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damon

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A member registered Jan 25, 2018 · View creator page →

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Great vibes on this one, from the grungy underground punk atmosphere to the music. The atmosphere of this game is definitely my favorite part. It did seem a little difficult to strategize and once I set my loops I just had to auto-battle and hope the randomness went in my favor. Agreed that a speed-up option would be nice. One UI comment I have is using Space to advance dialog seemed unnecessary - most other menu and UI was done with the mouse, so why not the dialog as well? I appreciated that I could skip the text scrolling by pressing Space though. Good work!

Nice art and sound effect, and the UI is simple and friendly, but I think this game needs 1 more mechanic to make it a bit more involved

Thanks for the feedback, yeah camera jank is my number one thing I wish I had time to fix. Hope you had some fun regardless :)

Glad you enjoyed it a bit! I considered limiting the drag distance to prevent cheating like that, but I though it was more fun to be able to launch really fast :D

There’s actually a secret message if you try to touch Cool Star this way, before you unlock all the locks!

He'll always remember you

Glad you enjoyed it! I very much try to keep things simple and quick so I'm glad you appreciated it

The input for "Ctrl" does not seem compatible with a Mac. Command+s and control+s dont seem to register as anything, and thus I can't ever execute a command. Which is a shame cause the gameplay looks really promising!

This was so much fun to play. The world and textures and lighting and skybox and the simplicity of the models made the world feel really cool to be in. I really liked the wall climbing and wish there was a heavier focus on using it. Really cool that you included a speed run of the game, I beat it without realizing there were rafters in the last room! Good stuff

The presentation and vibe here are awesome and silly. I love the dialog between the characters, including the red guys. I couldn't muster the strength to get past level 4, but I really love this one. As others said, it can be really uncomfortable to draw a circle fast enough, and that combined with the randomness of the movement can induce impatience. As a whole, this is a lovely game :)

The story and concept is pretty interesting. The real thing holding this back is those projectiles that follow you. Theres just not enough mobility or space on the screen to avoid them if you haven't passed the launcher yet. With some adjustments this could be a neat game!

This might be the Purest video game I have ever played. Honestly. When you strip away all of the fluff and bloat of any other game, I mean truly trim the fat, what are you really left with? The answer is something very much like "The game that doesn't go anywhere".  Progression systems? Loot? Season passes? It's kind of sickening to see where things have taken us, honestly. We're always wanting more, needing to download gigabytes of texture packs and skins and DLC just to bloviate the fundamental thing that lies at the core of every single game: Action, and Reaction. That's really what we're all looking for, and that's what this is. Bravo.

Top of class game here. Great art, music, sound effects,  gameplay loop, and great details like the zooming in and slowing down when placing a card, or having the green indicators only when a card could be placed.

Truly inspirational game design and development. Great work to this team :)

I really enjoy this take on the loop concept. I liked making more and more ducks and getting the satisfying quacks. I tried twice and both times I kinda got "soft locked" cause there was 2 ducks, but they sat at different tables. I liked how there were multiple controls, for the boat and the mouse. It took me a while to realize that the pointer position determined where the throws went, as it wasn't mentioned in the tutorial

Us can rotators need to stick together, you hear me?

*loopy loopy loopadeeboop* <-- was singing this to myself the whole time

Same tbh

Unfortunately not, just a random idea I had! Never heard of Adventures of Rick.

Really lovely game. The tone and style with the fall / Halloween art and characters felt very cozy. The puzzles were also pretty clever, and the way it ramped up the complexity felt very natural and never felt overwhelming. Well done :)

I had no idea what Gojira was but now I do and I love it. Thanks for checking it out!

Thanks! Really glad you enjoyed this little game. Bleep loves you too :)

So glad your sister enjoyed it! Tell her I said thank you :)

Thanks! I originally wanted there to be more "gameplay" / ways to actually fail with each character, but with the time constraints, I look at this more like a little interactive story.

Much respect for being a true BADRS22 fan. Thanks for playing!

Still waiting on Puggsy 2

Really cool game! At first I was kinda bothered by how "wobbly" the objects were in your hands, but it forced me to play more precisely, and it had me moving real slow and steady, as though I was building a real ship in a bottle. Great art style, very well executed!

Really like the art for this. The concept of "charging" up the shovel was pretty fun, especially once I realized the character would charge towards where I released my mouse.

I think it would have served the game well to keep score of how many ghosts you killed (and larger points for the bigger ghosts). I also think it would be nice if ghosts couldn't spawn right on top of you - it felt like some hits I could do nothing to avoid. 

Really pleasant little game, and gets me exciting for Halloween season!

The presentation with the AI bot dialog, fake advertisements, and even the Settings.cfg joke were really great! Brought legit smiles to my face while playing.

Some minor UX thoughts: After connecting all the wires in the beginning, I had forgotten what my target User goal was, so I think it would have been nice to have some way to see what your active objective is for each stage. 

Since the whole game revolved around moving from server to server, I think I would have liked the default moving speed to be a bit faster. I realized there was a run button (which was not listed in the in-game controls section), but there was no reason not to use it, and honestly, the FOV change from running to not running was getting a little motion-sicky for me. 

I stopped playing once I had to keep the servers cool as these passive-increment types of games are not my personal cup of tea. That said, this one is is really polished with an excellent tone, graphics, and music. The absurdity of having so many wires is really entertaining. Great work!

Extra bonus points for providing a GitHub repo! Really cool to see how the game was put together :)

Really fun and calming little puzzle game! I really loved the art style. Level 4 was really sneaky ;-) I would've definitely played more levels. :-) Good job!

A really enjoyable concept on scaling a platforming game. I was extra delighted when  you factored in the acid scaling differently which revealed hidden platforms, and having to perform a jump and scale at the same time. The writing was also a really nice tough and made me want to keep playing to the end to see all the messages.

The only thing slightly holding it back is the player controls. The movement and jumping is pretty janky and made even a small jump pretty difficult. Great job!

Thanks for checking it out :)

Love how much it reflects the actual game. I really enjoy that aspect of this particularly theme, when people basically remake real games but let you control the typical npc / enemies / objects. Besides some tweaking that you're already aware of, this was really well executed. Great work!

Pretty fun, my favorite part of the whole thing was the dialogue while you were playing. It really helped to have that story / friend over the radio situation, and I think the game would have been much weaker without it. At the "final stretch" level, I thought I got to the end but I think I fell down to some kind of infinite hole, and the game basically soft locked, which was a bummer cause I wanted to see how it wrapped up. Good work here.

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So well done. Agreed that something about this feels ridiculously smooth, possibly the most satisfying movement I've experience in this jam so far. The bobbing around while moving is nice, and the subtle shadow and classic Zelda 1 art reminds me of that Breath of the Wild Zelda 1 tech demo Nintendo made. The music is excellent and very appropriate for the experience. I think I played 8 rounds before I decided to stop. I like how simple the controls are, that the rooms are randomized, and I think with some sort of "goal" state, this could be a great little mobile game. Excellent work.

The only thing I was wishing there was while I was playing was perhaps some sort of "proximity sensor" that would prevent arrows from appearing too close to Zelda. I often got taken out by an arrow that appeared pretty much right next to me.

As others have mentioned, some indication of what lane you're controlling would be a nice addition. Perhaps even being able to "click" a lane to switch the ducks direction. 

I really like that you took an actual game and flipped the roles, this has been one of my favorite thematic examples of that so far!

I have decided to believe this is how TikTok actually works.

This is a great starting point for a game. With some more cards and characters, I can see this being a really fun little mobile game. 

A really fun base for a game. As others have mentioned, the lack of a goal does do a great disservice, but I think it is easily solvable by simple introducing a time limit, smaller levels, and gradually increased complexity and possible interactions from level to level. The windows breaking is a great example of things to introduce, and the first thing that came to mind as a logical next step is pedestrians walking on the sidewalk. Launching garbage at them and knocking them down like bowling pins I think would be very in line with what you've already made here. The models and colors are really pleasing. Great work!

A really neat idea, I enjoyed the skewed perspective to show both levels, and how that actually became important once the "blocking" blocks were introduced. A few pieces of constructive criticism:

1. The player controller does not detect a jump if you've landed very recently. This caused quite a few missed inputs which always feels really bad.

2. Maybe make the black "instakill" blocks red instead? It took me a few tries to realize that was what was killing me, since they were the same color as the player I didn't suspect them. 

3. Not sure if it was a bug or not, but on one of the levels, the main character fell through a hole in the floor during its run. Meaning the level couldn't be completed (which is where I stopped playing).

But overall, this is a really fun idea and little game, and I had a great time with it. Good job :D

Reading the description, I thought this would be really uncomfortable to play and just be inherently annoying, but actually playing it turned out to be really fun. It becomes exponentially difficult and eventually really chaotic, but thats kinda what makes it fun! Bonus points for really nice sound effect when you type.

Thanks for the feedback and the encouragement! My whole goal was to make it really satisfying simple to touch objects so glad to hear you felt that way. 
Sorry about the difficulty, I wish I had time to really test and tweak the level design but due to time constraints, everything there was basically slapped together with no edits. Thanks again :D

Thanks for your nice review! One of my common problems with jams is making balanced levels since there is such little time to test difficulty. I do worry that the last level especially may be too challenging for people to want to finish.