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Frepperino

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A member registered Sep 21, 2018 · View creator page →

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Wow, thank you so much for the wonderful comment! Unfortunately our marketing hasn't really succeeded, despite our efforts, so if you have any tips feel free to share!

Thanks for reporting that bug, and offering a solution! We will get to it after the jam ends.

Extremely polished and its really impressive that you've managed to make an online multiplayer game, however while the concept itself is fun it is also too simple. Perhaps some new mechanics or elements could make the experience less repetitive? E.g. making sound a more important element in finding each other.

Since you do not actually have to draw the bow fully to shoot and because the corrupted arrow risk is so low you get a higher score by just spam shooting everyone in sight. Otherwise, good job!

I do not see why you had to make every in-game pixel one pixel on the screen, and I couldn't get past level 1-2 (am I missing something?). Nevertheless the idea is fun and the graphics are good, overall solid job!

Maybe make the movement more "sharky" by applying more smoothing to the velocity? Other than that the art is really good and the idea really fits the jam!

The running animation makes it look like the characters get split in half every other frame, but other than that, great work! The concept is great and really fits the theme of the jam!

The movement fells clunky and and the player occasionally floats above the ground. Other than that the premise itself is solid!

It's a bit hard to approximate the trajectory of the electrons, especially since there are two of them, so maybe give the player some visual aid? Other than that great work overall, even more so considering its your first Godot game!


P.S. gotta love those mouth based SFX!

Definitely an interesting concept, though the levels were quite difficult and the exact nature of some of the mechanics where a bit hard to grasp. Nevertheless great job!

I believe the game would benefit from a higher pace, though other than that great aesthetics, and quite an original concept!

It would be fun if you developed some more mechanics around the Wololo, other than that great Wololo!

Nice polish overall, and it's an interesting idea to mix strategy with a platformer, though I believe the player should be more incentivised to use these new mechanics as they aren't necessary to utilise in order to win. Also, the main menu and the how to screen were quite badly translated onto my 21:9 monitor, although the in game UI worked great!

I like how several elements are all Joined Together, and the short cutscene at beginning was a nice touch too, especially since this was made in just 48 hrs! Though I would recommend making the player itself vulnerable too since the rotations of the shrubs do not really matter when you can just walk through the fireballs.

I've read the explanation, but the game still seems quite loosely tied to the theme of the jam. Also, I originally thought you were supposed to tap the white dots too. Perhaps the screen could show a second set of drums where these instructions show up instead to make the premise more clear, also it would make it seem like you had a battle with another drummer? All in all, solid job considering that you made your own level maker!

Do that, I think you'll love the ending!

Thanks for taking the time to play our game! Yeah the tube looking like it blocks movement is our design fault, and concerning the fifth level you're supposed to use the time machine so that you land inside the room on the left. Perhaps we could make this more clear in an update after the jam.

Thanks for the review, and thanks for the reporting the bug!

Yeah I totally get what you're saying, but don't be discouraged. The first time is always the hardest!

It seems like your conditions for winning are a bit of since I won on level 1 and 2 when I thought I lost. Otherwise nice game that fits the jam!

The presentation is quite good, and the idea fits the jam pretty well, but it just felt really annoying to play as you had little understanding of how long to run, and when to jump. This led to just retrying the same thing over and over again, not because you did not know what to do, but because the controls made it hard to do it

The idea is creative and quite original but pretty complex for a game jam. What I mean is that you need to figure how the game operates to then come up with strategies just to get a grasp of the game, which is quite a lot to demand for a game jam game. Though if you give it time it is quite enjoyable

Ah, that seems to be the case

Fun with a great presentation all-around! Though mashing K didn't seem to work for me

Thanks! All the systems are in place so we can literally just mash out levels post-jam (if we want to ;)

Really creative usage of the theme! As others have said it might need some balancing, considering that one misinput might literally cost you your life...

Nice art and a fun original mechanic, too bad we got to see so little of it. Though considering that this was made within 48 hrs it is still very impressive, so great job!

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I played it despite your warnings and I really enjoyed it, too bad that you did not have the time to bug fix!

The game seems to break 2 minutes in

Original and creative idea, but the game broke after one restart

Quite confusing in the beginning, and the effect of moving the shapes is not apparent. The art is nice though!

Thanks! We managed to complete all the groundwork, but we had too little time left to make a lot of levels, which is something we can easily fix after the game jam if we wish to do so.

Oh no!

Always a pleasure working with you, pal!