Very fun game, I like the cute graphics and chunk. Puzzles were also quite fun to play. It would be kinda cool to have a character select to pick different colours of shark.
Dark_Rozen
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Fun game, thanks for including my character and snake concept :) The premise the of the game is cool, I like the farting mechanic too, very funny power. I had a bit of trouble controlling the character as the inputs for my A and D keys seem to be switched. I also glide along the floor, which feels a bit slippery. The double jump idea is cool, though my character seems to be able to do a triple jump and skip the first floor of platforms, and a couple more too. As I walked along the bottom of the screen, I could see the text was trying to tutorialize mechanics and gives me quick lore dump. I the texture of the sand on the platforms, but the platforms themselves blended into the background (since the colours are quite similar). The difficulty select is quite funny. I find the mention of the skip button quite a funny easter egg (funny reference from the stream). The hitboxes of the platforms and the enemies are a bit unforgiving, I sometimes hit my head or die when I am not touching the enemy sprite. The duck the the thumbnail is a bit uncanny. The different levels are nice, and the enemy and player designs and animations are cool. Overall a tough, but fun game. I didn't make it all the way to the top, I managed level 3 and fell down. Maybe a checkpoint mode would be nice.
Very creative idea, and I like your implementation of splines. I found the tutorial useful to work out what to do. Unfortunately, I didn't have a fun experience playing the game. There were many bugs that I encountered (the train dying upon spawning making levels not solvable and requiring me to fully restart the level, the track pieces spawning multiple times on top of each other, which sometimes caused the whole track to turn invisible, and the fact that it's possible to place pieces on the station tile, which are immovable and indestructible and requires a restart of the level). Maybe I missed it, but there is also no level select. I like the post-processing effect with adds an outline to everything, including the trees. The physics of the coaster train was funny too, and it was enjoyable to watch it speed round the track and crash off the edge of the map.
I rated this during the jam, but didn't manage to comment. Fun game, I like the unique idea of a character looping on the vertical axis and the roguelike elements of only being able to select specific upgrades. I managed to beat every level easily, as I picked up a fast shooting weapon in the beginning and added damage and pierce upgrades to one-shot most enemies. The enemies designs are enjoyable to look at, even when the game is getting chaotic with loads of bullets.
Creative musically-inspired defense game with some jazzy animations and instrument "towers". I didn't realize I was playing the game at a disadvantage until I read the comments below. The placement and upgrade screens aren't intuitive to me, as I play BloonsTD6 a lot and both screen are permanently available (upgrade screen persists when you click on a tower so you can click on the upgrade you want) so you can use the mouse to select towers and upgrades, so I had a hard time navigating them. I enjoy the different sounds the instruments make and the different enemy types (although I found a few quite difficult to defeat) Good job!
Interesting tower defense. The idea of having a loop around the track and enemies targeting multiple towers is cool, though I found it quite hard to guard against all the enemies after a certain amount of time. The unique tower types are cool, but the fact that they break after a certain time is a bit frustrating. The generated levels can sometimes spin the layout such that some castles are much harder to defend. My favourite tower was the one that shoots every enemy in range, though I didn't get much further after unlocking it as I wasn't able to get a high enough score.
Fun game, reminds me of those addictive phone apps with a similar premise but in 2D. I got to level 8 and I cant seem to progress any further (though people have written about lvl 9 and lvl 100). The idea of making a loop is a fascinating concept. I did notice that the bulbs and battery had certain placement requirements (e.g. placed on the edge of a box always facing outside, each one having a certain length, which may constrain possible puzzle potential if there are more levels). I like the simplicity of the art and the soothing, relaxing music.
Nice showcase of a driving mechanic. I like the little details like the turn indicators. Music was a banger. One of my favorite things to do in the game is to stand in the middle of the loop and turn the car until the sprite goes invisible for some reason. The simple loop was also fun to drive. I also drove off the edge of the tilemap to see what would happen, and I didn't fall off (which was a bit unexpected).
Sweet little game with some nice clicker action. I felt the gameplay started arduously slow, and the number of required deaths didn't increase fast enough. I managed to get to 10 carts after about 15 mins of playing, and found it fun to turn the deadliness up to maximum of my triple figure of eight track and watch everyone fly off. An automation upgrade would be cool. If you do go on to add more to this game, will there be more coaster types? I would enjoy hearing music, SFX (unless I missed them) and a cleaner UI. The storytelling at the start was nice to read, but a bit overwhelming because I need to read all the information to start instead of learning over time.
Short yet enjoyable game. The tiki style music is very compelling and fits the hawaii-eske artstyle. Very nice sound effects and a simple and effective high score system. The hula hoop physics wasn't too difficult to understand after a few attempts (I managed 2000). When the belly and head start to jiggle it looks like they are coming out of the screen which is funny. Good job!
Very cool game concept. Is there a way to rotate piece using keyboard input or do they only rotate once the vehicle is in action? I found the fan levels very difficult as they would always aim upwards. This frustrated me a bit as I didn't know if I was missing something. I really like how you implemented the clipping of pieces into place (though if you try clipping a piece into the wall the vehicle going into a frenzy). The different movement types are cool. The music is very nice, and the SFX are a nice touch. I tried making a similar type of game for the last GMTK jam, but didn't make it quite as polished. Well done!
Nice little game. Super chill vibes and music. The little things like the sound the customer makes when getting food make this game feel quite polished. At one point I managed to softlock the game by not having enough money to buy any of the required items from the shop. Sprites were all pretty and the conveyor belt was super cool!
Amazing stuff. Everything was so tidy and polished. The game was so immersive, I played it and completed it in one sitting. The interaction indicators (visual and audio cues) were spot on. I had massive lag at the end due to so many items being on screen. Simple but yet very very well designed. Amazing artwork, amazing music, amazing gameplay. It's also made by a team containing some of my favorite game dev youtubers. Well done everyone!
Neat TD game with a fun gameplay loop. I like how instead of dying, the enemies can loop around. The selection of towers is pretty cool, with tons of impressive upgrades (too bad I didn't get any above 2-2). Interaction feedback is implemented in crucial points, overall improving the game feel. The level is chaotic and interesting to play. Well done!
Neat little game. I like the concept of combining a roguelike (by choosing one effect per round) and an idle (waiting to get points). At the start of each turn it would be nice to see which effects go off. Some of the wording was vague like "might cause veterans to leave", though other cards had a well defined effect. Some way to see which types of employees you have would be useful to the player to decide which card to pick.
Having a "cash spent" bar instead of a health bar is an interesting premise for a game, and I think it was implemented quite nicely here. Music was quite nice. The controls of the cart were a bit odd. I found a way to reach the bottom without hitting any obstacles (by aiming to the right downwards as the obstacles don't spawn directly in your way). The sound effect when picking up something was neat, though I also expected one when hitting a box.
Fun idea, though feels a bit unfinished. The character and level start is very similar to the original version, which is a nice throwback. The deleting assets were quite funny, though it didn't feel as of the difficulty was increasing by much. The description mentions some kind of time god trying to delete you, but I don't see when that appears.
Impressive game for only 7 hours! The unlockable pickups are very cool, and the difficulty curve ramps up quite nicely with increasing the number of blocks and their size. For some reason the game only works in full screen mode for me. The sound after dying is quite cute, but I would have preferred a bit more.
Funky cheese rolling game. I didn't quite understand how to play (apart from moving the mouse to move the cheese). It seems like the calculation to increase the velocity of the cheese is incorrect, as I found it very easy to launch myself to the side of the map (and even off the map) towards the left side of the screen, but the cheese was moving slowly when heading directly down. I couldn't tell what the obstacles were for as my cheese wheel kept jumping over them.







































































