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derboo

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A member registered Oct 25, 2015 · View creator page →

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Hmm, I could have sworn I've written a review for this game a few days back... maybe I forgot to press save. First of all, I love the semi-minimalist art style. The stop-and-go mechanics come more natural than they sound on paper, and the bullet splash and death animations feel very satisfying. The endless arena approach has its limits, though, and after a while I've fallen into a routine of just circling around backwards with a all enemies following  around in a bunch, so more varied levels and enemy behaviors would definitely make me seek out a hypothetical post-jam update!

Cool idea to have you switch between moving and seeing the stage! I agree with the previous reviews in that I think it would have been nice to have a clearer sense of progression. And (aside from just having more levels in general), moving parts in the levels (and moving enemies?) could also make things more interesting, cause at least as far as I got it's a little bit too easy to just memorize the layout and play blindly the entire time. Otherwise, nice beginning of something interesting, and since you already posted some status updates in the comments, I'm curious to see what else you come up with!

Wow, you came up with a lot of interesting alternative ways to interact with the pinball ball & table.  For my taste, the physics could be a bit slower and floatier so there's some leasure to adapt to the changing mechanics, and with some of the items its also easy to lose really fast.

A strangely relaxing approach to a shooter, an impression the music only adds to. :) It seems that enemies get always pushed to the left, even though you're hitting them in the opposite direction, which can be a bit frustrating and makes it hard to strategically clear your way so you can charge your bar. I like that you're encouraged not to overuse the laser (even though that part could be a bit more pronounced).

Great concept and great aesthetics. Unfortunately, the difficulty ramps up too quickly for me so I couldn't see much of it.

What makes this game is the really natural feel to the controls! It's almost like going back to those physical marble maze toys of old!  Also love the aesthetics and the various bomb/weapon pickups. Could do with a little less screen shake though, that was kinda disorienting.

Reviewing the fixed version, as it's clearly the same game with only the game-breaking bug fixed.  I had a lot of fun with the concept, and the enemy pirates getting exhausted from lack of booze reserves was a cute and clever metaphor to solve the problem of defeating enemies without attacking in any way.  I had a few gripes with the balancing - at first the complexity of enemy patterns grows slowly and smoothly, but then you get a really tough and hard to predict one, which I assume is meant to be a mini boss, and then you're back to a few that only attack one direction and middling-difficulty ones. I also felt losing towards the end of the longer stages was a bit frustrating and all too likely due to the very limited health. Maybe strategically placed refill mugs could go a long way in making them more bearable. Anyway, cool game!

This one was quite fun. I especially liked how enemies could pick up the powerups, too, and how it makes a lot of unique challenges with a small set of consistent mechanics.  I feel like the archers could use a little tweaking, cause getting around them got frustrating sometimes, but aside from that it's a really cool entry. :)

Hmm, the sound effects almost make this feel like a rhythm game, and it got me thinking like maybe it should be one? As it stands, I found the timing for the deflecting really difficult as the deflector time window is really short, but if it was all designed to fit a rhythm, then I'd have something to go by to match the timing. Anyway, just one weird idea I got while playing the game...

I like this concept a lot, and the way the levels keep adding new things to consider (like using blocks that are kinda understood as just part of the scenery at first, or dealing with the skeletons in later levels) was challenging but never overwhelming. I the only weak spot I found was that some levels where you have to do a lot of building when you've already figured out the solution can feel a bit like busywork, but overall it's a pretty great game.

Wow, what a unique and fascinating experience! This didn't even have to be a shooter - just walking around the environment in this weird perspective is interesting enough on its own.

I like the idea, but I feel like it didn't quite get to unfold its potential since you just can run away from most enemies and don't need to distract them with the familiar at all. The idea with having to keep the familiar away from the witches is nice, but it seems like sometimes you're safe even when they're visible as long as you're out of sight, and sometimes not? Also found the perspective misleading sometimes, maybe a lit more top-down angle could make things more easy to parse.

Yeah I agree with the previous comments that this is a bit too nauseating to engage for very long, but the ieda and visual design are cool and the teased improvements look promising. Curious to see the next version after the jam!

Wow, this is really great. The mechanics trick intuitions, but without being irritating or frustrating (in part thanks to the condensed stages). The puzzles are designed very cleverly and with plenty of epiphany moments (so far at least, I'm currently stuck at level 12), and the overall look and feel is much more polished than one would assume from a 48 hour project. One of my favorites in this jam so far!

Neat semi-minimalistic visuals! I think the concept could offer many interesting moments when combined with level design with various traps and obstacles. With the zombies alone things got monotonous rather quickly. Maybe also build in some twists with how the shooting behaves in different situations? But game jam time limitations, I know. :) Anyway, nice beginnings!

Hmm, might be an issue with my system, but after a few jumps I run into situations where I can only aim between certain angles, usually straight against a wall. The concept seemed intriguing, but this issue always makes the game unplayable for me within just a few jumps.

Love the visual style, but couldn't achieve much because it's really hard to get used to the combination of absolute movement and relative turning. It could really gain a lot with a more intuitive control scheme!

The concept was intruiging, but turns out I don't have the patience for this level of indirectness! >.< Also sometimes I gave the parrot the wrong feedback just because its states change rather quickly and the changes aren't projected in any way. Art is really, really neat!

Neat, I wish enemy friendly fire was something I had thought of for my entry! ;)  The area with all those empty rooms can feel a bit aimless and it's kinda hard to guess who is hitting whom or when you're about to get hit, but it has definitely potential.

A bit reminiscent of VVVVVV, but still with a fair share of unique ideas. A few of the more counter-intuitive mechanics can be a bit irritating (especially when you get trapped in a situation when you can do nothing but slowly watch your hearts drain away), but I suppose in context of this game jam that's not necessarily a minus point? The box enemy faces are awesome, too!

Getting down the timing for the slow falling springs is tricky, but once I managed to make the potato bounce around the cogwheels with something resembling regularity I've had a lot of fun.

Thanks! Trying to figure out how to make the different enemies interesting enough to justify the concept was the part I spend the most thoughts on, so I'm glad it turned out alright.

That's an interesting idea! Not sure how well mouse controls would work out without larger changes (my code for momentum is very simplistic), but I might just try this out later.

Boy, do I dig the aesthetics of this! It's like an edgy 60s comic book met an 80s computer platform. Getting the hang of things - especially learning not to crash my bike into the others - took me a while, but punching the enemies off their bikes feels super satisfying. (maybe if it was tweaked a little bit to make the jumping more forgiving and instead put on more pressure with the enemies...) Would love to see this grow into a bigger game with some level progression and more varied enemy types and obstacles and such. Maybe even different vehicles with special abilities?

Cute visual design, the evil wizard is super funny.  The hugging idea is nice, but the cycle of taunt-dodge-hug does make the gameplay feel a bit slow and formulaic, and I'm sure it was due to the tight deadline but the grey circle that's getting smaller and smaller as the enemies' health bar felt a bit awkward. It's trickier than you'd think though - couldn't manage to deal with two enemies at the same time :)

Haha, I like the fact that we used the same basic premise (shoot-em-up without shooting), borrowed the same free music AND even have similar nicknames! :) Your approach is very different from mine though, and feels quite satisfying to break through walls of enemies. Would be nice if my ship was a little bit faster (or enemies slower) so that I could still dodge somewhat reliably and running out of shield energy is less of a guaranteed death. Anyway, would play more of this! (It feels a bit short even for the scope of this game jam.)

Wow, the little bear is just so adorable! I agree with the other reviewers that throwing the shield feels a bit too similar to actually using a weapon, and it feels a little bit hectic. Also there's some parts where I didn't realize that I would fall into a pit or run into a dead-end, simple graphical representations like spikes or walls could help making those parts a bit clearer.

Yeah, having a little charge-up animation sounds like a good idea. Might make a little patch with that later. Maybe some of the later levels could do with some difficulty tweaking, too... Anyway, thanks for playing and thanks or the feedback!