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Ethan's Byproducts

563
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12
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106
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A member registered Apr 01, 2016 · View creator page →

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Thanks for the detailed feedback! I agree with everything you said, especially the necessity of grid-snapping.

Very interesting idea! I think the smartest design decision on display here is the auto-movement of the player, placing the mechanical focus of the game on manipulating the size of the pillars. I think the inclusion of a "freeze time" feature would grant players the time they need to think about the solutions to these puzzles, as right now it can be difficult to think while also accounting for the main character's changing position. Great work overall!

Super cool core mechanic! I think with a bit more refinement of the controls and collision, this could make for something really interesting. Great work!

Great idea for a turn-based mechanic! I'd like to see a version without a time limit, as I think this would encourage more strategic thinking and less frantic cube-combining. Nice job!

Really interesting way to re-contextualize jumping in a platformer! Nice work!

In hindsight, Vampire Survivors + Katamari seems like an obvious match made in heaven, and I thank you for finally making that match. This game is great, and really incredibly capitalizes on the inherent satisfaction of watching your character grow as you consume larger and larger prey. Great work!

Fantastic work! Such a simple concept, so well executed I couldn't help playing for a half hour. I could even see this being expanded out into some kind of strategy/roguelike sort of thing. Great job!

The art and ambiance are really top notch here, especially for  jam game. Would love to see this concept more fully explored, or even a whole new game set against this calming aesthetic!

Really neat! I'm not sure I understood why the movement worked the way it did, but I love the idea of gaining new blocks to place by reaching new heights.

Really nice idea, and solid execution! I think a bit more audio feedback would go a long way toward making the initial onboarding smoother, but overall great job!

Thanks, glad to hear you liked it! Sorry about that bug, I can't seem to recreate it unfortunatel

Thanks for letting me know, will look into it

Hey, thanks for saying all that! Comments like this really mean a lot to me, and I'm so glad you like my work! (I'm biased of course, but I do recommend replaying some of the games with sound on, cuz the musician i work with is really good)

Fantastic visual design and animations, really impressive!

watchmojo top 10 scariest moments in games: number 4 - appearance of the bridge troll

Really great take on the souls-like boss format, and really well-executed for the timeframe. Nice work!

Nice work! Very atmospheric for such a small game

Really expressive visuals and responsive controls. Great work!

thanks for the detailed feedback! Been a fan of yours on Twitter for a while now, so this means a lot to me!

Really clever idea for a central mechanic, and a great use of theming to contextualize it as well. Great work!

Absolutely fantastic visual design. I'd really love to see a full game employing this aesthetic. I think the game would heavily benefit from a bit more player feedback regarding when they've taken damage, and how long after taking damage they're invincible, but overall great job!

Great visual effects and animations! Everything works well together to create a strong sense of atmosphere. Nice work!

Excellent work, really impressive for such a short timeframe. I'm definitely interested in any FPS projects you have coming up down the line!

Great, solid work here! All the animations are simple but really convey what they're meant to, and I think you made the right call simplifying combat so players can focus on avoiding enemy attacks. Nice job!

Really nice work, super solid boss design and simple but effective combat mechanics. Great job!

wow thanks so much! Glad to hear you liked it, I really wasn't sure about it when I published it at 4am lol

Very novel idea, switching between bosses mid-fight and having your progress saved. I wasn't quite sure how that would help me, but I think the idea has a lot of potential. Nice job!

Great work designing the bosses here, I'm genuinely impressed by the breadth of their move sets and animations. Also, nice job managing to convey a bunch of different types of attack using such a limited color palette. 

Really great concept, and super well-executed as well! I think I personally might prefer this as a puzzle/strategy game as I had a hard time balancing planning my shots with dodging quick attacks, but that is definitely a personal preference thing. Great work!

I really like the design of your bosses here! their attacks are very well telegraphed and animated, and their visual effects are super striking. I might suggest increasing the contrast between the floor and wall colors to make the game a bit more readable, but great work nonetheless!

Hello! I was wondering if we MUST use an asset from Game Developer Studio, or if it imply an option. I'm worried the aesthetics of those assets might clash with my own art style. Thanks!

Wow thanks! I'm glad your liked it! I'll be sure to play and rate yours as well!

Fun idea and, great art style! The jump from menu to gameplay is a nice touch, too

Really cool idea, and very cleanly and clearly presented! I'm a big fan of how you need to intuitively figure out which quests should be given to which characters. Great job!

The voice acting is a really great touch that I now think is greatly underutilize in jams! Makes the controls, mechanics, and tone immediately understandable. Great job!

Glad you liked it! Yeah I definitely should put up some kind of warning about the escape situation lo

This is so cool! Everything comes together really well, and I think this is a great interpretation of the theme. I especially like the little visual and audio cues when you switch from bandit to chuck and vice verse. Really sells the whole thing

I love this art style, and the music as well. Generally top notch presentation, and the concept is super cool too!

Really neat concept, though I think this idea could really be fleshed out were it to use a custom scripting language or visual scripting, so as not to alienate players unfamiliar with python or c. For the time frame though, this is awesome!