An impressive endeavor for a solo jam! The physics reminded me a bit of Toontown Online's race mode (in a good way - it's got charm!). Mechanics were well thought out and gave the gameplay a nice layer of depth. The only issue I have with this game is me - my skill issue. Those COMs are tough and remind me that I gotta get gud. Well done!
Dreamcastic
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Quick and quirky, simple and fun! I love the originality of your take on slickness. The standout feature for me was the Dreamcast/Sega arcade vibes, which were sublime. The graphics and UI/UX made it feel like something from that era in the best way possible. I also ran into a crash on the loading screen, but it's likely because my RAM couldn't handle the girth of that slick pompadour.
This felt like I was playing a quality SNES game in the best way possible! I'm impressed that you were able to make so many engaging levels with just the rocks and the oil can, even though I was hoping to see another item by the time the last few levels came around. Mechanics are fun and challenging, art and music area well done, and overall I had a lot of fun with this one. I love to see more of this in the future!
Henry Ford famously said: "If I had asked people what they wanted, they would have said faster horses." Now, with the cumulation of almost 100 years of technological advancement, we can finally give the people what they desire. Better horses. I loved the originality of this, even with its jank it has lots of charm. Destroying things with your horse in order to earn money is a fun loop. Music was really nice, too.
I didn't think I'd ever have this much destroying property with pizzas! Love the concept, I enjoyed how it implemented slickness is various ways, from the controls to the mechanics. Music and sound design was also excellent and fits the theme of the game well. It started to feel repetitive towards the end and would have benefitted from some more gameplay variety, but overall is still a fun and satisfying little game.
I didn't think I'd ever have this much destroying property with pizzas! Love the concept, I enjoyed how it implemented slickness is various ways, from the controls to the mechanics. Music and sound design was also excellent and fits the theme of the game well. It started to feel repetitive towards the end and would have benefitted from some more gameplay variety, but overall is still a fun and satisfying little game.
✅ Colors
✅Can't Stop Moving
✅Cats
This was a fun little game! It took me a few lives to figure out the goal, but I eventually got in the groove of it. I feel this is a concept with a lot of potential ways to expand upon it. I personally would love to see the difficulty increase the longer you stay in the game, such as the level getting faster or fewer squares. Well done!
I like the idea for the game! The music really helped to set the comical tone and made it even more enjoyable.
If you were to continue this, I would recommend making it more discernable what can be cleaned and what can't. I sometimes found mashing E at things I thought could be cleaned (like the piece of bread on the wall), and skipping over things that could (like the ajar chairs). Also I'd love to see you explore how you can expand upon this beyond simply picking up messes.
Overall though I enjoyed the game, and as a one-person project it was pretty good! Well done!
Also I couldn't stop staring at that bath water shader! So pretty..... :P
A fun game with a fun sense of humor! The end put a bit dopey grin on my face (:
The squid enemies seem really OP, by the time they got on screen and honed in on me there was virtually no way to avoid them. Also I share the sentiment with some previous comments that its sometimes hard to distinguish between foreground and background elements.
Besides that I thought the story and visuals were fresh, and the gameplay was simple but fun.
Well done!
Interesting interpretation of the theme! I love how unique your concept is.
As much as I like the concept, I couldn't help but feel disengaged the deeper I got into it. It started to feel like there wasn't much to change in the headlines, and the changes weren't having much of an impact outside of the phone calls talking about the ratings. If you were to continue this, I'd love to see you explore what effects the headlines have on the world around you. Maybe it affects the people in the workplace? Your loved ones? You've got a lot of awesome potential with this!
For a one person team this is a fantastic job. Well done!
I love the direction you went with this! It's probably the first game I've seen this jam with this kind of theme. The visuals and open-ended gameplay makes this feel more artistic than game-like, too.
If you were to continue developing this, I would love to see different levels based on different types of interpersonal relationships. Maybe a level focused on overcoming self-esteem issues, or a verbally abusive relationship, with each level having different styles of obstacles representing those dynamics? There's a ton of potential in your idea!
I would also recommend fixing the camera to stay centered on the player - there were times where I was moving faster than the camera could keep up and ended up running into blocks offscreen.
Great work!
Awesome idea! It doesn't get any more chaotic than 100% RNG.
Even though it's meant to be random I wish the player was given more time to get started after dying. There were times where I'd respawn on a bullet and die immediately, or be immediately swamped by a hoard of enemies. Maybe have the player start somewhere away from the enemies, or have a max number of enemies that can be spawned within a certain radius?
Overall I thought this was a neat, experimental little game. Nice job!
This is a good job for a first 3D game! Well done!
I agree with previous comments that the jumping was difficult, which in turn probably made some levels harder than they should've been. Level 2 comes to mind where I wasn't able to consistently land jumps off the moving platforms because it was hard to see what point I was jumping off. If you plan to refine this, I would love to see the controls/difficulty balance better!
In addition, I can't help but feel the red platforms are somewhat unnecessary. To go back to the second level, if you jump on the moving red platforms then you're stuck on them until you decide to walk off and die. If the player is going to end up in the lava to begin with, are they needed at all? I feel these platforms also really ramped up the difficulty in unnecessary ways.
Regardless I feel this has potential to be a really fun platformer with a little more balance and refinement! Once again well done :)
Nicely done, especially for a one-person team! I liked the controls and the physics felt nice when moving around. If you were to continue this, I'd love to see more weapon types and more enemy variety. There wasn't much challenge and more variety would definitely help up the chaos factor.
Eggcellent work! :^)
A fun little game! It felt very satisfying to blast the zombies and it got good kinds of crazy when they broke into smaller ones.
Shooting enemies was kind of hard - especially at point blank range - due to the reticle not being aligned with the line of fire. Additionally I felt the character moved and aimed too fast and made for very loose controls. If you were to continue this I feel the experience would be better if you tightened up the controls more.
Regardless that didn't take away from the good parts of the game. Well done!
This is a real fun concept! I liked the idea of this kid bringing to-do list of ways to cause chaos - it got a good laugh out of me. :P
The controls felt a bit slippery and the throwing force felt too weak to hit enemies from a distance, so if you continue this I think you should look into making the controls more tight.
Great work!
Cool concept! All the clutter was chaotic navigate through and definitely made me feel anxious :P
The puzzles were very interesting, though I feel some of them were more frustrating than interesting. The second room one comes to mind; it was tedious to have to search and tally all those tiny objects, especially with some hidden in other objects.
If you continue this I would recommend finding a better balance between challenge and reward for some of the puzzles. You have a really great concept for a puzzle game, just make sure they puzzle us, not punish us. ;P
Nicely done!












