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gatorsoup

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A member registered Jul 01, 2021 · View creator page →

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Verry cool concept. I really liked the opening motion comic cutscene. The game itself is pretty easy to understand and play, and is fun.  I particularly like how the theme is layered into your mechanic and both serve as part of the narrative of your game. There is no greater objective, no score, just a target to kill, and when you do, you become the target for the next person, I love it. 

My feedback would be that it is a bit on the easy side, and that maybe in a post jam version you could add some more challenge. Like maybe its not just portraits but little details on the portraits  that need to be the same like in Papers Please. Also maybe your target can spot you if you get too close. idk just some thoughts.

I really liked this.

Well that was just excellent. Super fun game. I played it for nearly 30+ minutes. The last level is super hard. I really liked smashing the other cars it felt really juicy.

As far as feedback goes, I think the instant fail from the wall hits might be too unfair. It would probably be better if hitting a wall resulted in a position reset and one lost life.

Very nifty. I love how you had the puzzle solutions sitting around the room, it felt cool to interact with the room as more than just set dressing. The presentation here is what really sells everything, it is very well done. The audio was effective, the art style was clear but had personality, and the interactions were pretty funny. Overall, I appreciate that you worked a narrative into your primary gameplay loop.

Not a ton of feedback honestly. I kinda feel like this is exactly the way it is supposed to be. Maybe you could add some more convoluted environmental puzzles, and really have the calls go in some weird directions but honestly what is here is already good.

Nicely done.

Very solid puzzler. I think the core mechanic is very sound and easy to understand. The puzzles are not simple but not unnecessarily convoluted either. As silly as it sounds, my favorite part was the ability to cut out parts of the circuit that were no good, it made me feel clever and like I was making my own solution (obviously I was not but I think that is still a very good feeling to have in a puzzle game like this, so nice job!)

Feedback wise, I think perhaps making the areas of the puzzle that fail the circuit test flash red or something might not be a bad idea in a post jam version, it would definitely help with readability.

Thanks for the good puzzles, I enjoyed all of them.

Great game and also really easy to understand. This concept could have gotten convoluted and or confusing but the way it was taught and laid out made it very easy to pickup. Nicely done. I also just think that this is a genre match made in heaven and I am surprised that I have not seen this mixture of wave based tower defense with rhythm game. 

Feedback: I think perhaps more visual indication when an enemy is invulnerable to your attacks would be a good idea. Just because there are so many enemies on screen it can be easy to lose sight of how effective your attacks are or are not.


Fantastic idea and execution for a game, and also really great soundtrack. I had a lot of fun.

Very cool little game. I really like how the primary mechanic as a take on the theme. I cant say I have seen many games that use the path you took as the path for the next set of hazard spawns. I found it to be pretty fun and challenging.

My only piece of feedback is it might be nice if the hitboxes on the fire hazards were slightly smaller because rn even glancing them ever so slightly results in a hit.

Overall, I had fun, and as I said before I think this was a great take on the theme.

Very dark humor/atmosphere, and a fun little automation game. I got most of the staff into 100 cost camp and wow did that wheel spin.

My one piece of feedback is that in a post jam version it would be nice if we could figure out which staff members were which. You let us see how long they have left, so It would be a nice addition to know which valued employee is about to "retire"

had fun, pushed my employees till they retired for the good of the company.

fantastic use of the game jam theme. Really cool to try and cast spell. The visuals are especially pretty.

No feedback, this was super polished and fun to play.

Now that is a very very cool take on the theme. I love the idea that after you beat the boss your old ship becomes the next boss. Very fun game, and the ship building is really cool.

I do think maybe a spawn timer before a boss spawning would be nice, right now if you build a super OP boss you are kinda doomed without so much as a head start.

Had a lot of fun with this one, it has some excellent mechanics.

Took me a bit to decipher how exactly to play it, but once I did I found it to be rather nifty.

Far and away my favorite part of the game were the visuals. Everything had so much character and a bit of dark humor. 

The flag mechanic is pretty darn cool and once you figure out how to use it, it really works well. I think it would be nice though if maybe in a post jam version you drew some lines between the flags with a direction arrow to indicate the flags order. 

Overall, pretty, cool, and impressive given the amount of time.

Very cute puzzler with some reaction time elements, with a nice number of levels.

I think the gameplay was solid, none of the levels had any random spike sin difficulty. I am really impressed with the number of puzzle elements/mechanics included. I really liked the treadmill ones. I feel like this could be expanded upon after the jam and that with enough time you could explore some very interesting puzzles.

Feedback: I Think the slowdown mechanic could be a bit unpredictable/ tough. Moving while trying to aim felt a bit finicky. Perhaps going into slowdown mode immediately after hitting the point would be a more intuitive experience.

Regardless, I finished all the levels, and found the game to be quite charming.

Pretty fun mechanics, kind of a mini metroidvania. 

I really liked the level design and felt that the gameplay and the unlocking of abilities flowed in a very organic fashion.

I did encounter a bug where I would phase and then get stuck in the platform. This required me to restart but by then I knew what to do. 

Congrats on the game, thank you for sharing.

It has a great ending and the game itself is a pretty fun platformer, great work!

My favorite mechanic was launching the eggs to hit buttons during jumps, I genuinely thought that was an excellent mechanics. I also solidly enjoyed the level design, the levels all felt fair, and challenging without being too complex or convoluted.

FEEDBACK:  If I am not mistaken you used a capsule collision shape for the chicken and while that is fine, it does mean you tend to slide off edges off platforms, maybe you could do a square collision shape that only activates when a ray(or series of rays is colliding with the floor, so that it doesn't impede your jumping). Nothing major, just some thoughts.

I really enjoyed this one, and showed it to my brother. Thanks for sharing.

Snake with looping walls sounds super simple but actually playing this shows that it really changes up the game in interesting ways. Having to use the edges of the screen turned out to a be a really useful and strategic element.

My only feedback is that it would be nice if the enemies showed you which way they were gonna move next, because it is a bit hard to read them rn.

Nicely done, I had fun.

We talked about making use of an acapella version of the godfather theme but with rodent based adlibs. Sadly I was worried that might get us in trouble since we don't own the melody.

Thank you for the feedback, it is very much appreciated. We are both really happy that you loved the art style.

:D

Thank you for playing, I am glad you enjoyed it.

Ah that bug haha. Thank you for playing, glad you liked the art style!

A proper tutorial would go a long way, but after having spent a good chunk of time with this game you start to understand the systems and there is a good amount of depth! I really liked the visual scripting component and think that it is such cool mechanic and take on the theme.

Great work.

A super solid adventure/point n click game. I really really loved the art style. I also genuinely liked the puzzles. Often time with point n click games, there are one or two puzzles that have very convoluted solutions that do not make a ton of sense. I am happy to report that no such puzzles exist in this game. Every solution made logical sense and felt in line with what I expected.

Also props for getting me with the jump scare more than a few times.

Overall, very fun.

I honestly can't explain it. I died constantly, often frustratingly, and each time I did a little better, improved my character a bit, made the enemy worse, and honestly it just worked. In general I think these bullet hell games live and die by how they shoot, but honestly the real MVP here was the shield. I really really like how you allowed the player to use the shield offensively and also upgrade elements most games would never think to of like that brief moment of invincibility after getting hit. I also think visually the game is really really nice.

As for feedback, I think it would be better if the player had some more notification about which way the attacks are going to come from.

Overall, it was frustrating in a really satisfying way that made me stick it out even after I would normally bail. Defeating that giant boss was wonderful (also I really really love his design with his little clock eye).


Cute narrative, funny looping shtick at the end there. 

I played through it a few times thinking there was more before I realized that that was the loop haha.

Aw ty! Yes I firmly agree with the two phases. My teammate were just discussing that earlier for a post jam build.

hey to spawn servers its up arrow, to call em back home its down arrow. Hope that helps. There are awhole host of helpful tips in the description as well.

Visually stunning, like really really pretty. Super trippy visuals, and yet despite that I never felt confused or lost at what I had to do. The game made sense.

Nicely done.

cool concept. I liked the added challenge of having to worry about bullets from previous times coming back. friendly fire indeed.

If you choose to update it again after the jam review period, I would recommend adding a counter to show how many zombies you have killed and how many time loops you have survived.

I completed all the levels. This was a really nice mix of puzzle game and snake game. Some of the puzzles were very challenging and took me a good solid amount of time. I really like how you made the loop eating your own tale at the end of each section.


I honestly do not have much feedback. This game is exactly as it should be and I am super impressed with it.

Genuinely funny. I really loved the voice over. I played all the mini-games and found them genuinely entertaining.

I do not have a ton of feedback, it is delightful.

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Really nice art, and great music.

The core idea is there and it is an interesting one. It is a bit finicky but It was also cool. Would be nice to see it expanded upon after the jam.

Unbelievably polished. Really fantastic work. Honestly no notes, I had a ton of fun and my final time for completion of the game was

 


Amazing little game with fantastic visuals.

Finished this! The ending room was funny.

From a presentation standpoint the game is stellar.

  1. The protagonist is very cute.
  2. The voice over is a really nice touch.
  3. Everything looked and behaved in the way I expected it to.

From a gameplay standpoint, this is a competent platformer with a bit of a "death matters" mechanic. I liked that I could use my old bodies to avoid traps, but that they did not impede my movement if I chose not to jump over them (a very nice touch).

As far as feedback goes,

  1.  I think the hitboxes on some of the smaller traps are just a biiit too big.
  2. Having to restart at the very beginning each time might be a bit too brutal.

Good job, and thank you for sharing your game. It was fun!

super unique and really tough. I loved adding ball modifiers, and I like how you implemented the ball reset and the trade off.

Visually I think the game is very pretty and easy to understand. I especially liked the slot machine animation. 

From an Audio perspective, I really like how each ball modifier had some unique audio element. The balls are so small that it really made the difference in telling just what I had hit.

As far as feedback goes, it may be too hard without some way to restart a round.

Fun and unique game and take on the theme. well done.

Cool take on the theme. I managed to get into a flow and go pretty far. It is also surprisingly  challenging despite how simple the primary mechanic is.

Nice work.

Feedback: I noticed that the music stops playing after a while, if you choose to keep working on this after the jam, I would suggest making the music loop.

Played it all the way through. It was fun to figure everything out. I would say more but I don't wanna drop spoilers. I will say I kept notes and that made me feel like a detective and very clever.

Cool little visual novel

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It is not easy, in fact it may be one of the hardest games I have played in the jam so far....But it works and requires some skillful planning. Needless to say, I played and completed all the levels.

I think visually the game has this atari 2600 vibe that works well with the puzzley antics.

I think the puzzles themselves are challenging in a way that does not feel unfair. I really like the aim for the walls to mirror teleport, i thought that was very clever and unique.

Feedback:

1. I noticed a bug where sometimes the next tile is not the tile that gets played (that one hurt me in my soul one time)

2. A timer to warn you when the marbles will start rolling would be nice.


Overall, nicely done. I had fun.

Adorable toy. I really really liked this one. 

Took a while to figure out but its nifty, I def agree it would be better with a goal but the systems that are there are cool. There is def an aha moment when your filtering system starts to work well.

Finished this game. I think this is another very cool "loop to do something" game with a really unique twist. Making your sentries and their shooting pattern as part of your own movement looping is super interesting and requires a good bit of skill to do well. Once you get the hang of the mechanic it becomes really effective and satisfying.

I do think perhaps the space station should be invulnerable to friendly fire, and maybe also the main player space craft, the loop sentries should still take friendly fire.

Also in general level one is just way too hard compared to the later levels.

Overall, really fun.

Really cool take on the "looping around something to do something" genre. Having it be the way to create checkpoints was a really nice touch combined with the physics of flying.

as feedback maybe the checkpoint snapping is a little too disorienting but its honestly not a big deal and it does not detract at all. The game is very polished, sounds nice, plays well, and yeah is a just an all around good time.