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A member registered May 27, 2017 · View creator page →

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yeah, I’m not much of an artist/animator. I spent a bit of time searching for a premade one that worked but I just decided I’d rather polish what I have and try to give it personality through code.

The reason it says “shift to dodge” was because I didn’t really know how else to show that rewinding makes you invulnerable, haha. It’s definitely not a totally necessary (or finished) mechanic right now and I wish I could’ve explored it more.

Thanks for the feedback :).

man this game is JUICY. Love all the feedback from shooting and killing stuff.

I think I have two main thoughts on this game. The first is that, despite the levels changing and difficulty increasing, the game kind of stayed the same. I know "point and shoot" sounds like it may be oversimplifying but its ultimately what I did for all 10 levels. I didn't really have to move, or change my playstyle as eras regressed, I just kept clicking on the bad guys.

You guys came up with one of the more unique takes on the theme, I think it would've been better to see you just take it and run wild. The consequences of eras and weaponry rewinding don't feel all that important in it's current state.

The other thought is that the character controller seems to be inconsistent in how it moves, for me at least. This is mostly what drove me to not even bother with moving and jumping.

I like the game, especially with how the menu is structured.

I think you really needed to introduce the spikes more gradually. It took me a while to find out that they were actually hitting my rope, and even when I put that together, I still wasn't *entirely* sure that was the case. This is made even more problematic because the first level sets up the expectation that the rope is inconsequential. More visual/audio feedback would help in this department.  Maybe something like the spikes cutting the rope? Pretty much anything to show that the rope is what's being affected.

There is some light camera shake when you hit stuff and when you get hit. You're not the first to talk about it so I guess it'll be something I have to tweak. Thanks for the feedback!

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I think there's some elegant design here, however I think the best playstyle is to just constantly rewind in short bursts, so there might need to be an additional mechanic that punishes a work around like that. 

I like that a lot of the mechanics are double edged. You need to rewind to give yourself more time, but rewinding  temporarily creates a new danger. You need to hit enemies with the bomb, but the only way to do that is to stop rewinding and hit the bomb yourself. Interesting stuff with lots of potential.

I think this game has a great level design and some unique ideas. Unfortunately I feel it falls into a trap that a lot of "sokoban" (is this a sokoban game??) style games fall into, and thats that actually preforming the solution is more tedious than finding the solution itself. What I mean by that, is that even though I know for a fact what I'm supposed to be doing, it still takes a loooong time to do. This is made even worse by the fact that a single wrong input, or a double tab of the spacebar, can force a level restart.

The two main ways to fix this would be to removed the "confirm input" style of gameplay, and just have me move these characters on a grid, and to compensate for the additional input mistakes that I would make, add in the ability to undo individual moves, a-la Baba is You, or Stephan's Sausage Roll (Two great games to look into if you wanna study puzzle design!)

yeah, a checkpoint system definitely should've been something Id built from the start. unfortunately it was pretty late when I realized it really needed one and it would've had me restructuring a lot of code. I put that time towards more polishing and toning down the difficulty to compensate but I'm not too sure that that was the right choice, haha. I think something like Hyper Light Drifter's checkpoint system would've worked really well here.

Thanks for the feedback!

I think my main criticism here is that the player needs to be given more information during the game. Small stuff like adding a sprite to the spot where my rope will attach before I click  and having it change colors when I'm too far away goes a loooong way in easing the guesswork people will have to do to progress, and reducing frustration. Aside from that, I'd say that the character movement when swinging could use some tweaks. Consistency is key in a game like this. 

One last thing about the gameplay too, is to make the spikes a little more forgiving. It may seem intuitive to make the collider perfectly match their sprite, but it's generally better to make it much, much smaller.

The visuals are good. If you're using Unity, I'd reccomend adding the "pixel perfect" component to your camera when using pixel art. It gets rid of the distortions and breaking on your tileset, and just generally feels better. I liked the spritework itself.

The audio is pretty nice. The music is good, I really liked the rolling around sound for some reason, haha. 

Overall, a solid game jam entry, good work :).

I love the ideas you had for this concept (especially certain "controllers" only having certain controls, theres so much you could build with this!), this is a very smart game. 

My only real gripe is that I feel like you introduced new concepts a bit too quickly? Its not that big of an issue because the mechanics give a lot of feedback so you can intuit whats going on, but I think I would've prefered a slower ramp of difficulty with new ideas. The levels themselves aren't a problem though, I thought they were really well designed.

Overall great job, easily one of the best games I've rated so far imo.

This is great! My only real criticism is the character controller. Maybe the way jumping worked was intentional,  but I feel as though a predefined jump arc only works in very, very specific games. And in this one, which at moments requires precision platforming, it just isn't too great of a fit, and definitely caused moments of frustration with the game.

The pacing and level design was spot on, and the presentation was great too. Polish up the movement, consider some more ways to expand upon the core idea and you could have a really great game to sell in the future :).

I mean... I can't even criticize it. Add a little more content and throw it on a store front and I'd totally buy it for a few bucks. Incredible job.

Interesting game! I like it, but I think there's one problem holding it back: there's no feedback (that I noticed) if you mistime your inputs. Even though I know it isn't the case, it often feels like the game just isn't acknowledging my input, instead of me just having messed it up. Adding something like camera shake and an audio cue every time the player pressed a button at the wrong time would make the game feel way more responsive, and less frustrating too.

I'd also add additional feedback for other things, like when input *is* allowed. Maybe changing the color of the bottom middle reticle, and scaling it up a bit when a dot is inside of it? Stuff like that can go a really long way into making a game feel good to handle.

Other than that, the visuals are nice and interesting. The music is pretty solid too, especially for 48 hours. Good stuff :)

This game that caught me off guard when you introduced being able to build a pillar on the wall! Fun use of the mechanic, though I think the player needs a significantly reduced hitbox size. The game has potential!

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Platfaller -


Rouge One -

instantly recalled both when I saw this topic, generally for the same reason. Heaps of polish, fun twist on the theme. Platfaller's use of shooting to change platforms makes for some really high skill stuff and rouge one is a ton of fun in trying to balance good and bad stats with one number. :)

Yeah, the soft locking thing was an issue that cropped up pretty late when I was testing the game and I accidentally did it to myself... 3 times on the same level, haha. The idea was that there wouldn't be enough keys for everything so you'd have to choose between health or treasure, or maybe some special item or extra ammo. I appreciate the feedback! :)

Absolutely fantastic. Great twist on a concept I've seen a couple of times in the jam, the shooting to move your platforms makes it stand out.

I really, REALLY like how even though the platforms aren't necessarily physical, they act as cover for your enemies. It can make the decision between playing a platformer or a shooter tough.  Also, I don't know if it was intentional, but being able to jump in the air if you ran off of a platform was a great inclusion. It added quite a bit of skill that wouldn't have been there if you were only limited to jumping on the ground.

Great work.

Thank you for the feedback!

Yeah, the browser version takes my mouse input but not my keyboard.

I downloaded it though and its a ton of fun! Simple but lots of polish. The sounds are good, the camera shake is noticeable but pretty unintrusive. Theres a lot of game juice.

Design wise, I think the player moves too fast. It seems fitting for a temporary upgrade that might spawn but on it's own the player is almost invincible if they play smart. Also, the physics feel just a tad bit slippery. That's pretty nitpicky though, otherwise this game is absolutely fantastic.

Yeah, I definitely wish I could've made the game feel more "lively". Muzzle flash, camera shake, blood particles that stay in the level forever, the whole shebang. My time could've been better spent. Lessons for the next jam though, right?

great game with a lot of polish for 48 hours!

2 main thoughts on this. the 1st is that the first few levels can be frustrating if the target spawns just behind another "pawn" or civilian. There are algorithms for preventing this but because theres such a short time limit for the jam I get why you wouldn't put it in. The second is that for me, green and yellow were very difficult to tell apart. Even when I found the target I wasn't entirely sure if it was the right one.

A great rapid fire, fun game though.

Thank you for the feedback! I am disappointed that I couldn't put at least one more item in the game, and one that would really start to explore the whole "one inventory slot" premise at that. I had this idea for a bag that could carry 3 items in it, but to get your items back youd have to drop the bag, which would spit both the bag and the items on the floor. I could see it creating this sort of mad scramble to get your gun from the bag, or some health potion or something. There's certainly potential I never got around to implementing haha

Fun! I felt it was a bit awkward to move around though. Having only "leap into space" as my jump option made getting around quite finnicky. Perhaps if the power behind the jump was determined by the distance between the slime and the cursor, it would be more controllable?

Don't worry, I didn't :).

My game is

This is fantastic.  There was some clunky stuff here and there, and I managed to squeeze out of the room one time, but otherwise its pretty clever. Balancing out negative and positive attributes is good fun.

I liked it! I think the design would've benefited from only allowing the player to place a platform while on the ground. The puzzles were stumping me but I ended up just abusing my ability to place platforms while in the air.

I can't seem to move in the browser version. Looks like a great execution on a good concept though. :)

I'm really hesitant to outright explain anything in game (I want to rely on the level design and player experimentation to teach mechanics), but the idea there was that both characters are able to turn towards "transparent" obstacles, like the hole/pit you see on "Turn The Other Cheek", which was supposed to display said idea. 

It's an extremely unintuitive and clumsy (but necessary) mechanic that I wish I had spent MUCH more time on developing the feedback necessary to allow for players to understand it. Probably my number one regret for this jam, haha. I'm glad you liked parts of it though! :)

Done! I appreciate the feedback, and I'm really glad you enjoyed it :)

I knew that it looked really bad without full screen, but I didn’t know you could actually adjust the size! Ill see if I can fix it :)

Id love to hear your thoughts on mine! I’ll play yours in a bit :)

I'd appreciate the feedback! :)

Yeah, I kinda wish I had spent more time working on feedback like that over fiddling with sprites or UI. I’ll keep that in mind for my next jam, whatever that may be :) 

Theres a pretty serious bug where completing the first level gets rid of the UI, which prevents me from moving to other levels. All other levels already have the "level completed" UI enabled before I do anything. I'm sure you'd be allowed to patch the game for the jam as that would qualify as a small adjustment :).

Interesting game! I feel like it could've used a more noticeable pattern for the floor though. The gradient did help, but I found myself going "Where am I?" a few times during it. If you added additional things to remember, like shirt color or hair style or something, it would become a real test of memory and feel pretty fast paced and hectic. I like it :)

Haha, I totally understand. There are probably 5 or 6 levels that I’m not entirely happy with, because they ended up feeling cheap or trial and error, especially if you didn’t know the level beforehand. Im glad you liked it!!

Mhmm, totally agree! If theres anything I learned from this jam, its to be a lot more conscientious of how I design my levels from the player's perspective, and to make the camera a LOT bigger, haha.  I appreciate the feedback, and I'm glad you enjoyed it :)!

I agree. I fell into the trap of looking at levels from the perspective of a developer instead of a player. After the jam ended I regretted a couple of the level design choices I made, unfortunately. Glad you could find some enjoyment in it though!

thank you!! I think I did go overboard on how hard some of those levels can be, but I kinda like brutal platformers, so I didn’t think of it being an issue at the time haha. Glad you enjoyed it regardless!

Thank you so much! I really enjoyed your "control the environment instead" take on the platforming genre as well :)

Cant believe I forgot that, thank you so much for letting me know. Its fixed now! :)