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Gardenia

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A member registered Oct 25, 2019 · View creator page →

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Pretty neat twin-stick shooter! The visuals are definitely strong here, and the CMYK asethetic works well for high contrast. The low-friction movement had me a bit worried at first, but even so, it still controls pretty well.

Well done! The platforming is super tight, and every mechanic works seamlessly with one another to allow for some cool plays. It’s very rewarding to improve on your time and master each technique.

This is a pretty cool survival FPS, and the spooky ocean environment really sells the isolation and stacked odds of survival. I had a little bit of trouble with gathering more ammo and determining when it respawns, but other than that, I had fun defending the ship!

This is a pretty challenging platformer, but it works pretty well. The icy, friction-less areas require equal parts thinking and timing, which is pretty unique.

Today’s News: Florida Man Trolls Streets by Causing People to Trip and Slip

I like the variation on some of the NPCs and how some of them have a higher or lower search radius, or have a sweeping or erratic pattern to searching. It gets more challenging, especially when additional drunks or cops are on the street.

I hydroplaned my car before, and it’s scary stuff… but this is fun! The drifting is well designed, and just like drifting a car for real, over-correcting will make you lose control.

The oil mechanic is pretty fun to work with, especially when dashing and attacking while moving. I found myself sticking to the oil-covered areas to make kiting around enemies easier.

Excellent presentation and art style! I like the rhythm involved in picking up the orders from each side and weaving through the tables to serve them.

Ranking: S-S-S-S-B-B

I like how the 1950s is captured here, and the music is pretty fitting, as well. I noticed how most of the difficulty comes from managing the crowds of enemies and keeping them away from the cars, rather than necessarily defeating every enemy on screen. This adds a lot more strategy to defending the cars as they go along the conveyor belt, and I had fun pushing away the enemies.

I like the secrets placed around the level, and how the more difficult to reach places give you much larger rewards. I did encounter a bug where you fall through some platforms if you’re falling too fast, but other than that, I had a lot of fun with this game!

Great music and drifting, overall. It was pretty satisfying getting the time down on each attempt, as well as finding shortcuts throughout the track and the right places to slow down and drift.

I love the overall presentation on display here. It’s a fine mix between energizing and coziness. I noticed how adaptable the game world is for all of the different game modes, which is pretty clever.

I like a good game of billiards, though I’m not very good at it, lol. The rogue-lite elements of the game are pretty interesting, and I can see some potential for big plays with some of the unique balls. The adjustable camera is a nice feature, but the default top-down perspective is my favorite since it gives the game a more arcade presentation.

I’m not sure what caused this fight between this goose and other geese, but I can only assume that they’re fighting over a rare hockey stick variant that deals +30 freezing damage. Anyways, I like the backdrops for the game. They remind me of a story book, which combined with the geese fighting, provides a pretty funny contrast. It took me a bit to understand how the freezing works, but once I figured out when it occurs, I knew to focus on enemies with more damage while kiting so I could clear rounds more easily.

One of my favorite levels here has to be the tire level. The circular shape of the course works surprisingly well with the controls, and it sometimes felt like I was drifting. The low-gravity environment made things a bit tricky for the other courses, but for the tire, it works really well in its favor.

Pretty cool! The simple controls made it easy to pick up, but it encourages you to nail each mechanic as you fight tougher and tougher enemies.

It was pretty difficult, but I managed to get through the game. Not bad for your first platformer!

I love the grappling in this game; it feels very fluid and accessible. The only issue I’ve encountered is that the level takes a long time to load up, even when resetting it. The pickups also seem to cause the game to pause for a couple of frames. Other than that, it was pretty fun!

Great visuals and theme! In my second run through, I was able to get the rocket started in about 40 seconds!

Not bad for your first game jam! The UI feels pretty fleshed out, too.

This game has a very relaxing atmosphere. This also happens to have my favorite kind of food here, so I’m all for it.

This reminds me of some of those flash games when they were at their peak. This was a blast to play!

I like the different endings that you can get, and it might just be me, but the pixel graphics for each of the ending screens add to their humor. I played through the game several times just to see what forgotten items lead to what endings.

Excellent art and presentation! Though I don’t usually gravitate towards turn-based combat, I like the stamina conservation that’s baked into the combat. I can easily see this becoming more important as the game goes on, where more powerful attacks may be needed, but each one can take up a significant amount of stamina, thus requiring more strategy.

Pretty cool presentation, overall! I can easily see there being some rogue-lite elements added in the future. I think I encountered a bug where the camera moves downwards constantly, but it didn’t appear when I refreshed the page. Despite this, it was fun trying to complete the level as quickly as possible.

Yep, we’ve all been there trying to complete an assignment late at night. Took me a few tries to beat the game, but I managed to find a good way of managing all of the stats. Some of them options ended up being better in the long run since they helped maintain the bar better without taking up too much time. I think with some balancing, each option can have its own unique strategy. Other than that, I like the pixel art on display!

The platforming is definitely on point, and the ways you can summon platforms offers several ways for players to get through each stage. I found that you move pretty fast in this game – almost too fast. I think some sort of middle ground between moving fast and moving too slow might help with this. Otherwise, this is a solid platformer!

I felt like Hunter S. Thompson slowly losing his mind while rushing to get his next book done. Haven’t done a writing exercise in some time, so this was a great game to flex the creative muscles!

I like how the game is sort of a lite tower-defense, if that makes any sense. The art style is definitely the strongest part of this game. I’m wondering, though: to get these sprites, did you render them from 3D models and then touch them up a bit to make certain parts more readable? I ask because I’m thinking of taking up a technique like this in the future, just as a way of blending two different visual mediums.

There’s a lot of potential with the puzzle mechanics. I got up to stage 7 which had one more block that the fireballs could interact with. It’d be cool to expand upon these mechanics after the jam, and possibly see how each block and mechanism can interact with each-other.

I like the references to many of the most defining video games out there. I can easily see this game being set up as an endless arcade-like game.

Well done! I can see that there’s a strategic element to the game, and that you can play the game as fast or as slowly as you want. I can see myself coming back to this every now and then.

This is pretty fun! I like how it gets more difficult as you progress, literally turning the game into a rat race as you keep your employees’ water feeder full while keeping them on task.

I like how each item has its own way of helping the player navigate the level, and how each of them can synergize with one another. Being able to spam the weapons also led to some interesting strategies, although I’m not sure if it was intentional. Nevertheless, it made for a fun platformer!

The art style reminds me of some of those 2.5D or 3D racing games on the GBA, which is pretty cool.

It’s pretty difficult, but I like the puzzle platforming elements involved in getting the packages to the houses. The dash mechanic also has a lot of potential, for you can use it to quickly bring down your speed as needed. I think that with some tighter maneuvering, you could use the dashing to its fullest advantage.

I like the mad scramble that you’re in to get the fire going. It almost feels like a WarioWare minigame in that sense. Given how the game works, I can see there being some puzzle levels of some sort where you need to guide objects though a series of obstacles just to get the fire going.

I like that there’s a good sense of progression as you upgrade your shop and get larger commissions. I’d love to see a larger variety of tools / weapons you can create just to spice things up.

This is a pretty cool take on mini-golf. Being able to control the car after winding it up is pretty fun since I can pretty much right click to steer the car like it’s one of those old rally racing games.

Spoilers ahead

This feels insanely polished for the game jam. I honestly didn’t expect a hard mode, but when it appeared, it was like a new kind of game unfolded before me. It instantly gave the game some light puzzle elements as you try to avoid destroying the unstable enemies. Well done!