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DominusGlitch

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A member registered Oct 21, 2023 · View creator page →

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This is actually so creative, I love it. A short story that's done really well, especially with the different perspectives (the two sides of the priest, and obviously the rat). I also liked the nod to the rat in both paths of initial questioning (the rat tail going by the window for the roommate, and the mention to the experiment from the doctor). The level of detail really made it even cooler to play. Even there being like a mention of spontaneous combustion to the brand of safe that you pass through as a rat.

Also a big fan of the relationship between Roman and Sidney, it's nice to see Roman trusting Sidney no matter what they choose. And I also found it really funny that the people cared more about the rat saying mocha than the fact that the rat was able to say that.

I could also listen to the music on repeat, which I'm doing as I'm writing this review. Good stuff all around, really enjoyed this.

(Just played through the other ending, and there is even that detail in the character icon, the attention to detail on this game is really really cool)

Really loved the boss fights, had to lock in and I managed to beat them first try, with a lot of difficulty. Their attacks were super cool, also loved how the hammer could parry all of the orb attacks. The hammer secondary is also really really fun. Also loved recognizing the inspiration for the story. 

Oh, also liked the difficulty. I like when you need to learn a bosses attack patterns, and I also like when a boss is actually beatable on the first try. Like trading blows until you end up on top, and I appreciate the regenerating health because of that. Loved the music and the sound effects too. There isn't much of anything I can think that would need improvement, the only thing being more hit feedback. Other than that though, the game was really satisfying to play. Really really enjoyed it.

Was able to easily put myself in the character's shoes, which is really good for stories like this. I liked that the repetition also helped with getting immersed. The art is pretty, the music is soothing, the hopeful ending was pretty nice to see. Enjoyed this one a lot.

This game has so much potential. The art is super polished, and it's a really creative idea. It's really unfortunate that it wasn't able to be fully finished, but I do hope it gets worked on in the future. I'd definitely play it again if it did.

Short and sweet. Those coding robots types of games were some of my favorites when I was a kid. This really captured the vibes and what made them fun. I also liked the variation between the enemies, and how my strategy had to change to deal with them. I also like the whole energy thing, adds more to think about.

Solid game, can definitely see the inspirations for it. I liked the variety in the tackles and the action cards. Also liked that there is a dropdown for the game log, since it goes pretty quickly. Got as far as I could but ran into an issue where there were to cards left in the ocean, but it wouldn't let me select any of them. They wouldn't even highlight. 

Pretty interesting game though, even if I was bad at it.

Very good art, love the aesthetic. Also like the idea of only having one shot that you have to manage. The ram upgrades on top of that also add another element of depth. Also the spike and exception enemies are terrifying when they are barreling towards you super fast. The interaction range for buttons feel a bit short though, which may have led to me accidentally fighting the boss from the debug button in the tutorial (though that was also because I wasn't patient enough for the text to appear on the button). So ended up beating the boss from there before I actually played the game funnily enough. 

This game is really cool though, thoroughly enjoyed it. 

Really well done! The artwork is so good, and the variety in items as well as their synergies is cool and creative. The only thing I didn't really like was the timer being hidden by the boss. Though that wasn't too much of an issue, only really affected me on my first run cause I was reading too slow. On my second run though I got into the flow of things and it was really satisfying. Love number go up games. Also again, the art is so cool, like the items are very cool looking. Also liked strategizing which kind of box I should buy, and for which category, and like when I should cash in the quota. Also liked the upgrades, especially the speed once since the character is very slow. Really cool game though, really really enjoyed it.

I see, I think I may have just gotten unlucky in drawing the new items then.

Very cute and cozy game. Love the artstyle, and especially all of the designs for the cats. I especially like how creative the designs are, and the creativity in what each of them do. 

For some reason buying stuff for the deck didn't work for me, the first time I realized it was because I didn't actually choose anything from the deck to switch it out for, but the second time I did that and the stuff I bought still didn't show up in the battle prep screen. This may just be a skill issue on my end though. Also didn't like how sometimes when I clicked the move button the troop would just go somewhere immediately. 

Other than those two things though, I thought the artstyle was pretty cool, and the video pitch definitely caught my attention. I also like the concept, the idea of getting to build your troops with items from a deck is pretty nice, especially the fact that the deck is shared between all of them. I also liked the creativity put into each item and thinking of the ways to work with them.

Very cool game, would play again if it got an update post jam.

Really love the vibes, the creativity of the captchas, the voice acting, and the geese. Also loved the clicking noise of the mouse, very satisfying. The humor also got me very good. Really good game, also loved drawing a cat with a hat.

It doesn't seem like the life regen works, though it does still checkpoint you at that room. Loved the puzzles, and also loved the reveal of being able to move diagonally. Though it wouldn't have been that big of a reveal if I thought outside the box. Anyways, I thought learning what each enemy does was pretty cool. Also found it interesting that the bouncing guys actually could hit you when they went up, that made for some interesting sections. Also liked how the rolling guys could press buttons and also chuck themselves into the void. Also liked the last little puzzle, and that it looped me back to the start (cause I did wonder who the person in the corner was, and I didn't know that you could move diagonally the first time I saw them). The game is pretty surreal with it's enemies and art too. Pretty good game

Interesting idea, and I really like the art direction. Especially the fact that all of the sound effects are made with voices.

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A really really cool experience. The levels gave me major liminal vibes, which I love. The music and visual grain also just elevates that vibe to a whole new level. Got genuine chills down my spine while playing through the third level. It was also so fun to explore around the places.

Short and simple, I liked it. Like many others it seems, I liked the staple gun. 

The visuals are really cool, the game broke partway through though (the wall of boxes had no boxes). 

Wasn't able to beat it, so I'll have to replay it later to try again, but overall I really like the concept. I think it's really cool having to strategize ahead of time what you might need to deal with certain issues. I also like how you can take risks for cans. And I also like the idea of the amount of cards you have being your health (Though those flying chip enemies are hard to attack and always get me a couple of times). The farthest I got was the city level. 

Very creative, charming little guy, and I'm also a fan of the art.

This games seems well polished. I'm a fan of the weapon designs, all of the items, and the environments. The skybox moving with the camera may have made me motion sick though, and I wasn't able to properly enjoy this game. Tried to go for as long as I could, but had to stop before I got too sick. 

Overall, pretty cool game. Just got me personally motion sick. 

This game is really fun. I liked the puzzles and planning out what I needed to do for the recordings. I like the cute vibes, and the sound effects and music are really nice. The final level was nice, and I also like that you don't have to complete all of the puzzles to play the final level (though I still did). Overall, a really cool game, especially for one made in less than a month. I'd definitely play way more levels of this if more came out. But how it is right now is still a really cool and complete game.

I may have had to use the trampoline of shame a number of times. The movement doesn't feel the best at times. The humor and absurdity of the game does elevate it for me though. The dance was fun, and the ending scene got me with how out of nowhere it was. I think I liked the third section of the game better than the first two, but that may have been because I got more used to the controls. 

Thoroughly enjoyed this game. Especially with all of the different ways you can upgrade Gregor. Loved the vibes and the art. The story was also interesting to see. Not much else to say, really really cool game.

The fact that there is a setting to change which side cars drive on is really funny to me. Anyways, I'm a big fan of the art direction here. The music, gameplay, and visuals go hand in hand perfectly. I had an issue with throwing the boxes, and only in my next run did I realize that I had been releasing the aim button before the throw. I'm also not a fan of how hard it is to get back to the flow whenever you get off course (like a car bumping you onto the sidewalk) (Unrelated but I think I also bumped into a truck once and sent it to the void). There were also some odd collisions I saw in terms of the packages, some of them going through buildings and walls. 

When I got into the flow of things though, it was absurdly fun. Loved the drifting, and especially loved how the difficulty scales over time. The lower times to deliver made me take more drastic shots which I found fun. And I loved that the speed scaled with that as well (I think, at least it felt like it did). Overall really really fun. 

The intro music goes way harder than it has any right to, actually so good. Got a final score of 45 only, but from what I played this is really fun actually. The manhole can be a run killer early on, but at least the upgrades help with that. the art is charming, and it's pretty creative. 

I wish there was a setting to turn down the music and sound effects. And the controls are a little slippery. Also wish that you could drop items. And going from the top of the stack to the bottom is pretty jarring. Other than all of that though, this was pretty funny. High rating from me. 

The character design is really cool, and I do like the little drawings in the background. Picking up objects and using them is a little janky, and the lack of audio doesn't help with that. This game does have a lot of potential though, and I hope it gets continued in the future. The tutorial levels were enjoyable.

It's absurd how good this game is. This game is definitely one I'll be playing even after the game jam is over. The atmosphere is incredible, and the audio only enhances that even more. All of the dice, statues, and cards are super creative. The art is also really really cool, especially the box art for the game that you get to see whenever you go to the shop. Also a big fan of the round score voice. The video pitch was also really good. And the story hit way harder than I expected. I really hope this gets continued in the future.

This game has potential, especially with it's interesting take on the survivors-like genre. The audio and the lack of variation are the only weak points to this game. I wish there were sound effects in this game, it would help a lot.

I had figured that out (I do really like the page flipping, pretty satisfying) but the different variations for the soda I tried only gave me bad and perfect.

I'm a big fan of the art and vibes of this game. The controls take a bit to get used to (wish spacebar also did jump as well) but once you get used to them it's pretty smooth for the most part. 

I won't judge it based on it being rushed near the end, but I will state some observations that are probably the kind of things that would need to be fixed for the collection (which I hope this game gets into)
1. The game is currently in the development build
2. The audio slider doesn't work to my knowledge (maybe not as big of an issue)
3. Level 7 doesn't work? (There was a lag spike at the start at the very least. Flicking both levers with the magnets didn't open the doors, though that may be a skill issue of some kind on my end)

Interesting game to say the least. Most of my criticism would be towards limitations on the engine side, so those don't really weigh in. The last joke really got me though, that was funny.

Game of the year right here. This is what everyone dreams of. Pure dopamine injected into my veins. All of it is peak, the visuals, the voice acting, the controls, the sound effects and the music, everything.

Didn't enjoy this one as much as I thought I would. I never really figured out how to get an "okay" soda. The character art is also inconsistent. May have to revisit in the future and give it another shot. The pitch was really good.

I'll have to revisit this game later, as I have already spent hours just getting past the second section of the game. I don't know if this is a skill issue on my part, but it feels like the difficulty spikes drastically between the first and second portion of the game. Some of the bosses are kind of unfair. Though some of the bosses were also fun. The music and art is really good though, I'd probably have rage quit a thousand times over if there wasn't good atmosphere. The art also reminds me of Slay The Princess in a way, which is cool. Overall, really cool what you guys were able to accomplish in only a month.

The idea and the art is really cool. Sad that it couldn't be fully finished in time, but excited for hopefully a full version in the future. Mouse sensitivity was also crazy high, but that may be because I keep my physical mouse pretty high on sensitivity.

The atmosphere and vibes are immaculate. The art and music make it feel like the start to the kind of indie game that changes your life. Grabbing the boxes is a little janky, but overall this game is really cool, especially for a first game.

Reminds me of that one game on coolmathgames that I would play in class as a kid. Really liked the unwrapping part, that was really really cool, especially the introduction to it. Also cool realizing that I can control both the big and small cube on their own. Really love the vibes, peak game right here.

Pretty fun game, got overpowered really quickly. Didn't actually die during my playthrough, so I didn't see that aspect of the game (might revisit in the future to check that part out). Video pitch was cool, and I hope that this game continues in the future. 

I've always been a big fan of spot the difference type puzzles, so this was really enjoyable for me. The art is phenomenal and really drew me to this game. As well as the video pitch, very funny. Hope this game gets continued in the future, it has a lot of potential for how good it is already!

Hi! I just finished version 1.1, which should fix a few issues with the loss system so that a loss should register a lot sooner. And the text over the table now says the cause for the loss, at least through the future wound that would have caused it.