Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

fourfortyfour

128
Posts
18
Followers
3
Following
A member registered Jun 16, 2020 · View creator page →

Creator of

Recent community posts

Cozy game, feels like a micro-Dorfromantik. Based on some of the other comments, I'd guess you should make the "Guide" button a bit more prominent. I didn't realize it was there until my third run, and thought the game didn't have any way of knowing what gave what score. Even with it there, it might be nice to have a tooltip system (or similar) for quick reference.

But that's very minor, otherwise it was bug-free, great graphics and sounds, all-in-all an enjoyable experience.

Very unique mechanics. I had a lot of fun combining the mirrors (+other densoul) in clever ways. I appreciated the tutorial, and it was very clear on what to do. During the actual game I wasn't entirely sure how or why I was unlocking different densoul (sometimes I just had one available, sometimes I had all three, and it seemed random). I found that the game was a little bit too dark for my screen. The sound/music was excellent. 

Cool game, a very fun deck builder. Currently the starting deck might have too many useless cards, I was often left doing nothing on my turns. 

Cool take on a classic. I thought the gravitational effect was well done, and adds to the gameplay of snake by messing up your timing. When the grid bends around the edges of the map, there's an extra row of cells that becomes visible, but you'll die if you enter them, which can be confusing. 


Very cute, love a pico-8 vibe. Definitely would have liked to have some sort of pressure (timer or otherwise) to add a sense of urgency when I'm fiddling with the waveforms, but I enjoyed it plenty anyways! Thanks for making this!

Simple but really well implemented. I would like to see it as an endless mode game, with the levels I found I would just get into a flow state and then the level would be over. 

A very cool and innovative take on the theme. I thought the art was very charming and the story was interesting. I had a bit of trouble with the first seagull, it only moved after I fired a red wave at it, which didn't seem right based on the rest of the game. After that it was smooth sailing though! Very fun :)

Very impressive. Had no problems with it running as a web game. I loved the little squeaky step sound the enemies made when they were nearby, but it might be nice if there was some way to tell which direction they're coming from (if the audio was directional, I couldn't tell, sorry!). 

Very unique concept. It would be interesting to see what you could do if you explored it further!

Very silly game, I love the goofy sounds, manually reloading the crossbows, and feeding the guys to the mouth. 

Dopamine central, very fun and frustrating (in a good way). The symbol you use for the stock amounts looks a bit too much like a 2, so at first I thought you could only trade in 21+ units at a time (but the game quickly made it clear that that's not the case)

Hilarious, the writing was excellent. I had a lot of fun!

I was allowed to do the Chris Tarrant minigame twice for some reason

Great fun, I love a good score chaser. The art and audio are simple but consistent and suit the style of game. 

Very unique concept, and an incredibly polished game to go with it. Thanks for making this :)

Nice, simple game, I thought the song was great. I'm not sure it's possible to lose if you just keep spamming the shoot button and eventually the game gets laggy when you've killed enough enemies.

I thought so too initially, but you can use Z and X to simulate the button presses and the arrow keys to move

Oops, I know exactly the exploit you're talking about, missed it in my final push to submit!
Glad you had fun!

Hey thanks for playing! Good catch, that must have been a leftover debug tool!

Don't worry about it! If the game runs slow for you and others, that's my bad. Clearly I overlooked something, rate it what it deserves! 

That's a shame, but thanks for letting me know! I tested the web build on a few different devices and it ran fine so I'll have to dig into what's causing that after the jam.

Thanks for playing!

I'm getting the same problem: 

Thanks for the comment! You're definitely not wrong, I made this game for a Jam and haven't gotten around to updating it yet, so it definitely needs a balance pass 🙂. Thanks for playing!

Thank you!

Simple visuals but very juicy all the same. I really love the soft, bouncy jumping sound you chose. Currently, if you have reached a checkpoint but run out of time, you can die to be sent back to the checkpoint instead of the start of the level. Overall quite fun! 

Very creative idea! I could definitely see this being expanded with more traps/"cheats". It's a little hard sometimes to know if a marble is going to hit a peg or not from the angle you have when cheating. 

Appreciate the feedback. I'd originally conceptualised it as a mobile game, hence the funny ratio.
I've adjusted the itch.io settings to make the embed a bit smaller, if that helps!

RIP UGJ#108

This was very fun, everything about it reminded me of playing old flash games in the best way. 

Very fun. Great execution on a simple concept. On my first run, I made it to wave 9 on roguelike mode. I appreciate that the attacks that are shot at you are a good way to incentivise speccing into health/regen more but they felt a bit punishing. Other than that I'd say the game was challenging, but in a good way.  

Great game! My fingers hurt!

Using embroidery for game art is super cute. Good implementation too :)

This is very cool. Love the audio and visuals, it's a really relaxing experience. The puzzles feel clever and rewarding.

Thanks for playing! Bonus for noticing that the menu is interactive!

Definitely taking the feedback about readability to heart. In my post-jam build I've overhauled the UI to make it less harsh. I'll try to post an update to itch if I have the time :)

Just popping in to clarify that I did really enjoy your game :) If you work on it post-jam and tidy up some of those elements I think you've got a great base for a fun roguelite!

Thanks for playing! Deleting buildings is definitely the most requested feature :) 

Cool game. The sounds and music were excellent. I found that the enemies felt a bit too tanky, they weren't hard to kill, just tedious. I didn't realise until almost 15 minutes in that there were chests with items in them because I never came across one until then. Got the staircase bug once, but not consistently on Chrome. 

Hey this is pretty nifty. The repair mechanic is quite unique. I thought the driving mechanics were really solid, but wondered if the zoom in when you're turning could be turned down a little bit. Great work for a first project with Godot! 

Very nifty, sort of a "trick-taking" game with a more advanced version of a "trick". Had to read the GDD to work out all of the rules but after that there's a pretty interesting decision tree of "Do I think my first card will win?" -> "If so, what do I play next?" vs "If not, how do I counter what beat it?". I think there's a really unique card game mechanic here that I'd love to see explored further.

As others have stated, visually this game is top-notch. Some clear Balatro influences, but it maintains an identity of its own. Thanks for making it :)

This game is great, I've played it for over an hour now. It's a perfect interpretation of the theme. Love the visual style and general level of polish. Especially excellent use of the post-processing effects

Some minor notes/thoughts:

  • when you get to 10000 points, the scoreboard rolls over to 00001 points, and then you start gaining points as normal again (*see image) 
  • the difficulty probably ramps up too slowly, on a 30 minute run I rarely had more than one enemy on screen
  • enemies (and their stunned bodies) probably shouldn't be able to exit the screen, it's frustrating to stun a guy only to have it float away and then do an attack from offscreen
  • the laser enemies are effectively not a threat compared to the other two, because the biggest danger to the player is having an enemy near them

All-in-all one of my favourite entries. I could see myself coming back and playing it again and again. Thanks for making it :)

(*image to be seen below)

Satisfying controls/physics on the missile, I'd destroy the enemy base again! The variance on the speed of the space debris was sometimes wild. My best run had me just fly straight at the enemy base with no problems, but sometimes I would get hit by one thing and get launched out to space immediately. Would love to see the movement system expanded into a larger game!

Took me a second to get accustomed to the controls but then it was smooth sailing. I love a bullet time game, I think it would be really cool to have a speedrunning timer to encourage players (me) to not constantly be in slow-mo. Great music, fun art. Hope you never harm any silly guy ;)

Thanks, I'll note that for the post-jam changes. For now you can change the volume of the SFX in the options menu :)