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Fraserfatt

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A member registered Jun 02, 2019 · View creator page →

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The level of detail in this is really good. I like abilities and it was super easy to get in and get going.

I like the visuals too. Very slick. I'm really surprised at the amount of solid polished work here in such short time. Great stuff!

I have a feeling that crash is because of the sudden particle system spawn. It does cause a bit of a performance jump but we didn't know it would outright crash some games.

At the moment, we had the cigarette only catchable at its ends because we did plan to have some sort of bonus / debuff based on catching it the right and wrong ways... but we frankly ran out of time to factor that into the scoring system. Based on some friend's I've seen play, we definitely should have made it less tricky to catch haha.

Thank you for playing! We loved styling this thing up

Embarrassing to say but the first jumping puzzle with the three hammers is where I got stuck. It was taking forever (much longer than 7.5 seconds) to refill and I ended up giving up after what little time I had wasn't enough to survive that last jump. After seeing someone else play, maybe I should try again but that's my experience.


Spectacular visuals and style. I also really like this idea and love how it works.

I think working on controls / usability would be the next step, aside from obstacles / different levels.

Controls-wise, I had some difficulty moving through the menu on the web version, had to click around a lot just to scroll through options. Also, when placing items, sometimes it would say no, unless I pulled it away for a sec and put it back, then it worked. Edge case stuff just might need some slight tuning on that part.

I kinda didn't understand how much each piece would contribute to wash and cool factor, so I kinda just had to throw a lot together and hope for the best.  I sorta got it eventually and built up a meta. But some slight indicators may help for difficulty's sake. Unless you want to let players just trial and error it, which is a fine choice too.

It's really cool how you built this in 4 days. That's incredible for how well it looks and is put together. Great job. One of my favourites of the jam

Neat game. Like the visuals, very well-put together. I kinda wish there was other music than just the droning buzz; I get that it's there for a thematic reason but it honestly got tiring to listen to. Audio fatigue maybe.

I understand the rogue elements to this, but I didn't get very far. I had maybe a few skill issues in directing the balls. In that way, though, I felt the game overall was kind of a very simple tweak on pool and not anything craaaazy added. I was hoping for a touch more.

I really love the overall look and feel though. I'd like to see further improvements on this. I don't know if it's been fixed yet or if there's a redirect issue, but the "steam page" gives a link to follow, but my browser just ends up redirecting to steam itself.


Music is neat, visuals are interesting (but I'd really tone down that PSX warp filter: it started to hurt my eyes after a short while)

Really had an "oh damn!" moment where I realized I could fully do back flips and front flips. I wish they were a touch easier to pull off but maybe I need to adjust my sensitivity.

I would love more feedback on taking damage. I think the game does a similar time stop step thing like when you shoot enemies, but it kinda just makes me feel like I got stuck on something. Then I don't get too much more feedback on actually getting HIT and then before I know it, I'm dead.

Very slick. I like the visuals, the juice added to boosting and the stylishness of doing air shots.

Part of me wishes there were more falling animations (the in air animations after doing a shot) instead of the spin. Kinda like the newer Spider-Man games where each swing release had a variety of spins / flips.

But the overall loop of this is very enjoyable

Super cool looking, super challenging. I really enjoyed this. If I had any gripe, it would be more feedback on hitting the boss, at least near the end stage. I had to keep peering down to see if I was actually making any progress with my damage.

More ice cubes... MORE.

Very addicting. Very Vampire Survivors / Megabonk which made me not want to stop. Weirdly, though, I felt like I got the game to a point where it was too easy to survive. Amble speed, strength, and many many many ice cubes with a high ice cream refresh rate made me literally unstoppable. I felt like I capped out the difficulty haha.

Also love the style. I don't know if it was just me having these issues but I had some difficulty hitting the ice cubes at some points; unsure how big the collider is. Could be a skill issue.

I didn't end up getting how to move smoothly. Could be a physics thing on my end with my frame rate (unless it's all frame independent idk). I couldn't get the movement going very fast or smoothly, I just got dragged back HARD any time I got momentum and thought I was on a nice swing to avoid it.

I didn't enjoy it but I see the vision. I was on keyboard, for the record

I didn't get very far. I'm not sure if it's my build on my pc that's causing issues, but the time meter builds up way too slow and I wasn't sure if there was any other way to get it up. I got stuck very early just waiting and waiting.
Maybe it's an artistic choice, too, but I would've enjoyed being able to control the camera, which seemed locked to one semi-awkward angle.

Love the look and style, but I couldn't progress much.

I wasn't too big a fan, to be honest. The framework is there but I think it's a little too simple visually and gameplay-wise for me to enjoy it.

I really like the visuals. The animations and their style really stand out. Very tense gameplay too, though I felt like I was getting very lost with how samey some of the early areas looked.

Tourniquet mechanic was really neat. I had to use it very very often though; I was hoping to use it less frequently. But it's a neat mini-game within the game and something I haven't seen before.

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Very slick. I played this a bit early pre-character visuals and thought it was fun. I got a little confused with the icons as I went on (they're very similar in my eyes idk) but I think that's part of the challenge.
I really like how there are now character visuals with this and the music really brings it all together.

also, hehe mamawebo

I think this is one of my favourites of the jam (if not THE favourite). It's simple, it's got that slick style, and it's silly fun. I like all the characters and their falls.

I do like the amount of lines that people can say but of course I'm always a sucker for more and more unique lines. Also, not gonna lie, on keyboard I thought the menu controls were a bit confusing at first (I expected to use mouse), but when I saw Slick was POINTING at the menu options, I had an "ohhhhhhhh" moment. I really like that visual.

Adorable looking and, for the few days that it was developed, I think it's neat! I do kinda wish the slam and slide were one in the same but maybe that's a skill issue I had.

Give yourself more credit

Very cool. I love the presentation, the gimmick, and all. I think my only gripe is with collision. I felt like I got bumped away from tables in a weird way when just trying to drop things off. That, and when I did drop them off, it took a while for the drinks to be counted. I wish there was more leniency for either that timing or for the drinks to have less of a chance of falling off.
...or it could just be a skill issue lmao. Either way, I really enjoyed this one

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I don't know why, but this game ran way too high of frame rate and I couldn't build speed because the turn keys turned the shark waaaaaay too many degrees. Unplayable on my machine for a very weird reason (humble brag I'm sorry), but I see the vision. For the record, I was using keyboard and not any other control

We briefly experimented with a WEBGL build for this page, but unfortunately, some issues with the Video Player, among other things, has prevented this (and we don't have time to fix this for the jam submission). The downloadable version is the ideal way to play

Very stylish, very slick. One tiny thing to consider if possible: The ball movement may be too tied to the FPS of the player. I have 240fps on my monitor and this ball goes WAAAAAAAAAAAAAAAAAAAAAAAAAAAAY too fast. The only other comment (at this time) says the ball was too slow, so I have a feeling my machine might be overkill.

See if you can somehow fix the physics being tied to fps OR allow to manually set the frame rate in the game.

that was a slick ass game

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The photos are so crispy. So comforting. So liminal.

I broke my leg.

For real, though, I can't wait to see more updates

This game is hard as hell, but adorable and looks so good. Also big ups for having a web build in addition to a standalone.

Nice work! Especially impressive for Scratch. I enjoyed the theme of being nice with your dice and trying to be passive rather than aggressive.

The background got a little grating over time (very very deep blue with the dots pattern was a little bothersome) but I enjoyed the art of the character, the dice roll, and the slimes. Good stuff

Very cool game and very smart! Also, Unreal Engine... very bold for a jam haha.

I really enjoyed the puzzle aspect. I didn't understand the big white sided die for a bit, but I understood it on the last puzzle. Otherwise, everything was clear to understand

Environment looked cool, though my framerate kinda slowed when looking at the whole room. Some more variety in environment would be cool for future level additions.

Music got a little repetitive after a bit to be honest.

I often picked up the dice when I meant to press the button on the pedestal, which reset the orientation of the die and messed me up sometimes. Either stopping that reset or making tighter hitboxes for the pickup would help :).

Overall awesome work. I'd love to play more if it gets more levels and such!

Loved the game and presentation! Feedback I would give is simply what you've already written under the "If I had more time..." prompt on your game page so excellent!

Dicebear is a nice bear too.

Very cool game and quite enjoyable. I think the mechanic was neat and I liked rolling over monsters to get more turns!

It would be nice to get some indicators of where a monster is going to move; it was frustrating to move towards an enemy and have them run into me and I lose turns for it.

I also initially thought you had to have a 1, 2, or 3 facing down on a spot to activate crystals, similar to another game I saw during the jam. But I eventually got used to this style haha.

Also, funny floating arm bringing me to other levels.

Fun game and great idea. I felt great strategizing my position to attack the enemies, especially the boss. For expansion in the future, it would be interesting to see enemies be impervious to certain attacks. You could strategize your movement to line up an attack that does damage them.

Sound and music would have also been nice, but the visual style was very charming alone as well

Presentation was neat, but I couldn't figure out what the buttons did.  Everything seemed completely random no matter what button I pressed.

This game is pretty funny. I like the idea and the character designs were cool. Impressive that a whole item shop was made for this game as well.

A small thing that I'd nitpick is the music can be a little repetitive for a game with a long playtime (assuming you have middle-to-bad luck lmao). Maybe more music variety or an option to toggle would be good.

An idea for expansion would be a multiplayer component. I mean, that's a large idea for implementation, but it would be funny to imagine the rounds with friends as you all have different items affecting the "rollette".

[copying from game page] 

Gameplay mechanic was really clever! Really enjoyed the accompanying level design as well. Really easy to understand.

Would love to play a full version of this or speedrun my old times. It would be cool to see a "number of times rolled" with each level in addition to the time.

Gameplay mechanic was really clever! Really enjoyed the accompanying level design as well. Really easy to understand.

Would love to play a full version of this or speedrun my old times. It would be cool to see a "number of times rolled" with each level in addition to the time.

I smashed into a lot of stuff (I'm real bad), but I think it's hilarious.  The music warping to the movement is really interesting to hear (though maddening after a while haha).  Goku boxers are the best

Design is sweet.  Switching to the right crayon was somewhat of a nightmare but I loved the hectic nature of the game overall.