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Garrit

213
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A member registered Apr 02, 2024 · View creator page →

Creator of

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This is a really interesting use of the theme. I wanted to try a run without looking at the guide first but I failed miserably. It's cool that the animals have different effects. It'd be fun if you could expand/upgrade to cast multiple spells at a time so you can cast an animal while capturing enough.

I was a bit unsure of the effects of the different items but it was fun to figure out a strategy to survive. My interpretation was to come up to the surface to heal on flowers then go under ground to continue exploring... I'm not sure if that's right though haha.

I did see the strawberry but it was a tile away and I just couldn't make it. The only downside is more of a nit pick of using "D" and "J" for dig/jump controls other than that it's a solid game. Well done.

Thanks for playing Alwin. Selection is something I absolutely needed to improve but couldn't risk making changes so late into the jam.

I hope you enjoyed it, outside of the issues!

Oh cool, I'll take top 10 haha!

The main menu started strong and then the game gets even stronger. I didn't even notice the turrets being designed around rhythm/QTE for a minute or two! Really cool idea which I wasn't terribly good at but I got to wave 12 at least!

Thanks for playing. There's plenty of improvement I need to make in my Godot cutscenes, blending animations seems more difficult than doing it in unity 😞 

Nice polish on the UI and feedback when matching 3. It took me a few tries to get a hang of it but I managed to get through the levels fine after that. A well put together game.

A really unique idea. Turning over rocks to discover critters is a really interesting take on the theme. It'd be even cooler if we had a little control over the rock so we could turn it various ways and discover rarer critters in gaps etc.

I managed to find the Digipod so that was a solid hook for sure! Some chill music would have tied this together nicely but nice job regardless.

A really great enjoy. This is a really polished game not just the gameplay but the UI transitions as well. I kept playing until I purchased all the upgrades and the level devolved into chaos! It's a nice touch to have a window showing your player stats as well (time played, money spent etc).

Cool concept! I gave it my best but I couldn't get past the moving mushroom level, I just couldn't get the timing right haha. As another user suggested a trail for the initial throw would be really handy, it wouldn't need to calculate any bounces, so you can keep the difficult while helping the player understand the distance. It was fun to play and the bounce audio was a perfect fit.

This was fun. I really like how the crosshair feels to shoot with the recoil being really noticeable. It's got that "one more try" appeal with all the upgrades as well.

I managed to escape the island from those crab bullies. This plays fairly well but I'd consider not having certain objects collide with the player like the smallish stones and coconuts, in the event of running away from the massing crabs they can be a little annoying.

There's a super strong "just one more turn" factor in this game haha. I just kept going so that's a really good sign. It plays nicely and it's instantly clear what you need to do to play and progress. Nice one.

I like the idea of a nice casual experience and just taking in the scenery. It would have been great if there were some rarer critters or random animations to capture moments that felt more personal to the player. It's nice to see some unique interpretations of the theme like this.

I really enjoyed this one played until I ran out of levels. The visuals are excellent even more so that you say it's a first try with hand drawn 2D!

If I was to give feedback it'd be great if they moved just a little fast or have the option to speed them up and sometimes people like me like to just test the waters first before throwing a solution together. I also feel it would be a bit easier to grasp if the tiles took effect when the critters entered the tile and not the tile before... that might just be me though.

The unique abilities for each animal was a nice tough, definitely a lot of potential to expand this. Great work.

Really fun game. A simple idea that's easy to pick up and keeps you hooked. Nice job getting this so polished for the jam. I was a little confused about why only my 1st slot was getting sent to the done pile but maybe I misunderstand how it's supposed to work. In any case, great job!

They are one with the goop now, weep not for them.

Thanks for the feedback. I absolutely agree on having a multi select, I had written the selection system to work like that from the beginning but I ran into a lot of bugs on single select and it got to late to add larger changes like that.

Thanks for trying the game and the kind words. I'm glad you enjoyed the tutorial, it was a lot of hacky code I threw in towards the end of the jam haha. Cheers.

The visuals on this are top notch and the game loop is really solid. I struggled after a few battles but that's the nature of RNG sometimes. I really love that there's a dedicated room to honour the fallen critters. Nice one!

Really nice artwork on the critters. I haven't play this style of game but it played really nicely and was simple to pick up quickly. A little music and perhaps some critter-specific would have bumped up the audio.

This was a fun game. Causing utter chaos by throwing the crate constantly is really rewarding with the juice going on and it performed really well with that that going on. Simple idea but really polished, a great combo! Nice work all.




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Thanks for giving the game a try. I wish I'd made a few more waves and a difficulty mode. I'm very wary of making a jam game too difficult at the base level.

I also wanted to have attack stances so you could toggle critters to be melee or ranged but I had to fix a lot of bugs (fitting with the theme).

Thanks for the feedback, I'm trying to work on my 3d art.

Cool idea. I really enjoyed the fact that you could smash the objects in the house. Some way to speed up cooling down the rooms would have been a bonus... like a single use fan/cooler of some kind and having the player mash E to reduce the room temp until it runs out.

A fun game. To expand I'd suggest some sort of collectible or secondary objective or you can just stay still forever without any risk and keep bumping the score.

The transitions on the main menu are nice. My main menus are always really dull and boring! I know the pain and stress of pulling a jam game together solo so nice job.

I did want to be a bit more explicit on how the loot applied to the game but yes. All items (with the exception of potions) provide passive bonuses to the critters. Thanks for playing!

Visuals were great and as a ST fan the intro was true to the show! Everything is nicely polished, I enjoyed frantically flicking through the visor settings and failing to dodge enemies haha. The tricorder UI was a really nice touch, well done.

This is excellent. It was a bit difficult to get a feel for the ghost's behaviour but once I did it felt awesome to play. I love the mechanic of seeing enemies through objects and not directly. Seeing the lights randomly swing from an near invisible entity is unnerving.

Love visual style! All really polished. A lot of Fs on my report card but well worth it.

Thank you for playing Joycels. I appreciate the kind feedback. I wish I'd done a few more levels as well :).

Thanks for playing CrowCreations. Puzzle levels are tricky to make, at least they are for me. Trying to balance a reasonable way to figure them out without making them too easy is a challenge. They're probably a bit too easy (and too few!) but I'm glad you enjoyed them.

Thanks Drysti. There are definitely flaws but it sounds like I did a decent job at hiding them!

Hah thanks, that's my Goldie "Cecil".

A nice game with a cute story to go with it. The difficulty is pretty nicely ramped up with mechanics introduced at a nice pace as well. Nice pixel art too.

I'm sorry if I'm being dumb but I can't seem to get past the intro. The game stays on "Thanks for this camping trip dad", it's not crashed because the fire is still animating. I've tried every button, unplugged my controller just in case but nothing seems to cause it to progress. Maybe it's my browser :/. It looks good though!

This is a really polished game that's easy to pick up and play. The visuals are really clean and all of the audio suits the game perfectly. Having to stamp to start the game was a really nice idea to get the player straight into the action. Nice work.

That's fine if it's intended to be difficult that way. I'm pretty poor at platformers so my feedback should definitely be taken with a fistful of salt. Good luck on expanding the game post-jam!

I lost the first time because I didn't see the anomalies slowly ticking up haha but I won on the 2nd attempt. Well it's definitely immersive even with a shorter game I'm sat sweating so great job on the atmosphere. I really love the retro visuals these kinds of games have and it was well implemented here. Really good entry.

I played on controller and everything played quite nicely. I wasn't expecting the change in gameplay so that was pretty cool. The player becomes a bit too transparent when being stealthed, maybe that adds to the difficulty, if so that's cool. It was just a little hard to see playing at that resolution. The page needs a bit of sprucing up with screenshots and a cover image so people can see what type of game they're going to play.

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Nice game. Really simple to pick up and play. Nice work on the graphics, all fits together nicely. I would have liked the end of each round to be just a little bit quicker because I was eager to upgrade and go again :).

Probably not. I typically leave my jam games in the state that I release them in, for better or worse haha. It might be fun to expand, I'm still have main projects that I hope to actually release one day so those tend to take up my time.