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Curtis Jensen Games

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A member registered Jul 05, 2017 · View creator page →

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Souper silly game.  Here's my playthrough: https://www.screencast.com/t/Gkj6f8UEoGY

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I got to about 34; can anyone beat my score?

I thought it didn't speed up gradually, but then I played it and boy was I wrong!

Thanks!!

Could you guys make a Reddit page?  I may if you don't.  This game is awesome, it mixes things my wife and I both like well, so it's good for bonding!

Yeah, maybe a mix of both?  Forcing a bit of diversity is nice to keep things difficult but maybe allowing a bit of specialization too? :)

Glad to see someone analyzing the game!

To your point: I agree that the game can get crazy hard at times.  I think having a little shield ability or dodgeroll ability would be nice, that would help the game have the typical difficulty curve instead of endlessly getting harder.

Likely by playing over and over and over again.  I respect that, because this game takes some resilience to play!

What wave did you get to?

Do I hold the speedrun world record? I got every beacon in 10 minutes and 21 seconds.

I enjoyed the game, but my main gripe is that I can't move as fast as I want after I get the last beacon. I like walking simulators, and the lesson taught is a good one, but once the player has proved themselves capable of slowing down, can you give them back the freedom to speed up?

You can watch my first impressions, with the speedrun in the last 10 minutes, here.

This is great!  You can see video of it here: 

I really enjoyed it!  Click to see my playthrough:

Yeah, if this game gets featured then it getting a “sequel” is a big possibility.

Do you think having the boss give off a growling sound whenever it’s close and having a short “you died” thingy would solve the problem you experienced?

Also: you’re totally right about the tutorial arrow not counting!  We totally should have done that.  Thanks for all your feedback.

Do you remember the name of the other games about retrieving the bullet? I figured we wouldn’t be the only ones since Mark Brown literally pointed it out in his video.

Thank you for your feedback my friend!  Yeah, we definitely would have added more and polished if we could find more time.

Maybe you just practiced well?

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Gorgeous game; it's great, man! 00:19 on normal... AND 00:51 ON ONLY ONE!!  I HOLD THE CURRENT HIGH SCORE (in the comments)

Great game!!  With some encouragement / help from my wife we slew the dragon!  Interesting game.  I imagine if it went too much longer it would have been hard to keep track of everything, but at that rate you'd probably have more time to test it anyway.  The game felt pretty alive because we had to use our instincts to feel our way through.

I'd definitely play a sequel (but tbh only if it's free because I'm poor)

I had a hard time enjoying this game.  When I got to the flying spike level I thought "How does this magnet even work?  Is it better to be close or far to go faster?" but I've faced a similar complaint to my game "Toad Mountain" so I can understand making the mistake, but even so I still had a hard time playing this.

Was it original though?  Would I play it more if it was a full Indie game?  Did it properly address the theme for this game jam?  Absolutely!

The idea of kickback knocking back the player, perhaps to nerf an overpowered sniper or rocket launcher, is something I'm surprised I haven't seen before in a first person shooter!  I'm glad you guys tried this out, but my experience was not great.  I learned things, sure, but it was difficult to control, and some glitches hurt my experience.

The idea of kickback knocking back the player, perhaps to nerf an overpowered sniper or rocketlauncher, is something I'm surprised I haven't seen before in a first person shooter!  I'm glad you guys tried this out, but my experience was not great.  I learned things, sure, but it was difficult to control, and some glitches hurt my experience.

Better than my first game!  I beat it twice.

Okay; if you say so: I only had troubles with the first areas.

Good game!  I was really excited to unlock the last door when I got the last key!  It made my Metroidvania side happy, but I didn't feel a ton by way of mood-shift when I fell in the water.  Having tried a similar section in my Toad Mountain game I can appreciate that it's a difficult effect to achieve, and on a psychological level I appreciated that the fish was in water, but I think harsh music when next to fire, perhaps starting out in water, or even having a meter that started depleting when the fish was out of water that killed it when it reached zero could have helped.

This all being said I thoroughly enjoyed beating the game in 1632s, I think falling into water rather than just land is a welcome extra mechanic to add to the Getting Over It formula, and the keys, though perhaps distracting from the intended mood-switch, gave me a lot of joy.  4/5!

It's fixed in this game!  Besides, only the very first rock in the first level of the first game had collision issues: having beaten it three times, I can assure you.

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I beat the game in 746.5s  (Scratch that!  Second attempt in 235.53!)!!!  The first part is the hardest part guys!!  Personally I loved it!  I'll be releasing a game like this around March 30th! (and don't worry, you won't bounce like a football or slide like ice)

Call me weird but I actually didn't think it was that bad.  That rock is the only object I encountered with the bug and it made me tense and eager to get off it!  I certainly wouldn't mind it being patched though, it just didn't ruin the game for me.

Or is it?  Maybe you're just not that good at being a fish :3

There's a PC build now too!

Yes, you're right, sorry about that.  This now shows that it is a Mac build, sorry.