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GamrPotato

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A member registered Aug 04, 2025 · View creator page →

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(1 edit)

finally finished it. Definitely the most "complete" game of the jam for me. It looks good it sounds good, looks good the cohesive theming is awesome, the only thing i could say is that by the end i was starting to feel a lack of gameplay variety (i should mention that i did play on the hardest difficulty and struggled a little so that probably influenced my feeling). Very polished in every aspect though. Great job!

I found a couple small bugs while playing (i was playing the web embed version):
getting cursed by the statue overlay stays after respawn
spamming buttons on level load sometimes crashes game
in some places you can pick up items through closed doors and it doesn't feel intended
enemies can get hit by arrows stuck in walls
also in the credits on the itch page the link to the "search noise" seems to be wrong

Ooooh this is my favorite one so far. Was a little confused at first, but after dying a couple times, i found the process of figuring the fight out very satisfying. I wish there was a more viable "get off me" option when multiple enemies are chasing you. If i don't want to abuse their pathing i feel like i need to kill 2/3 of them in 4 bullets on cool baby and they don't really open themselves up for that to be possible every time. Maybe if kicking enemies into each other stunned all of them? not sure. Cool game though, great job!

Sadly i get a pretty long stutter every like 20s of gameplay, but i can appreciate coding a renderer. I also like how the gnomes jump up when you shoot them

Quake was definitely one of the games we drew from! As we struggled to make wolfenstein's core gameplay fun partway through the jam, we naturally looked at it's successors and how they improved on the gameplay. Thanks for the review and bug report, didn't catch that one oops

Insanely impressive for a 10 day project. Great art, great game feel, great sounds. I liked all the tactile buttons in the menu.

I really like all the sounds in the game, i have no clue how you made your voice sound like that. Vaguely strange/surreal atmosphere in a way i like.

Got out, but i then i went back in to rescue my friends hehe. I loved the little crab looking where i look, very cute touch. 

Thanks, glad you liked it! Yeah the game definitely ended up being on the harder side, but i will note that there is an easier difficulty option in the settings, but even that's definitely not baby mode. It just kinda makes it go from very hard to regular hard for people it seems

Awesome, i hate that guy!

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I love this game! The art is cute, i like what you did with the music. The best part by far is the movement system though. It fits the style of a foddian game very well. There is a surprising amount of depth to it as well. I like the bullet time addition as well.

some feedback:

I know the almost no air control was a deliberate choice, but I think where you land after you swing is already very hard to control precisely so giving some leeway would make the game feel a bit better. That being said I personally would still keep it a lot lower than any traditional platformer (the game is still  supposed to be about swinging good)
The game isn't super long so this isn't that big of a deal, but because of how the tumbling works after you fall and because a decent amount of the platforming is done on thin blocks with little height variation to catch you if you are tumbling to the side, falling at all often means falling all the way down no matter how high you were before falling.
I would probably also make the first swing up to the platform in the tutorial a bit easier.

Please don't take the points before the wrong way, I adore this game. I went back after my first playthrough to mess around with the movement and needless to say the game is only scratching the surface of what's possible. Will probably play some more to see how low the time can go.
Great job!