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Dubomb

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A member registered Mar 05, 2020 · View creator page →

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Super addicting game! I really like how you have to balance out breaking single blocks and tetrominoes, it's a really enjoyable risk-reward mechanic that's very well implemented. I love the outer space theme as well, the art and little sound effects are great! I think the controls took a bit to get the hang of, especially the jumping mechanic, but it became a very frantic scramble to dig once I learned them. I don't really see how it ties into the theme, but it's a really clever game nonetheless. Well done!

Neat game with some good card variation. My main issue is that it feels nearly impossible to win in some situations, I made it to the stage with two slimes and the rock enemy and the rock built up enough strength to easily take me out in the end. I think some balancing could be done in that regard, but getting an equal balance between player and enemy strength in these kinds of games is not an easy task, so I commend you on your ambition to recreate this genre in 48 hours! I also did have the issue with the cards' hitboxes being shifted over a bit on the card select screen, but the card highlights did help me out when picking cards. I really like the concept, I think the main improvement to make is game balancing, but overall it's a neat game. Nice work!

I think the art and story are the highlights of the game for me, I really liked the backstory leading up to the gameplay and thought it introduced the idea well. The gameplay was way too difficult for me though unfortunately, I found that I would lose about half of my health in a couple of seconds if I happened to make a poor jump or run into an enemy. I think there should be some way to regain lost health, for instance, slimes could drop hearts and other items, so you can be rewarded for fighting, even without the hunter ability. A checkpoint system could also be a big help in balancing out the difficulty. Overall, I think the presentation here is strong, but the game itself is too challenging, with some improvements though I can see this being very fun while still maintaining a high level of difficulty!

Definitely one of the most unique submissions I've played in the jam, the voice acting is great and I love the concept, very ambitious for the 48 hours! The start up screens were great touches, the attention to detail was on point. I did also encounter the performance issues mentioned but it was very brief on my first playthrough so it was just a minor issue. Overall, great work, I enjoyed playing this one a lot!

Neat game and idea! I think the bullet controls nicely and the camera movements are just right. I do wish that there was more content because the first few levels are very enjoyable. I also feel like taking cover should be a larger part of game strategy if you were to expand upon this, right now it's fairly easy to stand in one spot and keep shooting. Nice use of the theme and fun game, well done!

The retro theme is great, it really does feel like a game straight from a Gameboy, excellent work on the sprites! Unfortunately I played a few times and couldn't get past the glitch to the boss, I think the pace and difficulty of the first level is good though. I do wish that I could keep playing but the bug is preventing me from doing so sadly. Despite this, I still liked the content that I did play through, nice work!

Neat puzzles, I felt like the difficulty scaled up well, but I felt like some mechanics were only relevant for a few levels. I experienced a few bugs and inconsistencies with the physics objects, like one times my ball got stuck in the mallet when I let it drop which forced me to restart that attempt. It's a neat take on the theme, I don't really see the villain idea but acting as the various objects in the lair is a nice idea. I think the art style could improved a bit too, since it's clear that the villain and ball were given the most attention out of everything. I think your game just needs some polishing; I do like the ideas here, and there's a lot of potential if you decide to keep working on this. Good work!

This was probably one of the first games I played but I didn't comment which is strange because I try to leave a comment on every game I play lol
First off, the game looks great, I love the models and artwork in general for the UI elements. I did have trouble seeing the numbers above cars and other objects, even on fullscreen mode, I think their size needs to be increased but it's just a small issue I had. The controls were a little wonky to me, or at the very least I felt that the wheelchair should take a much wider angle and the movement should be a bit less sensitive, if the movement was tweaked a bit it would definitely make it way easier to control the dog and owner. The concept itself is one of the highlights of the game for me, it's one of the most unique games I've played this week. Fun game, and well done to your team!

I had to take a look at the title in order to figure it out, thanks to some of the helpful comments below :) I finally escaped the world of Pong and am now free to roam the new dimension.

Great atmosphere, I really liked the buildup to the monster release, it was super creepy!

The audio definitely helped build up the tension a ton, I could tell I was getting closer to the climax of the game once I started opening more doors. Unfortunately I feel like after that initial scare it really didn't go anywhere, I happened to run into the monster in the dark so when the lights turned on I was already in combat and killed it pretty easily, basically eliminating the threat from the game. I found the most enjoyable part was getting to explore the ship at will and finding the control panels, the tension deescalated too quickly for me to say that I enjoyed the horror elements at the climax. I really did enjoy this game's presentation, but my personal experience left me wanting a more complete horror experience, although what you did make during the jam period is very impressive. Overall, well done!

I spent a lot of time playing this game (~30 minutes) and it was 100% worth it. The only ending I had to find the answer to in the comments was the 3rd one, and I did get stuck on the 4th for a bit just because I kept forgetting to talk to the player at the start. But it's satisfying once every event starts to line up, and that ending is super unsettling. It plays a bit like Outer Wilds (everything happens at a certain time and you have to get it right) but taken to the next level, which is amazing. My only complaint is that it is pretty hard to keep track of everything happening and I feel like a lot of players would be discouraged by that, if there was some sort of schedule that would be filled out automatically by the game after talking to the player and such, it would make managing your time a lot more comprehensive. The art style is great, I love the way each location looks, and I think the saturated colors were a great choice. And the unique music for each segment of time is an amazing touch, it captures the feeling of each location perfectly. Awesome game, I think it just needs a few quality of life balances, but other than that you did an absolutely phenomenal job on this!

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Funny you mention Windowframe, that's how I was inspired to make something like this! Except the first time I saw Windowframe was about 3-4 years ago (about the time I first started working with Unity)... it basically took me that long to actually make a winodw-based project lol. But now that I have more experience with C++ and felt more comfortable working with it, I definitely wanted to give it a shot in a game jam. Thanks for playing!

I couldn't really understand the goal of the game, I just kept attacking the hero whenever they spawned in. The game performance also wasn't great so it made it harder to navigate the area, especially with no directives on where to go. The art looks pretty good though but unfortunately I couldn't experience what it has to offer because of the issues I encountered.

After assembling my cookie army and rounding up a large portion of my cupcake-shaped acquaintances, I fear that I rolled my rolling pin too far up on the map midway through my massacre, effectively thwarting my completion of the game! Quite unfortunate because I wanted that toast king to absolutely praise me for my hard work, yet here we are, unable to satisfy the royal demands of my kingdom. The writing is splendid, but the bugs must be ironed out to prevent a rolling pin induced softlock.

I feel bad for my human... too soon... I wish there was some lore behind this adventure and the wolf and the various rectangles... Oh well... I will never know....

The game window is a bit too small but I still managed to play up to round 6 which appears to just be impossible. I think the game could use a bit more variety in enemies and towers, but the content that is here is solid. Good work, I think you can add more to this idea!

This game has bonkers difficulty, makes me want to become the thumbnail. I literally beat Acheron yet I could not get past the first level without dying to a square. This really is the impossible game I wish you made it possible please :(

Funny idea, I made it all the way to the insane wave of ninjas at 20 points which looks absolutely impossible but fits right in with the tone of the game lol. I do wish that there was more to the game than just moving around the sword and waiting for enemies to run into it, maybe if the other hand could be controlled and launch some sort of projectiles to add another element to the game. I had a good time playing, nice work!

Interesting idea in the sense that it feels like you aren't supposed to win as the game keeps stacking up against you, which ties in with the theming very well. I do think that the lack of a proper tutorial makes it difficult to get started, but the game makes a lot of sense once the purpose of each building is understood. It reminds me of Settlers of Catan, although I think it's just the territory-building aspect and also the shapes of the tiles. It's a neat game overall with a unique take on the theme, well done!

Nice reminder that sometimes it's best to just take it slow and listen to awesomeness.wav. And drop a ton of coins everywhere.

I do like these kinds of games with someone talking to the player, even if there's not a ton of content besides that. Good work and pretty entertaining, I do wish that I could fill the end screen with coins though :(

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Very relaxing version of tetris! I do wish that there were more restraints on what you could do, for instance, have the queue be unlocked after clearing a line or placing enough pieces, I don't think there is really any reason not to wait for the queue to open when it is on a very short timer. I do like the challenge that comes with not being able to slide or rotate pieces, I think it means that each decision has to be a lot more deliberate and thought-out. I also didn't know what insert mode does, but I think that's really the only mechanic I didn't understand. Overall, nice work!

Cool game, I do like that Pac Man and the ghosts are replaced with your own original cat and mouse assets which is a great idea. I personally found the player AI to be fairly easy to catch, but I think it worked very well considering it is a jam game implementation. Like others have said, the player movement is a bit weird just because it's not grid-based, but that's just a minor issue I feel. The sprites and music definitely feel like they're straight out of an old arcade game, I think the theming is excellent. Well done!

Also, I think I noticed the orange cat moving away from the mouse at one point, which is how the orange ghost moves in the original game iirc. Really great touch if you based the cat AI on the original game, I can't tell just from this one observation but I think it's impressive attention to detail if you did!

The convert mechanic is super fun to use and it feels great to get a nice string of combos! However, I feel like some of the game's design works against this; I really wanted to play aggressively, but it would mean that I inevitably get hit by a ton of bullets in the process. If there was some way to regenerate health or maybe enemies had another means of attacking, it could lead to more frantic gameplay rather than defensive. The motorcycle controls feel amazing, and I really like the sound effects that go along with capturing enemies too. I'm also a fan of the art style and color palette, great work on presentation. Well done!

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Neat control scheme, I thought it was a fun challenge although I can see how it would be difficult for many people, maybe limiting the controls to 2 keys per hand would make it easier? I got stuck on course 9 though with the ramp jump, I tried for a couple of minutes but could not make the gap unfortunately. This was the only large difficulty spike I encountered though, the rest of the levels had a good increase in difficulty. I also can't get the title out of my head. Thanks for letting me play Lil Scoochers, I enjoyed my stay :D

Cool idea, I think it takes a while to ramp up in difficulty, but once it does, it becomes pretty intense. I think in the first few minutes the pace is a bit too slow since the enemies are still relatively weak depending on what you choose. I also feel like a movement mechanic of some kind would really add more strategy to the gameplay. However, I like that you are presented with choices for what to upgrade, it requires some thought based on what you have already chosen. The sprites look awesome, I think you chose a great color palette for your game! Nice work!

Interesting. I am starting to learn raylib a bit now, I might see what they have to offer since they support transparent windows, which would make this a lot easier to implement. I'll definitely be looking more into your suggestion!

I used SFML which isn't a game engine, it's just a basic library for handling graphics, audio, etc, and I did everything using just this. The jitter is just a result of updating the window and view super quickly, which is something I don't think I could fix 100% unfortunately. It did take a while to get the window mechanic working just right, it required a lot of math (and learning how SFML views work on the fly). Thanks for playing!

I used SFML which is a simple library for working with the system, graphics, audio, etc. I used the mouse position and subsequently the window position to decide what part of the game world I want to show, and rendered only that part in the window. It took a while to get right because my math was not great at first lol, and it would've definitely been easier to use something like raylib which supports transparent windows so that I could make a virtual fake window. I mostly just wanted to try not to use a game engine for a jam (and also do something cool with desktop windows). Thanks for playing!

This is a great slice of American history right in the heart of itch.io. I feel like the dodgeball in this game needs to claim more victims, I don't believe that one level is enough to quench its bloodthirsty desires. I am also confused about the pink rectangle moving around, is it the referee? Anyways, I think the dodgeball model is very well detailed and I'm happy to see that the star of the show is getting some well deserved attention. I would like to see more ideas incorporated into this dodgeball game, you have a lot you can do. Keep improving!

Got 35 as my high score. I think after a few plays it gets fairly easy, the only variation in difficulty is the speed of the timer for fishing, which I found to be somewhat insufficient for increasing the difficulty. I will say, the fish physics are very fun, I wish that jumping out of the water could be integrated into the gameplay in some way rather than just being a neat feature. In terms of presentation, I love the way the water looks, and the sprites are great as well. The music and sound effects are also very solid, they add a bit of game feel to every bite. Nice work overall!

Plays like a level builder where you have to get the difficulty just right, neat idea! I think the variety of attacks is just right, there's enough variety without being too confusing or overwhelming. I did encounter an issue where the player spawned in the upper left corner during my boss phase, I had to shoot a bullet in the corner for the player to return to the game area. Other than that, the game runs well and I don't have any other issues in terms of gameplay. Great take on the theme, nice work!

Very fun concept that has a lot of strategy to it. I like the interactions between enemies, especially using the bomb enemy to blow up surrounding ones, which feels very powerful. I think that the coins are somewhat useless at the moment, since they don't contribute to much and I don't think there's a reason to have the player move to one area of the screen necessarily. A cool mechanic for the coin would be a shop where the player can buy certain cards with their collected coins (maybe even some shop-exclusive cards). The cards all still feel very balanced and enjoyable to use, card placement is the only thing I would improve. There's definitely a lot you can do with this idea if you are to continue this post-jam. Great work!

Fun and chaotic game! I really like how enemies serve a dual purpose as both enemies and future gun wielders. It makes for a fun mechanic, although at first I did have a bit of trouble actually connecting to an enemy. I do feel like this game really needs sound effects to complete the experience, at least something for shooting and connecting your gun to someone. Nice work!

Very enjoyable game, it turns the platformer genre into a puzzle which I was not expecting at all! I like that each puzzle is very open ended with multiple ways to solve it, you could focus on killing pigs or bringing the character straight to the bananas. The movable pieces shaking at the beginning to let the player know what is about to start moving is a really nice touch. I also love those sound effects as well. Great work!

Just replayed it and it only took about 4 minutes to completely take over, sorry, that is completely my fault for missing the giant INFECT covering some parts of the windows lol. Thanks for pointing that out, it definitely changes the difficulty of the game. No longer an underpowered virus!

Super fun game, I think the design is smart since you have to choose perks that synergize best with what you have remaining. Sometimes it was tough to see exactly everything happening because of the various items, bullets, enemies, and particle effects on the screen at the same time. I also found that the very dense enemy spawns coupled with a fairly short immunity timer made for some quite unforgiving moments where a large portion of my health bar would be drained instantly. I also wish there were some more mobility perks included to make getting out of tight spaces easier. However, I think that these are small balancing issues to address with the gameplay. The audio and sound effects are great, and I really love the pixel art as well, you definitely nailed the presentation! Overall, nice work!

I really love the ideas and presentation in this. The art style is great since there's a lot of interesting contrast in visuals between the desktop and virus background, the music switching between modes is such a nice touch, and the desktop windows look amazing and have a lot of great visuals. However, I have an issue with the gameplay feeling too stagnant. I played for about 12 minutes or so; the first 3 I was absolutely wreaking havoc on this random person's desktop, and made it to about 80% before the combo of tech support and other antivirus software brought me down to the 30% range, where I was stuck at for the rest of my time playing. Unfortunately, I never got past this sticking point, and I feel it's due to the lack of upgrades or special events for the player to gain more bytes than what their usual infection supplies. If it was possible to upgrade my bytes per infection or gain some extra bytes by interacting with the main desktop somehow, it would eliminate these sticking points and give the player a chance to come back from a major deficit. Overall, I think the visuals, audio, and concepts are fantastic, but the gameplay needs to be balanced out to give the player a boost at more difficult parts of the game. Great work! And sorry for the essay, haha

Nice, I'll definitely give the updated version a try after the jam!

Reminds me of what it was like to play early 2.0 levels lol

But seriously, I think this is a really cool idea, although I do think the execution could have been improved a bit. Some of the spike positions feel useless, I think that they should either jump higher or should be placed higher with some structure under them. I also found myself using the same spikes to kill the players, I think if every spike had its own "durability" and was destroyed after a certain number of uses, it could result in greater gameplay variety. In terms of presentation, I really love the pixelated versions of cubes and other assets from the game, they look awesome! I would really like to see this idea expanded with more levels and gamemodes, there is a lot you can do with this concept that could be done post-jam if you were to continue. Great work!