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A member registered Feb 14, 2019 · View creator page →

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Great game, great minds think alike!

It’s hard to comment without stroking my own ego since our ideas are quite similar in many ways. I do enjoy your artistic choice and approach. The challenge was nice and there was one particular point on the earth where i would struggle to time it just right, once I had mastered that I knew I could likely get higher scores.

After multiple attempts I was happy with my meager score. This has that additive layer which is great “just one more run” “i’ll get further this time” these are great internal thoughts for the player so well done :) Great job!

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For what it’s worth you and the team put together something very good and polished. Working in a team brings new challenges that are hard to navigate. So, well done team!

Oh that’s totally my bad idea wasn’t aware it restarted carrying over progress due to the wording. Awesome stuff :)

I think it goes without saying the amount of love that went into this is substantial. Its incredible how much work went into building this with achievement, unlockables and more. I will say thematically it works really well and very original however I didn’t quite get why I was doing a lot of things.

I play multiple times re-reading to make sure i didnt miss anything critical all I knew was to hit up some of these things like the lungs. It didn’t explain all of the parts properly for me to know if I was doing the right things or not.

I only made it to day 3 before stopping to refresh and check comments to make sure i was doing things right. Looking from the screenshots its insane to see the ramp up and the buffs you can get. It’s no doubt that a lot of love has gone into this and whilst I may not be the demographic for this game I respect the craft and have rated it based on not my personal feelings.

The polish from Audio to visuals and clearly the deep systematic stats go far and beyond game jam level, I would say this is 90% done and ready for steam submission.

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Yeah I agree, it could be better displayed that multiple upgrades show stacking effects or even a complete stat break screen showing how much you influenced one state from your upgrades. Appreciate the feedback :)

This game suprised me with its bait to kill me on the first level lol but that was also needed to illustrate your clever use of the limitation. I enjoyed the zooming in to where you begin giving you a preview of where the stars were but also the end screen was also the start of a new level was genius and a very clever take.

The controls felt good once I got used to them, I was a bit confused at first but you have given a lot of forgiveness in how you come into contact with the walls which I really appreciate. It’s the right amount of challenging without feeling unfair. Sadly I never managed to collect all stars on any of the levels because i suck and would always fumble on the last several stars lol.

The music was nice a chill which I think is important when you play a game like this which is potential rage inducing and repetitive in the nature to complete the level.

The real trick with this game is the death/start screen which I think really makes this stand out. Good job!

Wow what a unique concept and approach. I didn’t read the controls as I feel I should be able to approach any game and immediately know how to play it. This game did just that. It was easy to understand when i started playing, the concept is simple and the skill required increases as time goes on becoming something crazy.

I will say I have seen a few submissions for all the jams without any audio which is a real shame because i think it adds a lot to the game. Add some music and sfx and this is a great game that could be played on a mobile device.

I didn’t get too far but I think I got the full scope on my multiple playthroughs. Good job :)

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Hey Thanks :) Yes upgrades stack over time and additional % with each upgrade of the same type with synergies extending buffs. Thanks for playing

Might be one the highest rated games so far for me. The execution and polish and attention to detail is off the scale with this one. Little things that I want to bring attentioned first before I glaze this gem of a game. I loved the little attention to the sound design from the car moving left or right sounded the cards de-accelleration to audible accelleration. Losing and having the car restart ignition to entering the car and the sounds complimenting the experience. Wowza

Alright into the meat, this game is just all round beautiful in pixel art, its super well done and the animation of the care jumping and crouching??!? (lmao) its was just beautiful the game didn’t take itself seriously and made it fun like a game.

You ability to respect the player and make it fun from learned practices of game fairness from reduces hitboxes on the upcoming cars and the smooth responsive controls was a joy to play, there was no resistance to play input and all that was left was to set a high score, brilliant!

The transition from day to night and back again, it was packaged up so nicely as a JOURNEY, a road trip and its was so unbelievably well put together.

This game is one of my favourites, brilliant execution and great understanding of game design.

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Great game really responsive and you choice of tools to build is very impressive. When someone doesn’t use out of the box tools like godot or unity there is a lot more respect for the craft and many rep points come towards your way.

That said, we’re here for the game and the finished product and I have to say you delivered you did an amazing job. Its very simple but well executed and I loved your unique movement choice being able to magnetise to the floor or the ceiling as your gravity point of reference. I especially enjoyed the ability to slam down and give more options for how you avoid incoming obstacles.

I had hoped for some audio but given the way you implemented everything I assume this all took much longer than usual building with out the box tools. Regardless its a very polished submission and I love it.

Once little issue i had was when I was unlocking achievements I unlocked the play for 1 hour and 5 hour within 20 minutes of total play. Additional I had achievements pop up over my character whilst I was attached to the ceiling and it became an issue as I couldn’t see where and when I had to jump!

Great Job, Keep it up :)

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Good stuff, don’t give up and I wish you all the best in your journey of growing as a game dev :)

Really cool vibe and asthetic. Love the use of colours and the retro vibe. The controls felt really tight and responsible which I really appreciate.

Like others have mentioned I also experience the invisible damage bug where I was being hit by something, initially I thought I had missed something and I was doing something wrong. After multiple plays and checking the comments I can confirm that it seems to be a bug which in the games current state is a unplayable for achieving a highscore.

I assume at some point the high-scores were set on an older builder and at some point something has changed to break the game.

It’s a shame as this game looks great and something I would spend a long time playing to achieve that top score. This game has tons of polish and sounds great.

Fix this bug and Let me know so i can some back and play some more :) gg brother :)

Hey great job on this platformer, i appreciate the multiple controls and the inclusion of your top score in the left hand corner. This game is very challenging but maybe for some of the wrong reasons.

I had noticed that sometimes the platforms that spawn ahead of the character would be impossible to land on precicely and so a lot of high scores will be down to luck of simple spike layouts, I think the speed bar is a little confusing as when I let go of the directional button there was no real decrease in speed but the speed bar did decrease. On Re-pressing the directional button it would not seem to do much immediately as the speed bar was delayed in response, it felt like the button press’s were not responsive enough and that I was not in control of the player.

Pressing a button should should some kind of obvious input with an immediate response.

Not sure how @AwakinG managed to get 1160, and without proof I can only assume he found out some secret god sauce mechanic that the rest of us might have missed. Would love to see some reciepts on that grand achievement.

Initially some additional feedback would be that the controls feel floating and the floor seems to have very little friction, if you make the speed and inertia of character movement send as soon as you release the button and make the stop feel immediate then you will achieve greater control over the character. Additionaly making the spike platformers have more space between the spikes would be a huge improvement to playability.

When it comes to gradual progression you initially want to make the game very easy for the player, let them get used to the mechanics and feel and slowly increase and introduce more challenge.

This is a great first attempt at the type of game and I wish you all the best you future game development. You show great energy and I hope you keep going and don’t stop :)

Good Job Nishurato!

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Music was nice and chill which was pleasnt, this came off a casual chill click all the boxes simulator. I appreciate all the effort for items on the reciept, there was a lot of individual unique items and I especially enjoyed finding the gold high value item boxes on the shelf. I was expecting a new department to look slightly different in some regard but I believe its the same layout and structure.

The controls itself was actually not bad, I think I would like to see less friction when hitting some objects by accident and a slight buff to range when clicking on valued boxes as sometimes I had to do an awkward reverse which made me feel like a big bus doing a weird reverse park maneuver lol.

The cute cat was endearing and I love the overall theme, Lots to improve on but that’s not to say this is a bad game, far from it, with some extra polish I could see the appeal and addtiveness of this shine through.

Interesting game concept, not sure if more could be added to make this more fun like having isle boards for sections like electronics isle and vegetable isle and you had a to go to the front of the store, pick up a shopping list from luxury customs and rush around the isles to pick up their shopping list.

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What a fantastic little gem you made here, this oozes juice and great feedback from the sounds to the animations, the UI animations on the cards. The fun little details from the dialogue to the crunchy bit pixels.

Everything was a delight to interact with and the careful use of audio was cherry on top where it subtly made it feel like a greater experience.

I died the first time maybe through unlucky circumstances as the mystery cards delivered me a couple of minus cards, unfortuntely it was my demise. I will say on both play throughs i picked the mirror upgrade and I am unsure if picking anything else would of helped me get the required speed score needed within the turn limit.

I enjoyed the ending which was comical even if it doesn’t align with the limitation but I thought this was a grand experience. Would love to see more from you in the future.

Great job!

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First off congratulations, this is really cool concept that I haven’t seen before. I truly enjoyed the concept of building your skill set and using the locking mechanism on the slot gives good balance to retry for that perfect 3 swords. I wasn’t sure that the Axe would hit my team too! Crazy! lol. Not sure if there is a tool tip to describe what some items do but if I missed it my bad, if it wasn’t in there then it would be great QoL to know what things did.

The lack of music or any audio did ruin some of the experience as it felt so juicey but I felt like I had become a deaf person. It might be a personal thing but I feel audio is 50% of the experience in feedback and enjoyability. When the slot machine did the re-roll i was really sad I didn’t hear that satisfying roll audio. I am suprised no one else has mentioned this and so I am confused that I missed something, Let me know if I am being an idiot and missed it.

The animations and polish on animation was top notch, very good. The satisfying pull of the level was very very nice and engaging, the light up around the border of the slots was juicy and additive, very good implementation of the slot machine mechanics.

I think like others have mentioned that being able to see existing items on the characters slot rolls WHEN adding new item would be more strategic. Without that ability it leaves to just throwing on any upgrades.

Even with no real direction or controls/tutorial it didn’t take long to understand what to do and I think that really says a lot about how good you did with the UI and the ability to pick up and play. That said I would have loved to see some more hover effects to emphasise interactable objects (this adds to the juice) which will leave to more satisying interactions.

I was a little confused by the Lock-in mechanic on the slot machine where the icon looked the same whether it was locked or not locked, the only different being one was highlighted and one was dimmed but it wasn’t obvious enough what state they were in before re-roll. Maybe an updated icon from a locked lock to an unlocked lock would go far for clarity.

I enjoy the enemie variety and appreciated they all had their own roll items which was pretty cool. I did have an issue where I killed myself with an axe lol. I was left with the game being in a state where it would not finish (haha subtle nod to the limitation? :D) but otherwise it was a great experience!

Great job on this one, very polished and only needs a few adjustments to make it even greater of an experience.

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You the MVP keep it up you are doing great :)

Great job with this one, its was really simply and wonderfully executed. Few things for updates to be mindful of, asthetically it looks really good and corehent the animation was wonderfully done and smooth! You the rocks were small pixels and everything else as bigger, might be nice to match them all up so you dont get mixels.

I made it past the 2 minute mark and the music had cut out, it was good music and might benefit from being set on loop. I noticed as well that initially I couldnt jump over the first rock no matter how much I tried, not sure why but after being hit a times it became much more consistent for me to make the jump, not sure if there is some speed increase decrease thats happening and shortening the effective jump window as you have to be very precise with your jumping (Which i like btw!)

Towards the later end of my playthrough I noticed that to increase the randomness to rock spawn was placing them so close that it was impossible to avoid collisions and so it was best to pick which one would be best to hit to easily recover.

Overall this was a fantastic game submission, good job!

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It’s funny how our games are very similar. I like your rage approach, it was quite hard to get as far as possible and somethings were absolutely unavoidable through spawn locations of objects and enemies.

I wish you kept the score up on the screen once you had been slain as it would have been easier to catch a score. Pretty sure on one of my many goes i got up to 24 but was not able to screenshot it in time. Anyway, good job :)

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Yeah sorry i didn’t want to login/register and thats what it looked like I had to do to submit score via the leaderboard. Nothing personal :)

Oh wow Thank you I will check it out now!

haha omg the Giga-Vampire whooped my ass haha. This game has a lot of charm and is a good iterative gameplay loop. I don’t believe I have seen this sidescroller type game ontop of the iterative upgrade gameplay, It works really well. I especially enjoy the idea of being able to jump over certain enemies to be more tactful in what you want to kill to squeeze out effiency, pretty good!

I will say the music needs works as it feels like its a short sample on a constant repeating loop every 10 second or something, it does become something annoying over time. The gameplay is pretty solid and the upgrades are really good and thought out.

Solid submission! Vamptastic! uh I mean.. I HATE VAMPIRES!

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I’ll leave my comment here because I don’t wish to rate the game if I haven’t played it properly. Since I can’t read the in-game text I cant play. Instead i’ll let you know that the graphics look very good and appealing and if you ever make a translation to english I will play this game :)

Really fun cute game with charming graphics! The gameplay was pretty good and became a dodge everything on the way down. I rarely found myself actually gliding as I was going as fast as possible down the trunk. Admiring the at and the cute creatures I think I would have enjoyed more speed but bigger gaps between obstacles to avoid.

This is a really charming game and your art does a lot of the heavy lifting by presenting a calming chill gameplay session. Would love to see more upgrades that modify the gameplay instead of refilling resources. Solid submission look forward to more from both of you in the future :)

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This game worked me like a dang Dawg… AND I LOVED IT! I loved the manual labor part and trying to achieve the perfect run.. i kept having a particular error where the green would shoot out and keep respawning back in the shoot to flying back out again over and over again, having to catch it mid air to stop the loop.

This was really atmospheric and was just a perfect game for there is no end. It felt really polished. This is one of my favourites Good job!

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Gameplay-wise this is hard and challenging to the point its hard to enjoy, I dont think it’s down to anything more than the choice of keys, I actually enjoyed the tasks and the activities. It was goofy and fun with the animations (your art and animation is stellar!) I had a hard time keeping up with the require inputs and playing keyboard gymnastics or dancing around the keyboard with my fingers lol.

Maybe this game isn’t for me but I do see an audience for this type of game. I think i would play this a lot from the asthetic appeal alone but I suck at the controls and trying to input at the right time.

I’m washed. :’D

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What a fun game that kept evolving with new fun mechanics, I didn’t too far but I think i saw the majority of what was to offer. The driving “feel” was spot on, perfect amount of arcade speed and drifting to feel satsifying. I had a lot of fun running over the aliens and picking up the powerups as well as shooting last moment to dodge incoming cars.

Great game, great juice… NEED MORE! :D

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Thank you for your kind words <3

HOLY MOLY! Let the poor fella rest! lol!

Ooo straight out the gate very juicy, little details like pleasing colour pallette and the choice of font with drop shadow, the letters individually bounce. I can tell straight away the level and care in the polish means the experience to come is going to be good!

The use of dithering as a style is gorgeous and works really well with the colour choice, I love the micro interactions from loosening the tire screws, removing the wheels & applying new wheels. The amount of polish is really good!

I think I would have enjoyed some additional challenges but that’s only because I enjoyed it so much that I wanted more reasons to stay in the game.

Yeah thats cool I understand, you did an amazing job with what you had. Keep it up :)

Dirty rat, dirty rat with a gun. The speeds you can get up to is fast so much so that the keys don’t help you move over into place quick enough which is good because it rewards strategic placement and keeping an eye on whats a head. I enjoy the obstacles, and rats that shot at you. I thought the door opening mechanic was fresh and enjoyable spice that made it feel less repetitive. You had all the right ingredients for an endless runner and you made the theme fun with great graphics! Love it a great game for sure!

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Hi, first off congrats on making such a cool 3D game in godot. Its really impressive AND you have a level editor absolutely mind blowing. Seriously impressive. The controls felt good enough for a bike game but thats a really hard thing to perfect to feel just right. Amazing work here for a few days work Good job both of you :)

Level 1 Time: image.png

Level 2 Time: image.png

Level 3 Time: image.png

Level 4 Time: image.png

Level 5 Time: image.png

Tony Hawk Time: (couldnt complete as i couldnt get over the edge) image.png

Don’t sweat it, it’s all good :) Your game was great!

Very cool unique game. I spoke to my heart with the vector artwork and I love to see it! The use of emojis was actually pretty brilliant use of assets. This was put together really well and could evolve nicely with more features put in. Maybe a reload to the gun or different enemies or maybe something to fix on the train (like among style objectives) a lot of the time I felt the fuel was very forgiving. This of course was great because I could just sit back and pew pew pew.

Overall very fun little game! Good job Nonz!

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Loved the shop of customisation and they were based on your old character designs, brilliant ~ however i found myself stuck in the shop as the exit button didn’t seem to work (now you’re thinking like a true Ubisoft CEO)

Great tutorial and Wow… VERY TIGHT platfoming controls, feels very reminisent of Mairo era. I love it. Okay cool wait, an air dash into another jump. I knew i was in for some great platforming then you hit me with a tough jump right out the gate on starting the game … jeeez i was still getting used to the jumping lol :D

Generally the game was very well designed and the - WAIT A MINUTE, retry showed me a different level .. Randomly generated levels! Okay i wasn’t expecting that and this game doesn’t hold back. Were these randomly generated with chunks of levels put together?

The game is tough, im on my 6th death and I am feeling like a terrible gamer lol. Some levels that are generated are impossible to solve since you ask the player to backtrack for a key and which by the time you get to pivot back the gears have already passed the key.

I picked up a controller, Whey! It works, sweet this should make it easier and initialy it felt MUCH better until the jump button felt very unresponsive due to the variable jump you have built in, I would just and sometimes it felt like i did a mini jump and sometimes I did a big jump but ultimately I switched back to keyboard.

Furthest I got was 95m after giving up. I have decided you might secretly be the devil that has delivered me this game lol.

all in all great game, evil like someone else mentioned.. this is the game you give to someone knowing they will fail :D

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Interesting game I liked the premise of typing to get the orders correct however I did have some issues with writing. I assumed after some type the red typed text was for the drink and the blue text was for the customer. Some orders went through fine, I would start typing Capp- and then follow up with -u but it would turn blue as if i was writing the customers name. A little confusion and lead to me not being able to serve customers.

I think in total I served 4 customers correctly but other times It would not let me. Please tell me I was doing something wrong I’d love to come back and try again :)

Edit: Upon re-reading the tutorial I noticed it said “actions” and not just the “drink”. I hadn’t noticed I had to click the drinks tab to find the instructions and type. I am now realising that me serving the customers was just the customers being angry and leaving haha. Upon realising how to play the game properly im having a blast. Great job! :)

The fact there was no actual end (good job on limitation implementation) meant i gave up after several servings lol my hand hurt :D

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The mix of pixel/vector text was a bit jarring but not a deal break. The gameplay itself was quite different to what I am used to, it was hard to know what I was supposed to do. I stuck with it and watched the red particle painfully make one full rotation and saw the money go up, Ah ha. I spend the money on speed upgrade, okay we’re going a bit faster but still slowly.. thats okay. 2nd, 3rd, 4th completed rotation sweet i spent on cash.. Then i spend on the modifiers AH HA.. the true moment of seeing the speed and money jump right up I was making hundreds very quickly and it ticked a little satisfaction in my head, number go up is always good. Eventually i looked for something else to do and clicked the little paper to the side and it reset everything and give me 1 rebirth.. the problem is i dont know what that means?

The game itself is very unique & quite charming, the lack of music makes the pace feel maybe slower and less engaging but once you get past that there is something quite special to this! I do believe this needs clearly onboarding tutorial and by that i dont mean a bunch of text all over the screen, maybe slowly introduce and unlock elements of the gameplay to navigate the player. Overrall I spent quite a bit of time on this and I enjoyed the experience. Thank you! :)

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Wow you captured the essence of speed Vrrooom vrooom! I was booking it fast and i loved it. I especially loved the intro to the gameplay super smooth transition to the gameplay and set the scene for the gameplay.

I feel like some amped up music was of really sold the moment but at the same time, the sound of the wind wisping past you also was somewhat beautiful. Just one tire, trying to fly as far as possible. As mentioned hit boxes could have been a little bit bigger on the tires but that’s okay. Great job on this one Ryan and Probito!

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Haha the bootyshake dance had me rolling. Loved the music and was very fitting rock on! This mage has style! Evgeny did a great job on the assets! The gameplay itself is actually genius, instead of making your character go faster you control the opposite, with that a bit of a cross wires moment happened in my brain several times, I wanted to speed up to get out of the way but all i did was bring on my demise sooner lol, Brilliant! Genuinely had a lot of fun with this one.

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