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Green Cheese Games

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A member registered Aug 01, 2019 · View creator page →

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Thanks, glad you enjoyed it!

We spent a lot of time trying to make getting the different endings as intuitive as possible, so it's great to hear that effort payed off.  Thanks for the kind words!

Thanks for playing!

This is a super cool idea!  I'm a huge fan of games that use gameplay to tell unique stories, but I've never seen anything quite like this.  The game engine UI looks really nice, and the levels feel like genuine prototypes a dev has abandoned.  I honestly would love to see a full-length game like this that spans genres and really gets into the psyche of the dev on their journey of ups and downs.  Great job!

I really like the idea!  Trying to manage both snakes at once is challenging, but the trucks move slow enough that it never felt frustrating or unfair.  The power-ups are a nice way to shake things up as well, although they never really changed the way I played.  The fading effect on the trucks when you switch snakes is a really nice touch that helps a lot with keeping track of what is where, and I think the game would be much more frustrating to play without it.  The game is pretty simple, but the concept is executed effectively and makes for a fun experience.  I think the game has the potential to be really interesting if you added things like new obstacles or more game-changing powerups.  Great work!

Glad you liked the puzzles!  We had wondered whether our sounds might be a bit much, so its nice to get some feedback on that.  We'll definitely tone them down if we ever rework the game.  Thanks for leaving helpful feedback!

This is a cool idea!  Trying to keep track of the different selves and kill/sync them is an interesting mechanic, and the dynamic difficulty changes depending on how you play are a nice touch.  The controls felt smooth for the most part, and the visuals are nice and simple.  The main issue I noticed is that the small map makes it practically impossible to avoid enemies once there are around five or more of them, which causes the game to devolve into shooting/syncing randomly and hoping you don't get shot until the enemies are reduced to a more manageable number.  This could probably be fixed pretty easily with a larger map or with a more consolidated way to indicate enemy locations.  The only other area that could use improvement is the sound, but its pretty difficult to get sound right in the limited time of a jam.  Aside from those things, this game is a lot of fun to play and has a super interesting idea.  I think it would have a lot of potential to be expanded into a larger game if you cleaned it up a bit and added some new mechanics.  Great work!

Glad you like the mechanics!  We had a lot of trouble coming up with a control scheme, so we'll definitely consider adding mouse controls as at least another option if we ever rework the game.  Thanks for the feedback!

The levels are well designed!  The concept is already interesting on its own, but the level design does a really good job of forcing the player to carefully consider each move they make and leads to some thoughtful puzzles.  The UI is a bit rough and it was a bit difficult to understand how the water power worked (it took me a while to realize that it only worked for one water block), but those are things that could easily be fixed with minor adjustments.  It would also be nice if the exit button were colored differently to indicate which one is the goal, but that doesn't actually affect gameplay at all and would just be a nice quality of life adjustment.  The game has a really solid foundation, and I enjoyed playing it all the way through.  Really good job!

Glad you found it fun!  We were definitely going for a puzzle feel and the key puzzle was one of our favorites, so its nice to hear those things appreciated.  Thanks for the comment!

This is a great idea!  I was hoping to see a rhythm game in the jam, and this one more than met my hopes.  The idea of creating your own timings is really interesting and forced me to plan carefully in each level.  The variety of block types was also nice and helped each level feel fresh as well, and the sounds combined to make nice music no matter where you put the blocks.  Aside from a few quality of life things other people mentioned, I think a potential improvement to the game would be to force the player to move with the beat as well.  It would change the way the game feels, but the current system made my victory seem much more dependent on how fast I could mash than how I placed the blocks.  There were quite a few levels where I felt like my block placement didn't matter at all as long as I mashed the move buttons quickly during windows of opportunity.  However, the idea has a lot of potential, and I think this could easily be expanded into a full, successful game with a few small adjustments.  Fantastic work!

We're happy you found it interesting!  The lag is something we're hoping to fix after the jam, and we might add some more levels and mechanics if we find the time.  Thanks for leaving feedback!

This is a neat game!  The story elements are nice and set up the gameplay well, and the art and music does a good job of building the atmosphere.  The mechanics of carrying the bird around and hiding it are neat, although what did and didn't count as gentle felt a bit arbitrary and frustrating at times.  The level design and puzzles are also really nice, and for the most part I was challenged without reaching the point of frustration.  It would be nice to have an indicator as to what you can interact with as it was a bit difficult to tell at times, but the way the objects interact was cool and made for some interesting and humorous moments (the litterbox had me laughing out loud for a moment).  I ended up getting stuck on the kitchen because I couldn't figure out how to get the bird across the space without getting detected, but everything up to that point was fun and charming.  Well done!

It's great to hear you liked it!  We didn't find the source of the lag until after the jam was finished, but we're planning to at least post a version of the game where the lag is fixed after the jam finishes.  Thanks for playing!

Glad you liked the idea!  Somehow highlighting the objects you can link sounds like a good way to teach the linking mechanic, so we'll definitely add something along those lines if we ever rework the game.  Thanks for leaving a comment!

This is a clever idea (and title)!  Having to manage the plant and keep it safe while also relying on it for power is an interesting mechanic, and it created a couple of scenarios where I had to think outside of the box.  Unfortunately, the other mechanics of the game were difficult to understand at first, and while I eventually figured them out, it felt like I was winning through trial and error rather than actually solving the puzzle.  This could be pretty easily fixed with a tutorial or some text, and I think the game has a lot of potential if its mechanics were more clear to the player.  Aside from that, the game seems well-made, and the concept is great.  Good job!

This is a fantastic idea!  It's easily one of the most unique concepts I've seen in the jam, and it is implemented well for the most part.  The main issue I noticed is that controlling some of the parts is a bit clunky, and I had trouble pushing around objects or climbing certain areas of the room (like the books by the chair with the hips).  The control scheme and camera angle were also a bit difficult to work with, but that felt in-theme with the game and wasn't really frustrating.  Aside from those things, I had a blast with the game.  The gameplay is really creative, and the art and music are some of the most polished I've seen in the jam and create a really nice atmosphere.  Great work!

Nice to hear you liked the concept!  On the second level you should be able to link the spikes and box on the lower level by pressing J, which will switch their properties and open a way forward.  We were originally planning to add a more thorough tutorial for that area but ran out of time, so it requires a bit of a jump in logic as is.  Thanks for playing!

Glad you liked it!  That's a good point about jumping, we'll probably map it to both space and W for ease of access if we ever expand on the game.  Thanks for playing!

This is incredibly polished!  This is probably the nicest-looking game I've seen in the jam, and the music is great!  All of the animations are smooth and the controls feel good to play with.  The idea is also pretty fascinating, and it was interesting to develop different strategies to maneuver around the level.  I ended up stumped on the first level with two holes as I have no idea how to create a platform below the right hole so I can put a second stitch across it, but all of the levels before that seemed to have a decent difficulty curve.  As I said, this is unbelievably well polished for a jam game, and it definitely has the potential to be expanded into a full game of its own.  Really nicely done!

We're glad you liked it!  We put a lot of the jam time into level design, so it's nice to hear it appreciated.  Thanks for leaving a comment!

This is a cool idea!  I've seen a few other grapple hook type games, but this is easily the most unique take on it.  Switching the gravity around is a neat mechanic, and the level design compliments it nicely.  I liked the way the world is organized as a whole with a hub in the middle and sections on each side, and the art style for each section helped them feel distinct.  The main issue I noticed is that the grapple controls felt inconsistent and often found that I just didn't attach to the point or clipped into the ground, which made navigating tougher areas a bit frustrating.  It would also be nice to be able to zoom out (especially in the purple area where I felt like I was just guessing where to go and land), but that's much more of a nitpicky thing.  I think this game could be really great if you ever decide to go back and polish it, the mechanics have a lot of potential.  Great job!

Glad to hear you liked the idea!  We put a lot of time into developing the mechanic and designing levels, so it's great to hear that our work payed off.  We had trouble balancing the difficulty, but having checkpoints sounds like it would be an effective and easy solution.  We'll definitely add some type of checkpoint system in if we expand on the game.  Thanks for the feedback!

This is a nice game!  I initially expected it to be pretty boring an uninspired when I saw that it was a pipe game, but I was pleasantly surprised to see that it was actually quite interesting and challenging.  The mix of moving and rotating mechanics is a breath of fresh air, and the level design does a good job of showing off how these simple mechanics can make complex puzzles (the last level in particular had me thinking for quite a while).  The difficulty curve was also great, as I always felt challenged but never reached a point of frustration.  The game doesn't overstay it's welcome, but it would probably need some new mechanics to shake things up if you ever go back to it and add more levels.  Overall, I had a lot of fun with this game, and it was a nice twist on the pipe game concept.  Nicely done!

This is a neat idea!  The concept is entertaining and addicting to play, and the way it is framed as navigating a room in VR gave me a good laugh.  The controls felt tight and the patterns of furniture and arrows seemed fair.  It also has a nice art style, and the contrast between rooms looks really good.  The only criticism I have is that the game is a bit difficult to learn at first due to how fast the arrows fall, so it would be nice to have difficulty options or maybe have the arrows start slow and increase in speed over time.  This idea has a lot of potential, and I would be really curious to see what it would look like if you end up expanding on it the way described on the game's page.  Great work!

We're glad to hear our idea turned out well and you enjoyed playing!  We appreciate the feedback!

Glad you found it interesting!  We definitely took some inspiration from Baba is You, especially in the level design.  Thanks for playing and leaving a comment!

Thanks for the kind words!  We were a bit worried about whether the game would come across as unique, so it’s reassuring that you felt that way.  The key level was one of our favorites, and we’re glad you liked it.  Again, thanks for playing and leaving feedback, we appreciate it!

This is a really clever idea!  Trying to carefully manipulate and keep track of all the different nodes was just the right level of difficulty, and the controls felt smooth and responsive.  The art and sound have a nice atmosphere, and the sound effect when you hit a wall is great.  The only criticism I have is that the mechanics feel a bit tedious when you have to move nodes a little bit at a time over and over again, which most of the levels seemed to be based around.  Sometimes it felt like I was just moving in circles and waiting for the nodes to line up just right, which was a bit frustrating.  Aside from that, I had a lot of fun with the game, and it is one of the more interesting submissions I have played.  It's amazing that you accomplished that in just four hours!

I really like the idea!  It reminds me a bit of agario, but the addition of abilities that become available as you get more followers adds some much-needed variety and kept me on my toes in a way that game like agario never could.  The shooting and shield abilities in particular were fun to use and fight with, although it would be nice if the game were a bit more zoomed out so I could see enemies further away (maybe it could zoom out as you get more followers?).  It would also be nice to have a timer or score system so players could compare their runs.  Aside from those tiny things, this game was a blast to play and I really like the idea.  Great work!

This game has a neat atmosphere!  The art style is really nice, and the music complements it well.  There are a lot of neat ideas at work here, but the slow controls make it hard to move around and interact with anything.  It would be neat if there were some way for the two characters to interact with each other, as right now it just feels like I have to play the same level twice (I noticed that the platforms changed color, but it didn't seem to do anything).  I think this could be a fun game if you ever decide to go back and clean up the controls, so good job!

Glad you liked it!  Thanks for playing!

This is a pretty neat take on the theme!  The linking of health works really well in a turn-based game like this, and being able to control your enemies actions as well while you are linked leaves room for a lot of strategy.  However, I noticed that most of my victories and failures ultimately boiled down to the luck of what is available to me and what my enemy does when we become unlinked, which can make the game a bit frustrating.  Choosing cards after defeating enemies seemed to help this problem a lot, so maybe allowing the player to have some sort of choice in their initial deck would help make it feel less luck reliant.  The art and sound is gorgeous, probably some of the best I have seen in the jam.  They create an atmosphere that seems perfect for the feel of the game, so great job.  Overall, I had a lot of fun with the game, and I think it has a lot of potential to grow if you ever return to it!

This is a pretty interesting take on the theme.  The levels are good about slowly introducing mechanics and are designed in a way that made me stop and think about my every move.  A few of them had me stumped for a while, but they never felt frustrating.  If you ever decide to come back to the game, I think it would be neat to have some type of button or sensor that requires you to amass a certain amount of blocks since the current version revolves entirely around having as few slime blocks attached as possible.  The art and sound do their job well, although the move sound effect does get annoying after a while.  Great job, this idea has a lot of potential!

Glad you liked our idea!  I hadn't even thought about adding a UI like that, but that's a good idea!  I'll definitely implement some type of indicator like that if I ever rework the game.  Thanks!

Glad you liked it!  I think you're spot on about the performance, because we did have each wall as a separate object.  I'll have to make sure and use tilesets for the art next time and just have large floor objects the way you mentioned.  Thanks for leaving such helpful feedback!

I really like the way this game tells a story through its mechanics.  The dialogue at the start of each level was a nice way to both tell the narrative and explain mechanics.  There was a good variety of obstacle types, and the game never felt stale while I was playing it.  The art and music are pretty simple, but they do a good job of conveying the important information to the player.  The one issue I noticed is that the angle makes it hard to see in some of the denser levels, so having a higher view might help with clarity there.  Overall, really well done!

I really loved this idea! It was very creative to use a mental bind instead of a physical bind. As well as that, the game was a whole lot of fun to play and was very nice to look at. I did fall out of the world on the fourth level, and one of the rats disappeared in that same level. Other than that, this game was a blast and I am glad that I got to play!

I really loved the difficulty of this game. It was a fun amount of difficulty that kept my interest the whole time. The only thing I would say is that I have seen many other games in this jam that have the same concept. You switched it up a little though, which gave the game its own feel. Great work!

I really liked the creativity and thought that you put into this game. I had never thought about binding keys together for this theme. I also really liked the level design and abilities. I got really frustrated playing, but I think that is due to my poor gaming abilities. I thought that the music was very nice, and that the visuals were as well. I had a lot of fun playing your game!