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gamedalphin

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A member registered Jul 25, 2022 · View creator page →

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Very cool, judging the length of the sightlines was a bit hard but the loops got me into the practice of meticulously memorizing my route. Very solid package!

The bounciness makes thing so much more hectic! It did feel a bit hard to properly position everything but it made for a fun loop even if you get the positioning wrong.

I wish there was some incentive for the player to stop camping around the nest and spamming fire. As is, leaving the nest unguarded feels way too punishing to be worth it. Maybe if firewalls could last longer or have more strategy behind them.

I do like me some Outer Wilds! That being said, the music did get a bit grating after a while, maybe that's just a browser thing. I would've loved to have something to do on the planets. Maybe not a whole information gathering loop, but rather like collecting a piece of technology from each planet in one loop to escape the supernova or something. A very nice surprise to find some Outer Wilds love in the jam.

This was hurting my brain, I can only imagine the gargantuan effort that went into programming and playtesting this. It did sort of feel like trial and error at times, but the puzzles are pretty well constructed and make for a fun challenge. 

Very fun concept and execution. Not sure what to call this graphics style but I like it. Would've loved some dog sounds or something here or here to add some audio flair.

It kept going forward a day after I walked for only a bit but that fixed itself at some point so idk what was going on there. Also I think I got infinite energy on my first race some how??? Very ambitious mix of 2D and 3D and very fun art style but the bugs kinda took away from me getting immersed in the experience.

Very cool, the dynamic where aiming at enemies also means you move towards them creates a really challenging dynamic. Making missiles pierce enemies was an inspired choice, it made lining them up really satisfying. Really brings me back.

Very chill, almost hypnotic experience. Super satisfying effects and sound design. I would have loved some narrative context, maybe you're forging tickets for a concert and are graded by if you get in. Also a few nitpicks, "cinema" is spelled wrong and I think DecoratorColor and StubColor are assigned to the wrong tabs. Overall very fun concept that I'd love to see fleshed out more!

Super cool, the sense of speed is so visceral and the flow state is great!  Just a couple impact sounds would really add some punch but then again I don't want to take away from the great music

Ooh I'll get on that ASAP

Fantastic experience, loved the whole aesthetic and the final culmination of the piece. It would be great if the fish had a little animation when they were active, like if they squashed and stretched when they were contributing to the melody, but overall great work

Love the slide mechanic, it feels like that could be a cool setup for some melee combos and juice.

Cool idea, I think it can make for a cool little horror game. Adding some side objectives, and making patrick a bit more imposing are some notes, I don't know how to do the AI though. I think atmosphere can add a lot.

Really cool idea! Its a bit unwieldy but I think that's the point. Realizing that you toggle them between moving and stopping is a bit confusing. Maybe looking at them should always stop them or make them move. Sort of like a line of sight in stealth games. But overall, really cool game.

Super fun! The screen size is a bit broken, but the core gameplay is really fun. I never thought a 2D game could capture the excitement of a high flying dogfight! It is a bit hard to control, but I think that's part of the charm.

Really fun and intuitive! I had several "aha!" moments while playing. Good core mechanic and supplemental mechanics, it never felt like the core mechanic was ever overshadowed by the others. The puzzle design is also very clear while still being tricky enough to be rewarding. No notes!

Works great! In terms of feedback, telling the player when they've sunk a ship would help the player not waste shots, and it would give the player more feedback for their actions. In terms of AI, I don't really know where to start, but maybe when it hits a ship, its random range could be restricted to a small area around the hit.

Sorry to hear that. Not sure exactly what went wrong there but I’ll look into it.

Great looking game! It admittedly took me a bit to figure out what I had to do, but after that the puzzles and physics were super charming. The cheeky voice lines definitely helped out more than once. The only thing I'm wondering is what the gold objects were for.

Amazingly polished game. Everything from the well-integrated tutorial to the interactable physics buttons felt great. The idea of a rocket punch in VR is something  everyone has thought about before, but I doubt any of them could have pulled it off this well! 

One of the nicest looking games of the jam. The art-style and controls were great. I wish there were more, but for what's there, it's great!

One of the best looking games of the jam! Loved the trippy dream sequence at the beginning and the creativity in the gameplay. And it was all made in 3 days?! Brilliant.

Art and sound design are fantastic! The level design too feels so fluid and flowing. The enemies do feel a bit bullet-spongey but that's just a small critique among a great final product.

50, and it just ends the game early, I didn't have the motivation to find a little victory jingle.

One of the best looking games of the jam. It just feels so polished. I especially like the physics with the hook. I also like the fun twist of a fishing game where you try not to catch fish. 

Awesome! You made a genuine VR run and gun in 9 days. The difficulty progression felt great, every gun felt fun to use, and the abundance of levels made this really replay-able. The constant switching from weapon to weapon was a really fun mechanic and use of the theme. I think you have each of them just long enough to feel like you didn't waste it if you missed. The movement felt great, especially the climbing. I did get stuck a couple of times, but it was never hard to get unstuck. Great job all around.

I liked the whole third person perspective but felt maybe there could have been some more VR interactions, like maybe you could have picked up and thrown the zombies or moved part of the environment. But overall, it was pretty fun trying to avoid the ever growing mob, especially as the meteors started falling.  Also yeah the zombie noises did get a bit annoying over time.

some stuff fell through the cracks near the end there :)

Loved the different gameplay systems with the through line of knocking down the blocks. Especially the missile, it felt unlike anything else I've played in VR. I also thought the narration was well integrated and helped give the game a narrative through line and make it less of a solitary experience.

Loved the models and aesthetics, especially the tiny human models and animations. I didn't realize you could grab new cards while playing so discovering that really made things more fun.