteroid! Feels good to play and looks nice! One issue I noticed is I died and respawned inside an asteroid and didn't have enough time to escape the asteroid before dying.

Nice 2d platformer, feels good to play, I like the visuals and music. Great job for your first jam!

Some suggestions for improvement:
- some visual effect when you land on enemies and kill them and maybe the player bouncing off them in a mini-jump
- implementing damage or having to restart the level on hitting enemy or spike from the side
- the mushrooms would be more interesting if they changed some aspect of the gameplay when picked up rather than just giving points

I like the sounds and light effects on all the weapons, but the mine, rocket launcher and jetpack in particular look and feel really satisfying to use. I like the funny little death messages too. Nice music and sound effects too.

Nice classic minesweeper :) Like the additional modes. I noticed when playing in smaller resolutions (in the browser and not fullscreen) the score bar overlaps the board, also if you click 2 tiles in quick succession it won't play a click sound for the 2nd click.

It’s tricky to manage the time in a jam, i only got time to make 2 levels in my game after spending most of the time on setting up mechanics 😅 

Really nice puzzle platformer, the controls felt nice, the pause when you change gravity where you can change the direction feels realy nice, I could have done with hint on the labrynth level though, haha. 

Pretty good for your first game jam! Works well and the particle effects on getting hit were nice! Some obstacles requiring two jumps was a little confusing, would be better if it was consistent, so all obstacles were the same size.

I liked the visuals for the most part, I did have hard time spotting the spike sometimes, as they were grey on grey, could have done with having something to make them stick out more visually. Would be good if the obstacles were always able to be avoided, but the shield is a good workaround. Felt quite difficult but pretty complete, maybe if it was slightly slowed down? Celeste has some great accessbility options for it's touch platforming where you can slow down the game a bit to make it easier for people with worse reaction times or coordination issues.

Works great, nice minalist grapics and music choice

Incredible job to all the team! This game recreates the feeling of dark souls 1 so authentically, from the way the enemies attack to the level design, the enemy placement as traps, the boss feels satisfying and has the authentic feel of a more cut-down simplified version of a dark souls 1 boss. The controls felt a little odd, but I got used to them and beat the boss first try after running out of heals on a sliver of health. For context, Fromsoft are my favourite games developers and I've played most of thier games.  I played with controller as I'm used to that for souls games. Also, sounds, visuals and music were all great!

Unfortunatly although I started a recording of my first playthrough, as I wanted to show the creators how I played my first time through, snipping tool failed me and didn't record, but I recorded my 2nd playthrough with OBS which worked. 

Things that could be improved: 
- The controller not working in the menu

- Playing with controller I experienced a constant drift in my left and right sticks, I think you can configure dead-zones so you need a certain minimum amount of movement from to trigger a valid input

Nice fun version of pong, works well, cool how you made it with QuickBASIC! I think I maybe encountered a bug? It looks like it should have hit the paddle, but didn't? It might just be a couple of pixels off hitting the paddle though?

Ahhh, I see, I've not played the original, that makes sense.

Thanks for playing and the feedback, I've learnt I need to allow much more time for level design and playtesting and I need to get more people to playtest. Glad you got your graphics driver issue sorted out were able to play.

I had a similar issue in a past game jam where my game got hectic after around 40 minutes and most people only played for around 10.

I like the visual style a lot, visual effects look nice, I found it quite tricky to predict and shoot at the right place, would be cool if your shot collided with the missiles on their way up the blast zone if the missiles were destroyed. Would give you a chance to recover if you missed instead of just waiting for them to hit.

Fun and I like the art and sound effects, pointers for improvement would be some music and faster difficulty progression.  Also the teleport powerup can put you in a bad spot, if it destroyed the pebbles in an area around you as you teleport in that would make it more balanced with the first shield ability.

I'd suggest playing the downloadable versions available for linux and windows if possible as performance can be an issue for some using the web version.

Thanks for taking the time to play! Weird about the lag, I purposely played it on my work laptop as well as my desktop to make sure it performed ok on less powerful PCs and it worked fine, but a couple of people have reported issues and I got my friend to try it on their gaming laptop and they had some fps drops, hmmm. 

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Hey, thanks for letting me know, I've added a linux and windows build of the game, I'm on lunch break at work and haven't got a windows machine on hand, so haven't been able to fully test them. Let me know if you have any troubles.

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Thanks! Glad you enjoyed it! I didn’t leave myself quite enough time for level design at the end 😅 

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Fun little 2d platformer, of the goals you missed a few: question mark boces, warp pipes and the flagpole, as well as goomba and koopa enemies and power-ups, as well as sound. But a good effort given the time limit. Maybe try adding some of those features into your game after the jam and see how they affect the game :)

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Really nice gamefeel on both games, great animations, art, effects and music, the spinning falling animation in boost up was fun, and bouncing multiple time if you fall on a beam as you're falling is a nice touch. Also gravity strength in both was nicely tuned for difficulty

Nice little clicker game, nice upgrades and really cute art, nice choice of music too

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Fun nice little game, could be improved with sound, I like the art style, sometimes collisions with beams didn't work. 

Thanks for playing and lovely feedback :)

Thanks for the lovely comments and detailed feedback!

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Really cool idea and nice execution on it! Cool ideas and each puzzle adding a new mechanic / idea to explore was really nice. 

Took me a bit to work out to press E to pick up the key (a prompt like the "press space to clap" prompt would have made it more obvious). 

When resetting on level 8 I got: Exception thrown, see JavaScript console, here's my console output:

```

Looks like you are rendering without using requestAnimationFrame for the main loop. You should use 0 for the frame rate in emscripten_set_main_loop in order to use requestAnimationFrame, as that can greatly improve your frame rates! index.js:1061:12

Uncaught RuntimeError: index out of bounds

    callUserCallback https://html-classic.itch.zone/html/15720217/index.js:4523

    runIter https://html-classic.itch.zone/html/15720217/index.js:4586

    MainLoop_runner https://html-classic.itch.zone/html/15720217/index.js:4492

index.wasm:1584722:1

    <anonymous> https://html-classic.itch.zone/html/15720217/index.wasm:1584722</anonymous>

    <anonymous> https://html-classic.itch.zone/html/15720217/index.wasm:1584584</anonymous>

    <anonymous> https://html-classic.itch.zone/html/15720217/index.wasm:460724</anonymous>

    <anonymous> https://html-classic.itch.zone/html/15720217/index.wasm:33846</anonymous>

    <anonymous> https://html-classic.itch.zone/html/15720217/index.wasm:276576</anonymous>

    <anonymous> https://html-classic.itch.zone/html/15720217/index.wasm:500106</anonymous>

    <anonymous> https://html-classic.itch.zone/html/15720217/index.wasm:537009</anonymous>

    <anonymous> https://html-classic.itch.zone/html/15720217/index.wasm:536951</anonymous>

    <anonymous> https://html-classic.itch.zone/html/15720217/index.wasm:1229592</anonymous>

    callUserCallback https://html-classic.itch.zone/html/15720217/index.js:4523

    runIter https://html-classic.itch.zone/html/15720217/index.js:4586

    MainLoop_runner https://html-classic.itch.zone/html/15720217/index.js:4492

```

Thanks for the feedback! The point of the rest is to be obstacles for leading the cats around so they get slowed down by navigating the obstacles, I was also hoping to add more story throughout the town but time constraints made this infeasible.

Nice colour scheme, it could do with being faster to be more engaging, or maybe getting faster as you play, I assume the blue arrows make you faster? I like the ground being a sine wave idea.

You can jump while already in the air which I assume is a bug. Also a game over screen / menu would be a nice improvement. 

Really fun little game, the boss was really fun and had a nice difficulty and fun patterns of attacks and mechanics for the blue and green waves which needed to be shielded with the right colour shield. Top tier UI for a game jam and nice music! 

The waves of basic enemies could be improved with having some weaker versions of the bosses blue/green attacks or some elite enemies which have a cut-down subset of the bosses attacks to teach the player as they play before getting to the boss, also the basic enemies occasionally seemed to get stuck / stop moving. I beat the boss and got a high score of 15,950, however there wasn't an option to add my name to the leaderboard of high scores, and my score wasn't represented in the high scores list.

Fun little RPG, didn't encounter any glitches or bugs.

Some feedback:

- clicking to move seemed quite a bit faster than walking with the arrow keys - think it would be better if speed was the same through both methods of movement

- the unicorn was pretty hard to fight, also, I ran out of spells during the fight but didn't know why as the spell resources weren't represented in the UI

Thanks for the detailed feedback, really appretiate the useful comments!

Ahh, I see how that was confusing, I wanted to show where the players house is so you know where to go back to at the end of the day but since theres no mini-map I wanted to point it out while you’re still near the house, I probably should have set up a tutorial for nighttime that points you towards the house. Thanks for the tip! 

Did you follow the path north to the river? 

Thanks, I appreciate the feedback! It definitely gets pretty tricky to avoid the cats as the days go on, I was planning to add consumables you could buy which would distract the cats or slow them down but didn’t get time to implement them. 

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Great puzzle platformer, the wave mechanic was interesting and liked how you added explanations of mechanics and interactions between mechanics every few levels. In a few places the emitters appeared to collide with the ground and not emit. I had trouble placing the gamma emitters in such a way that I didn't get hit and die on the level where you can first place gamma emitters, the visualisation of the line looked like it wouldn't collide with the player, but it did as the collider extended beyond the player. All the levels before that worked fine though and were interesting puzzles! The skip level option in the menu was a good idea, I completed 8/10 successfully :) 

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Boat physics felt quite nice, and the 3d low-poly world looked nice. I experienced some strange shadow / lighting glitches, and the dialogue looped for each time I pressed the z button even as I sailed away from the rabbit. The radio tuning mini-game was interesting, but it was hard to see the arrow in the distance, could do with a mini-map to show you where to go.

Nice idea combining waves of nostalgia with a coastal setting. I like the art style and music. Shame you didn't get to implement the mini-games, would have made the game-play more engaging. Could also have done with making the edge of the world a little less obvious.