Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Erik Oussoren

40
Posts
1
Followers
9
Following
A member registered Jun 06, 2020 · View creator page →

Creator of

Recent community posts

Oh, thanks for the explanation! :)

looks insanely good, and the gameplay concept is really cool and unique! I ultimately felt like I didn't have much control because of the locked flags. But maybe making tiny loops to get guys as fast as I can from the buildings is just the wrong strategy haha.

Either way, incredible job!

Really fun and quite polished! I also love when game jam games have the theme in there on multiple levels, from the shape of the space station to the retry mechanic. Got it on my third try! 

(1 edit)

Really nice complete package! You seem to have found a wayy better way to detect loops than the way I try doing it in my game haha
Really nice job!

Thanks so much!!

You're welcome haha, I'm glad you enjoyed :)

Thanks!

Thanks for the thoughtful comment!

The Carrion comparison is interesting, I guess I was going for something like that, but to make you feel a little more vulnerable (hence the hunters/stealth mechanics)
I really wish I could've made everything I wanted to do work flawlessly, and yes sadly there is no audio and barely any VFX. This was the first time I sole dev-ed for a jam and really took it serious, but next time I want to work in a team again :)
I was so busy with the mechanics I had to make the level during the last 2 hours before the deadline (really bad idea btw) and that's the moment most things broke haha.

I'll go check out your game in a bit!
 

Played it until it crashed haha

Pretty fun idea to combine a typing game with a clicker-like! I wish the window was bigger.

ahh the little bit of art I've seen and from what I can guess this would be really good, but it seems like the bug stops it from working for now :/
I understand the pain, I also ended up with a broken build. I'd love to try it when the mouse works!

Yeeesss emergent gameplay out the wazoo!! And it's really fun to experiment with combinations! This is great!

A great idea for a mechanic, done very well! I love how I actually had a real aha moment when I learnt how to do the portal infinite-fall thing! The only gripe I have is that the controls for locking/recalling the firefly wasn't intuitive to me at first, and I missed some extra visual or continuous audio feedback to tell me when the firefly is locked in place. But like, excellent job!

Interesting, and I like the minimalist look and feel of it too! Biggest thing I miss is a little hover state on the pieces to show what they do and how much health they have. Not all pieces did what I expected them to do, but that might've been me misunderstanding? For example, the horse has 2 [->] which I thought meant it would travel 2 tiles in one turn. But maybe that meant attack?

Either way, good job!

It took me like 3 tries to figure out that there were extra screens to the left and right with more items. Once I did, I managed to keep the alien plant in check tho!

Cool, short but sweet!! I got it pretty quickly, The second room already felt so off and creepy in the tutorial section that I just ran past it, not looking at any details haha

So I got it on the second try! Nice job!

I like the idea! I very quickly had like 6 versions of myself running around like headless chickens before I figured out the mechanics :)

Hey everyone!

Just a heads up, there are issues I just barely couldn't iron out in time, so here's some points so you don't waste time.

When you start, move around a bit and hit pause (esc or start/-) you can choose 2 colors and hit apply. This fixes the visual bugs on the snake itself.

You're supposed to gather 7 eggs in the temple. but because of a mistake there are only 5 eggs to be found. The special bowtie beyond the temple door isn't reachable sadly in this build.

Thanks everyone for trying it out, I did my best :)

Wow, quite fun! And it feels pretty good to play too!
I got to 2000 :)

I actually like the bounce, it adds to the challenge!

Fun! Took me a bit to realize how this fitted the theme, but I got it haha

Also, I can't be the only one who decided to turn around and hit em from the front, right? >:)

Cool Garlic like!

I like the node idea, i'd love to see how it could be expanded. A little easy buut I still had fun! Played till I couldn't upgrade no more :)

I did not quite understand what I was doing, feedback was kind of lacking. Maybe you can add some explanation to the Itch page, to make the stats & icons more clear?

Interesting idea! I do think the movement needs to be either a lot faster, or the levels should be smaller and more puzzle-like. The ice section was a pleasant surprise as well :)

Now I want rectangular bananas in real life xD

Thanks! I didn't feel like making art digitally lol and I always enjoy doodling :)

Oh boy, this game is soo stressful to me. It's very simple, but just having to manage and trade these resources to keep them up real-time, it's a really interesting kind of stressful situation to me. Very cool! A thing to add is something to work towards, like a big reward of a lot of one resource, so you won't have to worry about that resource for a little while.

Oh, I didn't think of having to take them up, that might be interesting.. Then you also have to be careful not to drop them all the way back down! I might experiment with that idea :D

Haha this is pretty fun! I like having to find safe spots to wait in the second level. I wonder how to add to this idea tho. Maybe eventually zooming the camera out and making the hair bigger on later levels. Or maybe the clients want only specific pieces of hair to be cut, so you have to be even more careful.

This game taught me to put water on my hair as fast as possible to prevent hair loss xD
But in all seriousness, that seems to be the best way at the moment to keep as much hairs as possible. Just switch to the watering can immediately and spam it all over his head. Might be something you could balance differently.

Thanks. I'm thinking of ways to add some more strategy, like an energy bar that depletes as you mash, and a mechanic to escape eachothers grip. I hope that will make it more challenging and make the matches last longer :)

Yes, that's the plan :)

I didn't have time to implement that mechanic yet.

Nice! Like other people already said, it could be a little harder and more fun to play if you work on making the movement smoother and less snappy. Also, a clearer form of pressure to go fast could maybe make it more engaging.

Also, good job for actually making a menu :) 

Nice! Is immediately pretty fun to control. Makes me think of Ape Out, using people as human shield.

My immediate thought was, if it's Samurai Shopping, it could be fun if you have to fill your shopping cart to get the points. So get the stuff on your sword to a specific location.

Excited to see where this goes!

I played before the explanation, so I was a little confuzed. But interesting idea!

My suggestion would be maybe add some challenge (or illusion of challenge) to getting the flowers. Maybe add a timer that doesn't actually do anything, just to toy with the player even more.

Good job! :)

Hey,

It actually IS co-op! I updated the page with the controls for both players.

So there is no AI. That's why the enemy isn't lively, it doesn't do anything when it isn't being controlled :P

Heel cool concept! Ik snap dat je misschien bewust geen visual feedback wil doen, maar misschien iets duidelijkere feedback wanneer wat gebeurt kan handig zijn.

Klopt het dat er soms meer vijanden tegelijk op je af komen? Want ik denk snel dat ik de vijand al heb gepakt, en dan ga ik alsnog dood. Naar mijn idee is het dan erg moeilijk om te weten waar de vijand vandaan komt.

En misschien moet je denken aan een penalty voor als je alle vier de knoppen spamt, want dat is nu de makkelijkste manier om ver te komen.

Misschien een suggestie: voeg een geluid toe van voetstappen die langzaam harder word voor de slash. Misschien maakt dat het te makkelijk? I dunno.

Anyway, nice! lekker bezig!

(1 edit)

I'm confuze. Wat zijn de controls? Dan edit ik deze reply wel als ik weet hoe ik moet spelen :)

edit: ah, nice! is best leuk! Misschien de cubes wat hoger plaatsen? want nu moet je ruim boven de cubes klikken voordat het pas telt. 
Meer feedback is een goed idee. Zou leuk zijn als het zwaard de muis een beetje volgt.

Also, ik ben big noob, I can't make it :P

(1 edit)

Nice! Interessant concept, ik ben benieuwd hoe je dit zou kunnen uitbreiden. Hoe het nu is is niet super challenging. Soms begin je gewoon in een situatie waar je niet verder kan, maar toen dat niet zo was kon ik de enemies vrij snel in een hoek drijven. Vanaf daar was het gewoon 1 voor 1 afpikken totdat ik een domme fout maak.

Movement was soms janky, bijv. dat ik soms 2 squares tegelijk bewoog als ik dat niet wilde.

Uitleg was heel duidelijk!