Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Ganktronics

127
Posts
1
Followers
A member registered Feb 15, 2022 · View creator page →

Creator of

Recent community posts

Nice job! If it had an auto sell, it'd quickly get nuts.

The scales gathering really gives this that juice when it's end game. Nicely done!

It's not a knock, I realize it was mostly a day of coding, a day of polishing what you could. I just think if I give feedback, I should mention anything I'd improve. Again, nicely done.

Nice! Liked the use of scale to determine the autoaim! Also liked that it highlighted what it'd go for. If I'd add anything, maybe slightly bigger range on the knight, definitely a "don't spawn near the player" mechanic. The mage is definitely my best of the two.

Oh, this was NOT a knock on the difficulty. I'm crap at platformers! It was pretty good IMO.

I didn't realize the number was a move counter at first, thought it was a timer, so I was panicking and trying to move without planning. Took me a second to realize I was an idiot, lol. Then I ran into the timer level. Well done, bonus points for me legit having a burger when I started this up.

If I could add anything, I would've had a slight tutorial level that explains that it's a click and drag game and that the first red number is a move counter, but it didn't take me too long to realize that.

I set zero records, for sure, on that last level. But man, that was nicely done. Solid little game. Appreciated the sound settings and the save points in rooms for sure.

Haha, you have to make this a full game with more levels. Also, appreciate the fact the mechanics also work on the menu screen. Nice touch!

I'm like.... how do I make one game. Meanwhile, this game's like... why not play a few? Lol.  Liked the ending. It's a neat idea that goes well together and the graphics are fun. Good job.

Nice visuals and audio for sure. I liked the mechanic. If I were to change anything, I'd ease players into the mechanic early on, so like less enemies, probably more weighted to be easily arranged while the player figures it out. Took me a couple of tries before I didn't feel overwhelmed by the number of enemies.  Good take on this overall though!

Money laundering never looked so good. Seriously amazing visual and sounds. The tutorial was nicely done too, I just wish I would've known which type of things to prioritize most when it's falling down.

This is amazing looking and sounding, fun to play for sure.  I would've loved to have a better way to see what one of the workers is carrying, maybe just a tiny sprite next to them at least. Would've saved me some panic when those alarms were going off.

The bar's a nice touch. At first, I was like, how could I even do this, then I saw a few drinks and saw the concept of how to win and did it. If only I could drink my way to millions in real life.

Props for doing a Gameboy game! Good concept, numbers went up crazy fast with combos, which will give people that rush for sure. Only things I would really improve are adding a bit more enemies at the start and maybe make the character/enemies pop more artwise, but its a lot better than I'd do with the Gameboy limits for sure.

Oh man, I was not expecting to go that fast! Fun little gameplay, but I might've preferred a tad slower on the reaction of the WASD movement. It was just chaotic trying to fight sometimes or pick up a health potion while fighting. Still, the music did reflect the chaoticness of it. And the style worked.

Possible bug? I couldn't get more skills after the first one.

Tough little game.  I kept working myself to death and failing to get enough to eat.  Management wouldn't pay enough or let me sleep, and coworkers never wanted to unionize. Felt too real :P
If I could offer improvements, it'd be to maybe adjust the pay or stamina system a little. Felt like I was rushed to try and accomplish anything and couldn't do any one thing well.

Weird. I'm betting itch had a hiccup. I've seen it lag out on commands when it's busy if you do the web versions.

Thanks! I wanted it to have the feel at first that you were a pilot who had no clue what they were doing. Glad that seemed to come across.

Loved the twist of using minigames with spinning for the choices in this visual novel. The art was cute too, definitely fitting with the story and music. You had me worried that I'd have to play beyblades once or spin for the result at the end, lol.  Overall, nicely done. Hadn't seen a visual novel in the game jam yet!

The livestream below helped. I also hit the crash. The battle arena thing looked great, and sounded great when you connected, extra nice touch making the screens in the background flash with that. Nice little piece.

Loved the visual direction here, it's what drew me in for sure.

Absolutely loved the character design! Controls felt good too, liked that I could buy stuff from chests on the run. Also liked having the multiple levels. Hard to believe you did all this in a week!

Interesting take, but that red really hated me one run, I got one guess then straight reds. Maybe a little more  slices to make it a little easier? Still, it's a nice simple game, I can appreciate that. Looked nice and seemed well put together.

Interesting idea, love the colors of it all. Nice controls too. Well done!

Fun little platformer. Using the saw was enjoyable, loved the colors too. It was a nice effect making the little robot go red as it's stamina war off instead of just using a bar. Honestly, it's a well polished game.

There's something mental, but cute, about fishing with that music to cook meals for zombies who might eat you. :P

I like the concept, it was cute. If I were to add anything, the top ones would be to add sound effects and a game over screen or a win condition. Otherwise, definitely unique idea. Good job there.

Yeah, a stretch goal if there was more time would be being able to update the control grid. Just didn't get that far down the list of things I'd like to get done. Glad you loved and hated it :P

Started this off going, alright, I like this music, let's see. Then, learned the controls. Like that focus mode and that I can still pick up drops during it. Then it hit me with an upgrade choice. That's some solid artwork, and having not looked at the screenshots, I was definitely "Oh yeah."
Solid. Really appreciated the controls and upgrade/death art styles.

Yeah, i agree on the icons needing a little more oomph. Game jam didn't give me enough time to play around with those enough, that's for sure. Glad you made it through and didn't ruin a party!

I like the graphics on this for sure, they look sharp. My only thing would be to add an option for the text on the slices to pop a little more they get lost at lower resolutions.

Thanks! Yeah, if i take it forward, I definitely need to pay attention to the soundtrack a lot. I got lucky with finding that song (even if it's now etched into my brain from all the playtesting!)

Interesting concept. I liked the control of juggling little hamsters around (and their cute meep noises) trying to avoid them dying  as I'm quickly cycling out who's in and out.

Thanks, it was a gamble that's for sure. More of a "could I make this control work." If I build it out, I'd make it more roguelite in nature, allow modifications of the grid or timing and such.

Thanks! My failed attempt at art school's paying off in pixel art assets these days :)

Oh man, I feel like the jump button's unforgiving on any spinning platforms for sure. I'm... not sure what the fixes are off the top of my head, i've seen tutorials before on how to fix that, but it definitely makes the game a little harder than it ought to be (unless you wanted it to be hard). It's cute though, I'll give it that. Nice visuals for sure.

Beat the tinkerer, so I feel accomplished. I feel like music and sounds would've helped out a lot here. The little notes were nice, and the art had a charming appeal. Combat was alright, like enemies could see through walls, but I could also hit them through walls, so i guess that balanced out. It's good level design though. I feel like you could spruce this up with little things like sounds and it'd add a lot.

Great spin (pun intended) on the theme. It's well done. If I were to offer any improvements it would just be to allow a double click to move words up to where they go quicker (if it's obvious, like verbs to the verb space). Could help, could also just be my mouse hand complaining today :P  Good job though.

Thanks! I've been doing a lot of pixel art top down for an RTS I've been working on, felt like good practice fitting it in here and working on my particle effects.

I would kill for an upgrade to make it easier to hit that green area in the launch, lol. I did get a few good runs where I actually managed to hit the enemies and not come to a complete stop though. It just felt like it wasn't as responsive to my inputs, like I'd hit space and then a second or two later it'd kick in, which made timing hitting guys hard. I didn't see a download option to know if that's an itch thing or not. Otherwise it's a good little spinny game.

It's a little hard to just time the shot (it spins so fast). I just resorted to tapping the button hoping to catch it over any group of deer. Other than that, it weirdly gave me old Command And Conquer vibes with the UI, which is a good thing. Felt nostalgic in a way. Some of the goals might be too hard, given how hard it was to line up the shot to fire. If you went forward with this, I'd either add in a slower revolver, more time, or maybe the ability to earn money, buy upgrades with options radar pointing to larger groupings or maybe some herding mechanic or extra arrows to line up?  Still, good feel overall.