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Gorge Express

49
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A member registered Jan 06, 2017 · View creator page →

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The mutation mechanic is excellent! I love the way it impacts your stats, and encourages you to seek out specific enemies to get the stats you want. I also like how it forces you to get close, and the zoom in+sfx make it feel great to use. There's not much variety to the enemy attacks(projectiles aimed directly at the player), but the cramped level design+speed of some of the bullets keeps you from simply circling around the enemies until you win. The enemy spawns being spread out helps too, and it feels like a lot of thought was put into the AI and how the enemies move around. 

Very cool concept! I was surprised by how short it was, but what's there feels VERY polished! I did ~5 runs just to play around with all the different effects. 

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I managed to beat it, though I needed to be told there was a hallway containing a double jump. The lighting made the hallway to the wall run more obvious. 

When grabbing the double jump powerup, the long hallway and wait for the elevator seem unnecessary. This is unfortunate, because you have to redo it if you fall during the wall run section. And I'd be surprised if most people got that wall run section first try, as every game seems to implement wall running a bit differently. 


I like how the camera shifts when you move sideways, without impacting the direction the player is moving.!

I'm curious how hard it was to implement the wall run lol.

After the first time you go outside? Once you complete that short outside section and end up back inside, there will be a grapple point on your left.

OH! Thanks! I didn't even notice the hallway!

How do I wall run?

This was fun! I thought the controls were great, but I've played a lot of classic castlevania. The mutant gauge definitely takes too long to fill, and once it actually filled, I couldn't progress because my hitbox was too big to pass under something. The splits and transformation music/visual effects were unexpected but funny lol.

This game impressed me!


 I love the graphics and music. The palette is nice. The sprites are stylish, and the songs go hard. I thought enemy and player projectiles looking too similar would be a problem, but after realizing your own attacks can hurt you, the fact that they look similar made a lot of sense lol. 


I like how the hearts force you to move around the arena, and breaking them forces you to change your weapon. The enemies aren't threatening by themselves, but the fact that you have to worry about hearts, forced weapon changes, and self damage makes the game quite engaging. The movement feels great. The guns feel great, and are all pretty different. The only minor complaints I can think of is that a more aggressive enemy type would be nice, and I don't think the pick 3 adds much.

Good point!

Thanks for the insight! It's a shame playing around with CSGTerrain took up so much time. I haven't tried that plugin, but making smooth terrain with CSGs seems like a real pain. That beach looks nice for something that was built in only a few hours!

I've only used Func_Godot+Trenchbroom and Blender before. I'm definitely gonna have to give Terrain3D a look, for when I inevitably want to mess with something that Trenchboom can't handle. 

I really liked the music and visuals! If you ignore the high resolution, it does remind me of ye olde n64/ps1 days. Gameplay wise, I think some movement tech would've made it more interesting to traverse the large, open levels.

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I love the visuals! The music is good. The bosses are fun. It sometimes feels harder than it should be to see the enemy bullets though.

edit: I played the higher difficulties for a bit, and I didn't really have issues with visibility there. 

I love the visuals, music, and sfx! Playing around with the different seeds and modules was fun. Making this game must have been a fun process lol.

I love the concept! The level design is great, and the visual style looks nice. I'm curious what an expanded version of the this demo would look like.

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One of the best(if not the best) game jam games I've seen from a visuals perspective! The support for leaderboards and ghosts is very cool too! Gameplay is solid. I agree with dev.nt90 about the physics.

Thanks for playing!

Would you say that the entire game is pretty challenging on easy, or just the boss fight?

Thanks for all the details! That explains why It's been hard for me to find a black ring lol. I had no idea the player was locked at y=0! The illusion definitely works.

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Doomed to be tortured by bugs forever

edit: the game doesn't mention this, but you can change weapons with the mousewheel. The uzi is where it's at!

I really like the visuals! The spaced themed UI looks nice. The info on the astrononaut's back is a great touch visually and also works perfectly with respect to the gameplay. It's easy enough to see obstacles and rings... not sure if making things standout was a challenge for you given all the grey objects in the black void of space. Music and sfx are good. I had fun with the gameplay, and trying to figure out what the strategy to get a high score is on normal/hard. 

How are the spawns of the rings determined? Are the colored rings mostly random? Is there any trick to finding the black rings? I don't think I've seen one yet!

I gotta respect doing everything yourself! The visuals are solid and stylish, especially the background and the UI. I'm not a big fan of the in-game music due to it being such a short loop. The main menu music works quite well though.

There's a lot of features here I don't usually see in game jam gams! Being able to save your progress is nice, as is being able to rebind your controls. Gamepad support would be nice though... even if it's not rebindable. 

With respect to gameplay, I think the level design is kinda weak. The back half of the game is definitely a step up from the rest though. 

I'm curious how you're supposed to traverse the large gap of spikes at the beginning of the final level? Simply dashing over the first set of spikes would lead me to falling into the 2nd, wider set of spikes after it. I ended up getting past it by falling into the first set of spikes, but dashing right before i hit the spikes. The edge of the platform stops your momentum, but still lets you walk into the platform instead of dropping you into the spikes.

I'm glad you enjoyed it!

I liked it! The music is catchy. The SFX are great. Some of the visuals look like placeholders, but what doesn't looks great, especially the mech. The mechanics are simple, but the level and enemy design makes the most of it. I had fun with my 2 playthroughs, with my first ending to the final boss killing me with the attack she uses at 0 hp :(

The visuals and audio are very impressive! Did you do all of this by yourself?

The game is pretty addicting. And hard as hell lol.


Pretty cool game! I don't think I've seen this concept used in a puzzle game before. 

Very realistic! Except for the game taking 10 minutes instead of 4 hours, but I appreciate that difference!

Seems cool, but the character in the sidescrolling section is almost completely invisible for me. I'm not sure if that's intentional?

The visuals are great! I love all the little details, like the way the cards move when dragging them around, and the slight movements the cards have when idle. The background is pleasant too. And of course, the usual solitaire win animation is there, and looks great. Getting to that animation took me a lot more than the 9 moves you have in your screenshot though :)

SFX and music are great! 

The gameplay is solitaire. Not too much to say there. Controls feel great and are responsive. Only issue I ran into is sometimes the 2nd card in a stack would be rendered over the first card. This would also make me unable to click on the first card, but moving cards around would fix things.

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Hey! Thanks for playing! And the kind words+feedback!

The game was designed primarily around the flight restrictions being on. It does make things *significantly* harder though. You have to carefully plan your jumps, and take advantage of the limited air control you have after double jumping. Flying through the rings is also awkward using the mouse, and the set of the rings after the 1st are prob way harder than they should be in retrospect. Messing around with mouse sensitivity might help, though I think my way of handling sensitivity may have been flawed.. I figured most players would end up turning the restrictions off. 

The ring is definitely not explained very well. It also only kicks in if you go through it while flying. I tried to place them in places where it was very unlikely someone would go through the ring while not in the flying state.  Unfortunately, I forgot that disabling flight restrictions makes it pretty easy for that situation to happen...

Definitely feels like a lot of effort was put into this. Nice SFX and gamefeel. I haven't played any modern pinball video games, so maybe this is a common feature these days, but being able to see what every part of the table does by hovering over it is very cool.

I thought this was pretty cool for something that had to be put together in just a few days!

Fun game! And stressful, lol. Is this what the service industry is like  😭?

I had fun with this! The graphics and music/sound are great too!

Tfw your partner won't let you move with nothing but 20 rolls of toilet paper

I'm guessing the volume menu is placeholder? Cute game! I love the animations for the duck. 

I liked it! The use of original characters is a big plus IMO. The dialogue and story is cute. Combat is good.  It feels like the encounter design and character skill designs were well thought out for such a short game. 

I enjoyed it! Short but cute/funny

I enjoyed it, and look forward to chapter 2! The concept is unique. The puzzles were pretty neat and enjoyable.  The combat system is very basic, but the encounter design manages to do a lot with it. 

Thank you for playing! I'm glad you liked it!

Thank you for playing! I'm glad you liked it!

The 3rd course is on top of the room containing the tutorial entrance, but it has more difficult wall jumps than the 2nd course. 

The first-person wall jumps are definitely trickier than intended. If i ever make another first-person platformer, they likely won't return.