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freefang

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A member registered Jun 10, 2020 · View creator page →

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Simple, straight to the point, theme perfectly represented in both theme and name. Nice job.

Simple, fun and I liked how you mixed up the formula in the later fights.

One of the most creative games I have seen this jam. Love the concept and style and the difficulty is just right. Great job.

Could do with a playable tutorial, because there is a lot to remember and keep track of during gameplay, but other than that it is pretty fun to play.

Great game, simple and effective. Would like a bit of an earlier indication on what part of the land is going to rise, but it does play well.

Nice gameplay and game feel. Would love a bit more warning feedback when you get hit yourself since it can be hard to distinguish with asteroids nearby getting hit. But other than that, great game.

I like the game, but it would help if all of your units have a bit more individuality and function. The way it is right now my best tactic is spray and pray.

Fist stealth game I have played of the jam and its a good one. Love the theme and the fact that you can hide behind a body makes for some nice close saves. Hammering out of the fridge at the start of the level feels great. Great job.

Amazing game! Love the presentation and the gameplay. I did two runs, the first one was pretty straight forward. The second was a lot harder and really demonstrated how frantic and fun the game can be.

Would love to see a more fleshed out version.

I like the concept, but to me it was very easy to get into a situation in which there was no way to escape. It would really help if Rob would roam around a bit if there is no direct path, or if he wouldn't know about closed doors out of his field of vision.

I like the game, but encountered one bug that somewhat softlocked me. One time I killed the hero while in a trap and he just never returned. Insta-win but not in the correct way. 

Love the ending by the way.

I agree, I wanted the game to check for the goals and score the player, as well as adding special events in the sequence like attacking and other tiles. Thank you for the feedback.

Like Another commenter I have some crazy graphics glitches making it hard to play. Seems like a fun game, but in this state I can't really rate it fairly so I let the ratings to those who can properly play it.

Visuals and sound are great. I would like a bit more of a slower ramp-up in terms of difficulty since the 3rd screen killed most of my attempts. But gamejam, so I fully understand. 

Love the look and sound. The gameplay reminds me of the days where not everything was digital and easily edited. Love it.

The others in the comments have made similar comments to what I was going to say, so yeah.

Nice little game, nice visuals, I like the switching but it could do with a bit of balancing and some way to interact with bombs for more than half of the game.

The idea behind the game is nice, as well as the art. A bit more feedback might help, but my biggest gripe is that there can be big stretches of time where there is no threat to the king. I got my high score mostly by luck instead of good use of the skillset.

I don't know why, but even though I use these keys all the time for gaming I still kept mixing them up during the game.

Some hit indication would also help a lot. I couldn't get a good grip on the timing window, causing me to not do anything while I thought I did the input correctly.

The concept and presentation overall are great and work well together. Good job!

The most happy little murder squad I have seen. Great style, fun gameplay.

It looks good, but the gameplay was a bit too hands off for my taste. Though as you mentioned this was the first experience with unity and/or gamejams for most of the team, so in that regard great job!

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The art style is amazing and the game is fun! Sorry for breaking the boundaries, though it was kinda funny and fits with the theme of the game to a certain extend.

Spaaaace

I did manage to get stuck in a wall a few times, but overall a nice puzzle game. I do wish the controls would follow the camera though, I made mistakes a few times by moving while the camera was rotated.

A lot more fun than I initially gave it credit for. The crazy amount of enemies and the huge knock back make for a very enjoyable simple game.

A lovely relaxing game. Nothing really to comment, it was just the type of game I was in the mood for at the moment.

A nice take on the theme and well executed. I like that the time was taken to slowly and clearly tutorialize the individual elements, something plenty of other games didn't have the time for.

Aside of a few ducklings consumed by the black void I have nothing to complain about.

While I have seen a few games do the "you use something connected to the player to destroy" similarly, I do like the addition of having to stay close enough together. It really incentives not just doing spin to win and is a nice way to introduce more risk-reward.

It might be nice to have the attraction a tad stronger, since every now and then it felt more like just following a bouncy ball along its path.

Pretty simple game. I liked the visuals a lot, but had some issues with dragging things to the right place as quickly as I wanted/needed, but variations in player skill is hard to balance for, a bit more grace period on disconnected blocks and such might help with that.

Overall pretty enjoyable.

I love the art style and the concept! Building your own maze is fun and the lack of mini map when going down there really forces you to pay attention to what you make. I would have liked to see some more risk-reward, since I got a lot of tiles without anything of note on them. So yeah, great game with some minor bugs. :)

Thank you for your feedback! Just one correction. It is not my first game jam overall, I have done some before but this is my first on itch and the first I did all by my self. Still a mile stone, just not as big as the first one. :)

So this is how it feels to be a bullet hell boss! It is a fun way to combine Katamari with a space game. I especially like that the ships don't snap on neatly and just stay the way they first touch.

My only critique would be that at a certain point you just become a ball of death, which does feel nice, but reduces any decision making to "big ball goes brrr". Especially with the boss it just feels like two big balls of bullets and heath bouncing against each other, which is a shame after the build up to the boss.

I think this might be the first game I played for this jam that had the enemies do the joining instead of the player. A neat concept, but pretty hard to convey when the health bar doesn't work well.

I really like the art style and the general atmosphere of the game, but I have to agree with others that the characters control a bit wonky. It was also a bit easy to bypass most of the platforms in the levels with the amount of double jumps given, though I do like what the characters do when I get them to do the right thing.

Looks polished an great for having such attribution to the attribution of the assets used.

The presentation is very coherent and the gameplay is simple and clean. :)

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Yeah, a glitch was found after submitting that is causing that. I tried to fix having floating blocks in the solution, but as a side effect I sometimes accidentally assign loose blocks to sides that aren't in the puzzle causing that. That's also the cause for my warning on the game page for the level select puzzles, but for random puzzles it is just the luck of the draw if the issue comes up or not.

There are quite a few games that did the up and down character mechanic, but this one feels pretty polished. I love the art style, water effects and the fact that is one of the few game jam games that allows for rebind able keys.

This is the first bullet hell game I have played from this jam. I like the interpretation of the concept!

Though I think that there are two things that could up the game to a higher level. First off, tighter hit boxes. It is fine that the single ship grows, but the bigger it becomes the more the hitbox feels disjointed from the graphics, right when you need accuracy the most. Secondly, a reason to split up. Not just change to the two ships, but actually have a reason to not just bunch them up in a way where you still only have 1 "entity" that you control just represented by two ships. Maybe a stunning force field between the two or something might help.

From the games of the jams I have played so far the action of switching between the gun and torch has had the best balance of simple and satisfying which gave the game a great game feel!

If anything could be improved in a potential future version might be to add a slight ping or hint where the final enemy is when there is only one left after a bit. Hunting for the last enemy breaks the flow of the game a bit. (And with my luck it is always on the other side of the level. ;) )

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I liked it a lot! Even just the fact that you don't want to just always pull in flies as quickly as possible is a great risk-reward mechanic. An the art and animation is simple and focused, I like that.

Ironically, a game jam! The game field was projected on the ground by a projector. And guess what, we somehow didn't have the correct cable between laptop and projector, but we did have many connectors, except for the right one. It was a while ago so I don't remember exactly but I think we ended up with several converters to the cable, and a few back from the cable to the projector.

Impressive, but still not longer than the longest conversion chain I needed in real life.

Probably the most relatable game of the jam!