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A member registered Aug 12, 2017

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Nice job on the update, too!

Oh, I'm definitely impressed with this one, I don't know if that came through!  It's unfortunately easy to overlook just how limited the time-frame of the jam was.  I don't think any other jam game was just chock-full of stuff as this one!

Great!  I'm interested in where you came up with idea for it, as well.  More for my own curiosity sake then anything else because I know it's sort of a "genre" but not anything I really know about!

Just wanted to mention that I did catch the stream!  I kind of dig the svg drawing and the spotlight motif, gives it a neat starkness to it.  I'm curious if you tried any other animation for the instruments?  Oh, it took me all stream to remember the name of it, but as a similar program I wanted to recommend you look at Sid Meier's C.P.U. Bach for the 3D0 if you've never heard of it (more info

I'm a bit surprised there weren't more pet simulators!  Some interesting graphics here (neat background) and I quite like the music choice here.  Mechanically, it did feel a little empty (even splitting happens immediately so there's nothing to wait for or any objects that they interact with) and the Pet button thing personally didn't hit with me.  I have a feeling this one has talent but hit the time-length limitation pretty hard (and it's certainly not the only one).  But there is something appealing to it overall which I'm glad to see!

Let's start with the good!  First, I think that's a pretty interesting music choice, kind of gives it an ethereal feel to it that I dig.  And, while the game is really simple, I do think something about the game setup does lend to sort of a meditative focus which is easy to kind of put one "in the zone" without being complicated enough for distraction.  However, I have to be honest, I do kind of think the game isn't in the spirit of what I would consider an input optional game.  We could argue about the multi-axis input, but I also think that really there's an implied losing state to the whole thing.  I just don't feel like this game is no more input optional than a regular game (a simple one, yes, but nonetheless).  And, of course, that's not to say it's without merit! So, a simple game with some good choices but I think it needed more consideration in design to really fit the jam style.

Oh, a little cellular automaton-like game!  I'd say it's fairly captivating, so good job on that.  I think this one could be top-tier if it had things like genetic mutations (who doesn't like rooting for a unique thing?) or if cells had visual indicators of their state (they die for a reason, right?)... anything to give it more readily apparent feedback.  It's a bit hard to tell why something or why something isn't happening and it's not great to have to rely on the text under the program to kind of guess what's going on.  Oh, and the visuals are a bit mixed I think, the tiled background kind of clashes with the circular food and especially the cells which don't move very grid-like.  But overall for what it is I'd say it's a solid job.

Pretty silly!  I do like the menu framing and the song is pretty ponderous which fits for the most part.  I wasn't sure if it was a bug or not but the Yum! button needs feedback.  Similarly, I didn't get a good feeling that my responses were actually changing the results at all which made it feel random and disconnected (maybe the ML just isn't there yet).  I can't decide if it's a good thing that it's just text or a bad thing (bad because it's really static as just text, but good because even just a descriptor of food feels oddly visceral).  I'd say that while it needs some specialization it's a fun start!

Okay, this one *is* barebones, but I will say there's an awful lot of random, funny little jobs and such, much more so than you might figure at first glance.  I sat at it for awhile and was still finding new ones to chuckle at.  Oh, and I like the slight screenshake!  For criticism (if I had to give one for a "last minute" change), I'm not sure if I like the background because it feels good going by fast or dislike it because it's a bit of a mismatch (and it might've been fun to watch things stylistically go by).  Job: Electrical Gamer.  Fetish: void* s.

I really like this one just because it circumvents my expectations of what I expect the usual submission to be.  Okay, it is kind of ugly and buggy (the run animation for instance) and there's a lot of grouping which makes it feel spotty.  But there's also a good bit of weird little references and overall earnestness that nudges this one into the spotzone.

Overall I do like how striking and clean this one is, and in particular I think that you're getting a lot of mileage out of the lighting.  I will say that even though you hear waves the scene is a bit oddly static (you don't get the feeling of wind even though things are moving) and its a bit of a shame there's not more to show off the interesting lighting.  But I don't think either of those are easy problems.  I also might have noticed some distracting clipping?  Still, I wish I had a tropical drink on hand!  You had something to show off and hit it very well I'd say.

(Download version).  I think I love everything about this one!  I love the startup, the parallaxing, the ZX Spectrum-influenced palette with color shifting, the neat tech things I didn't know about (raster bars and attribute clash), that it comes with music but that it also accepts custom songs.  I would have liked a little more obvious influence of the music and more objects in general (and staggered so you still get a surprise now and then) but that's all right.  I kept this one up for awhile!

Music used: default, then and .  Didn't get to try lrc support.

Neat music and some really good spritework, definitely a consistent developer strength!  I'm in particular love with the little icons, just feels so comfy.  I did encounter some bugs with the selector (odd jumping around) and timer (occasionally started at 0?) and would have liked a unique final product, but that's understandable with the scope.  That brewing screen is just flat out lovely with its effects!

(x/post) A Castaway sneaking game.  I see what you were going for, but mechanically there's a lot of problems.  I had trouble picking up items that were next to me (I almost quit until I figured out it needed to be a distance away), the invisible walls and some of the forest felt pretty bad, and the actual stealth part needs work (in most stealth games, for instance, enemies tend to have an exaggerated turning mechanic partly to help mitigate parts where they path backwards instantly and spot you.  Wilson in particular seemed to cause them to jerk around which made it a poor distraction item).  But I do have to give props for attempting a stealth game as they're so tricky!  And I know firsthand that it's beatable, so good job on that too.  I definitely feel like you're getting better through these jams (especially considering this is a quicker one).

(x/post) Try to appease an AI with procedurally generated Tom Hanks movies.  This was cute!  I think it worked better than some of the other ones I've played like this before and the shop added some nice incentive and atmosphere.  The Peek tool is especially neat because so often in these types of games you're not exactly sure what went wrong.  Pretty comfy and worth a look.

(x/post) A somewhat barebones point-and-click adventure game.  Seems to work well, just needs more content.  Nice touch to include an in-game option to toggle music, although I liked the song choice.  Loved the wacky running animation.

(x/post) A fun exploratory puzzle-platformer!  Damn, another must-play Krell game!  A lot of aesthetical charm here from the simple but appealing spritework, to the funky music, to the bitcrushed vocoder-alike, and on and on.  Lots of nice touches such as the (spoileranimated dancespoiler), or the title screen, or the narration.  The puzzles are fairly good for the time frame as well although some abilities feel too much like one-hit wonders.  Give it a go!

(x/post) Snake, with danger zones.  Short but worth a chuckle.  There's some boundary vagueness and I can't imagine getting much past 1:10 even with memorizing zones.  Also, not super apparent that it's not just cardinal directions.  But until then it's pleasant and most of the clips were well-picked.

(x/post) A pretty charming JRPG w/ UnderTale-influenced aesthetic and narrative!  I enjoyed this one a fair bit and was always interested in where it was going.  It also had a fairly good challenge and length to it.  It could've used some UI work (hits and turns were hard to see, some battle backgrounds would've been nice even with the UnderTale influence, selecting stuff was somewhat cumbersome) and I thought the last part was a bit weak both story- and gameplay-wise but not enough where I'd change my mind on giving it a recommendation.

(x/post) A simple running simulator.  I didn't quite get a meditative feel out of this one, but I was impressed with the sound usage and filters.  Has a good vaporwave feel to it and a nifty little song.  It would've been great if the zones had some sort of visual effect or something though to break up the monotony a bit.  There's some navigation issues because of the lack of compass and because of how to change direction (it might've added difficulty but not in a fulfilling way).  Oh, I also misread the instructions and thought soda was "good" (I mean, it made me faster overall) so some in-game feedback would've been great.

(x/post) Jeopardy with Tom Hanks questions.  This game has some impressive sound work going for it at the beginning and end.  The gameplay was fairly functional.  There's no AI or accurate rules or anything so it's pretty much straight trivia.  I had some weird question pop-in with the graphics.  But as it's fairly quick it's likely worth playing.  A lot of the trivia is pretty bizarre, too.  Strong start!  Oh, I also wish the losing ending had more work put into it as it takes a long time to get.

(x/post) Triple Triad in RPG Maker.  I didn't spend too much on this one (or, actually I did and didn't make much progress) as I wasn't sure how much of it was originally coded or anything and it seemed like a lot of work just to see how the narrative was going.  I think it needed more carrot and a better way to tie into the theme (along with a faster way to progress).  Seemed to be fine if you want to play a bit of Triple Triad through RPG Maker though!

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(x/post) A fun little cardinal direction-only twin-stick shooter-esque game!  This one has a lot of nice touches to it like a color-phasing damage mechanic and weapon system, and a little bit of juice when you slice enemies.  There's some movement problems but I'd say this might be my favorite Some Brothers jam game. They've come a long way!

(x/post) Kind of a (mostly) Marble Blast game with a couple rule-changing levels in the middle.  I'll be honest, this one is pretty rough, but I hope it was a good learning experiment.  I feel like it needed work in feeling more crunchy and the movement/camera system (or lack of one) hampered a smooth playthrough.  It might've actually been a case of too wide of a focus and in that case I recommend you focus on what you're strong at instead.  Keep it going!

(x/post) VN/action game crossover with a weird Nightmare Simulator.  I think you pretty much covered everything, the collision was an unfortunate problem and the graphics didn't really mesh.  But I think just the weirdness of Sank (Hora?) helped pull it through.  Story-wise I liked the little references (Sully) but I did feel the ending kind of petered out unfortunately (I feel like it's rarely satisfying to leave on a "To Be Continued" screen especially without a real big gameplay topper).  All that said, I'd give this a definite recommendation just for the Nightmare Simulation alone!  I left it on quite a bit just to experience all the weird out of context clips and glitched sound.  It's a little hard to be objective about what worked there but somehow I think it did!

(x/post) Old version: I'll be honest, this is a rough one, but I'm so happy that somebody put themselves out there that I can't be very negative.  I think I got to level 3 and probably would've kept trying but somehow I kept dying out of nowhere (at first I thought it was something to do with the sky but another time it just seemed to happen randomly?).  I think the Wilson powerup is pretty hilarious and having a physical, retrievable object is pretty neat.  The greatest area I'd say to put effort into (if say you had to start from square one or continued development) is the camera as a lot of jumps and things seemed blind which probably made the difficulty higher than it should've been.  I'd love to see where it goes so let me know if you release a version with infinite lives!

New version: Definitely digging those improvements.  I noticed this time how a lot of the blind jumps had good enemy placement at the end which helped in a Super Mario Bros. "hold B+forward and occasionally jump" kind of vibe.  I think some better camera and some work on enemy pop-in to make it more consistent would go a long way!

(x/post) A tile-based logic puzzle game of a type I swear I've played before (it's like a circuit or path-based electrical type game).  Neat puzzles that never got out of hand, I think its particular strength is the overall aesthetic.  Outside a couple things it just feels like a cohesive front.  Like Run Forrest Run I do wish it was a little nicer on redoing puzzles and saving solutions which would've been nice.  But all in all I think this is a strong entry!

(x/post) ConGumption Maker (or is it Lieutenant Dan's Incredible Machines?).  Nice puzzle game, a lot of content here!  Has a fair bit of control issues (misclicks, no way to speed up or fail and keep solution, banana is hard to see on white) but its strengths outshine that all.  There's a couple of nice touches and beats that hit well with me without overshadowing the rest of the game (ie, it's just goony enough).  Good fun!

(x/post) It's the future: Tom Hanks or mech tanks (why not both)?  Another wacky-controlling game by TomR!  Was excited when I heard that music track and it delivers in-game.  Neat to try to finagle around and it's certainly a weird idea.  I will say that I think the mech movement and especially the controls need more feedback (I think it might benefit if the gearshifts felt clicky or had resistance or something instead of being so floaty) and the gameplay loop is kind of a nightmare if you're like me and have no idea about Tom Hanks lines.  I want to go back to this one later!

Any update on this?

Great to hear!

Hey Rectus is there a video of this somewhere?  I can't play it but I wanted to see how it went (and I just saw it wasn't on The Gong Show either)!

(x/post) Find the victims and race to the exit!  Oddly, another platformer with a focus on walljumping.  Not a ton feels finished here but the physics idea is pretty cool.  The music choice is pretty catchy too.  The most important thing is that that sprite of Krampus is super creepy.  Super creepy.

(x/post) Just... wacky as all get out.  Nightmare fuel, a good stream game (outside of some volume stuff, ouch) and a good addition to the #awfuljams brand.  This is the second game I've played where I'm impressed with how much work nightrestraint put into and despite nothing feeling quite satisfying on its own as a package it sure is something.  But also I kind of hate it if that's okay?  I almost want to peek behind the veil and see what a polished game of nightrestraint's would look like.  So, fair recommendation overall.

(x/post) "A Short Ghost Story".  Simple, but I think it worked!  Just enough detail to feel impactful without feeling too forced.  I liked a lot of the design elements (loved that weird snowfall when in the car) and I don't think anything felt too heavy-handed.  Maybe not my favorite game game, but I think it'll do good in the narrative considerations for the jam.  Maybe not so much in the "festive" part of the theme but still overall I'm happy with it.

(x/post) Pretty rough cooking sim game.  I always look forward to a Team Punch Fight game (and its subsidiaries) and this mini-jam entry isn't changing my mind on that at all.  From the description I thought it was going to melt my computer or something!  Instead it's just in need of some more work, controls don't feel very good (even beyond the usual wacky sim shenanigans) and there's nothing to make it pop (no sound or a hook).  It is very static and doesn't really use the physicality of its space.  But besides that it's not like it's garbage or anything.  I even started to get the hang of it! 

(Also, The Gong Show portion of this was great!)

(x/post) Stylish little inventory puzzle game where you try to figure out recipes by combining items!  Quaint and fun, I actually went through it a bunch of times trying to figure out recipes (and thankfully it saves them, although it could use some more expanding there besides just a list!).  It's quick and not super complex but what it relies on (like the dialog) I feel holds it up well.  Another strong one, this one's going to do well in any consideration of style and narrative!

(x/post) Fun Balloon Fight-esque game where you dodge spiky controversial topics and collect small talk!  A lot to like about this one!  Good style all-around with its uneasy, pixely graphics and its weighty sound.  Hectic but satisfying arcadey gameplay with a challenge.  Maybe it's not downright hilarious, but it's pretty sharp which is better than most.  I also tried out Endless Mode but it froze after 18 topics.  All in all, a strong contender!

(x/post) Goofy little ragdoll physics-puzzler.  Quick and funny, this one doesn't overstay its welcome.  A couple fine puzzles, some physics wrestling, all in a nice package.  For being a small present, it oozes style!