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A member registered May 05, 2021 · View creator page →

Creator of

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Oh my gosh, thank you so much! Getting the game in front of so many people would be amazing!

Can you post some info or a link to the stream/community? I'd love to check it out!

Gosh, sorry to hear that Combiners are so inconsistant, I'll definitely work on improving them when I find the time! And thanks again for dedicating so much time to playtesting, I really appreciate the help tracking down these issues.

Thank you so much for trying out the update!

The highscore and oil issues definitely suck, I'll get to fixing those straight away. And the ore density is a very experimental feature, so any feedback for tuning it is very welcome!

Also, there is actually a cancel placement button! A bit of text shows up in the upper left corner to explain it whenever you are placing something. But if you ended up missing it, I should probably make it stand out more!

Lastly, and funnily enough, indication for destructable terrain and some sort of drill boost for sticky situations, are both features I was considering for the next update! So I'll definitely start work on them when I can.

Holy cow. This game is a lot.

Firsly, I adored the artwork, the little heart guy is such a cool design! And the backgrounds looked really cool. They were so zoomed in I could barely tell what they were supposed to be, but frankly that just adds to the surrealism of the whole thing.

Its definitely beyond jank, but I really enjoyed that part of it! The physics are so out there, I honestly don't think I've seen anything like it. Its really fun to mess around with!  And not to mention how every interaction is preformed with a unique, random key, its hilarious.

My only complaint is that on both my playthroughs, the game seemed to softlock after I put the foot on the altar. The base turned red, and the other two body parts dissapeared, but nothing else happened and the worm guy didn't have much to say about it. I'm dying to see how this game ends, so if its not too much trouble I'd love to see it patched!

I like the visual style, really works well for the environment! There doesn't seem to be much there beyond walking forwards, but that's understandable since you didn't get to finish it. Sometimes life just gets in the way. I'll be hyped for when stuff gets added though!

Pretty neat visual style! Kinda hard to tell if your hitting something or not, and to kill the slugs without taking a lot of damage. And unfortunately, at least for me, the game ran at like 20 fps. But hey, iron out the kinks and you have a pretty cool loop!

Also I couldn't figure out whether the three trees next to the fire were harvestable, they kept making the axe cutting noise but didn't go down?

The rader + stats looks is really cool, and the music fits a shooter pretty well! The visibility is a bit too low though, its really easy to get lost and not see an enemy for five minutes.

Very tough! I like how detailed the gameplay is, with things like the rockets being able to collide with each other. I think you may need to tune the difficulty down near the begining, it was a little tough adjusting to the controls while being sniped by rockets. But still, I had lots of fun!

Thanks! The sound is turned off by default, as I personally hate it when a game I open blasts my ears before I get the chance to change the volume myself. But the people have spoken, so its gonna be On by default in the post-jam update!

Thank you! Unfortunately Chris Pratt isn't picking up my producer's calls, but we could probably snag Pines or Evans.

 Upgrades like you mentioned do sound interesting, I'd be happy to experiement with them once judging is over! I'm also currently working on redoing some of the tutorial, if enough people struggle with the Combiner I can certainly include some info about it there.

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Thank you for making the game! I had a lot of fun

Very silly idea! I wish the camera started more zoomed out, it kinda prevents you from having much control at the start--but at the same time, that feels very much like the intent. I applaud you and your gibbon game!

Silly premise, great execution! I'm quite excited for when the first twelve levels get unlocked, its like reverse DLC

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Its certainly not mechanically slow, you did a great job of making sure there's always something to do!

Throughout a shift though, it seems like the pace of monsters becoming active remains pretty static. I think it would feel more like your progressing if the pace started slower, then sped up over the shift. Just my opinion though, I particularly am no master at this lol

Pretty fun! I wish there were some more obstacles, or that it got a bit harder over time, but I can't fault ya for not fully exploring a premise in a jam game.

Also definitely could use a bit of polish, for little things like the game over jingle playing over the music, or playing every time you get hit in powered-up mode. Y'know, the nitpicks.

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Some extremely fun and deep movement! The procedural generation works very well, this is definitely a game you could play for hours.

It does seem a bit strange to unlock certain movement mechanics as you progress; some of them feel like they should be in your base moveset, while others seem better of as some sort of powerup.

Don't call youself lazy, this is a crazy thing to make in an *hour*! And a genious concept too, I love collaberative art like this.

Adorable! Sure, there are issues with figuring out what helps and and hurts you, but c'mon. Its a Scratch game! Anything made in Scratch is an achievement in itself.

i love Joe Fish, i would die for Joe Fish, i would kill for Joe Fish

Having to sacrifice time to hunt for powerups is a cool twist on the premise! It's pretty fun now, and has some real potential if you ever feel like expanding on the game.

Cool music, cool sprites, neat gameplay loop! Certainly a great foundation for a game.

It might be a good idea to add some background detail, I was a bit disoriented at first trying to figure out what was moving relative to where.

Holy canoly... I'm glad your finding it so fun!

To be honest, I've been too busy developing the game to ever get past the 300 meter mark. I'm frankly surprised it didn't crash that far down!

Very slick graphics, and the music is fantastic! I definitely would have paid more attention in my elementary school computer lab if the typing games were this stylish. I had some trouble with dropped inputs, but seeing as no one else is complaining, its probably just time for me to get a new keyboard!

Oof, I think this game requires much more brainpower than I have! It's very cool and unique though, it seems like a fun widget for those that can comprehend its complexities.

The artstyle is awesome, and the music really brings it together! I can defnitely tell the game design is great too, even if idle-like games aren't really my thing.

My only issue is the rolling controls; it's pretty awkward to cycle through directions, and using the Ctrl button led to me accidentally triggering browser shortcuts that restarted the game a few times. But its hardly a significant issue!

Cool demo!

It certainly could use a tutorial, I couldn't really figure out what the numbers in the HUD represented. It has a pretty cool artstyle though, I'll definitely give it a shot when a more updated version comes out!

Quite atmospheric! I'm impressed this was made in just four days.
Its a bit slow, but I can't say that doesn't add to the horror.

Its unfortunate that the shop didn't get implemented in time! It seems like it would have added a lot of depth.

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Very fun! I got up to wave 24.

Pretty clever to combine Bullet Heaven and Clicker games; they're such similar generes, I'm surprised I haven't seen it before!

My only complaints are that the character moves a bit too slow, it makes it hard to dodge in the late game, when so many bullets are on screen. And hunting down enemies in the early game gets a bit tedious.

Thanks for playing!
Unfortunately I didn't have time for much playtesting during the jam, so a lot of features certainly need some rebalancing.
I'm especially sorry to hear about you getting softlocked! There is actually a fail condition for moving the drill too slowly or running out of fuel, but it clearly doesn't act fast enough if players think they are softlocked.

Thanks for the feedback! I did have plans for more visual feedback all over the game--especially for fuel drilling and tube placement--that got scrapped for time. If I make a post-jam update, those are definitely priorities on the feature list!

Yooo  I had the same idea! We took things in vastly different directions though.

Neat idea, but there's not enough variety between days to feel like anything's happening.

Its a clever idea and the art came together nicely, but the character's movement speed is incredibly slow. Combined with how little direction your given when searching the town, it turns into a walking sim fast.

This is very cool! The art is a bit oversimplified, but it works well enough. Unfortunately there are major performance issues that prevented me from finishing the game, but I still had fun. I only wish there was a way to choose which stat I was growing, it seemed kinda random to me.

Glad someone understands my true artistic vision! This truly has been a Space Offense.

Lol I had to patch like three similar bugs an hour before submissions closed. What'dya find?

I hope I didn't come across as too harsh lol. The art was great, I'm sure if you can work on the other aspects of your skillset you'll make some great stuff!

Based on other comments, I'm assuming this is a bug local to me: After only two or three reports, the game just stops progressing? No more reports will come in, and nothing will show up in any of the areas. Otherwise, the audio and spritework are fantastic!

The art is nice and fits well together, even if it wasn't all made for the jam. But you don't have much control over anything! The gravity wells aren't very strong and difficult to direct, and most of the time the spaceship will crash itself into random ambient rocks before you get the chance to throw anything at it.