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Guanomancer

133
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A member registered Jan 27, 2021 · View creator page →

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Thank you, that is really great to hear. :-)
Pillows are a humans best friend.

Thank you. Yea it would have been nice with more time for Aleks to give the pillow a texture. I like the face idea. :-)

Thank you. The jump was a deliberate decision. I agree that id breaks with conventional platform logic and expectation. I'm glad you had fun, the team is really happy with all the feedback. :-)

I agree, it would need at least another week to get the controls right and finish the gameplay and levels. Thank you for the feedback, I'm really happy you found it original. :D

Thank you. :-) We wanted to add a bunch of features, but time said 'Nope'. ;-) Those are great ideas though.

Thank you for the feedback, it's appreciated. :-)

Jam is good, and by the same logic: More jams are more gooder. ;-)
So keep at it, learn, grow, team up with strangers and have as much fun as humanly possible. :-)

Man, the feels. :)

The theme was nice. I felt like the way turrets pick up targets lead them to almost always fire at the same target, thereby wasting time.

I didn't understand this game. The art style was pleasant though. :)

I like the artwork, but I think the game needs to be more intuitive or present concepts sequentially. :-)

This feels very polished for a jam game.  I would probably need an easy-mode to play it more, as I'm old and slow. :D ;)

I couldn't figure out the control scheme. The art is great though. :-)

This game reminds me of Breakout and was fun to play. The instructions could have been more clear on the point that boxes are dragged around, but once I figured it out it was fun. :)

I enjoy the visuals, audio, and music. Would be fun to see what the points and items could be used for. :-)

I lied, it was only 12 or so. 😂

Love the intro art, and the boat, and the gameplay. Almost completed it at a whopping 37 of 1000 ducks. The camera control vertical axis should probably be inverted. Well done all.

Thank you :-)

The artifacts are cause by the cascading shadows not being adjusted to the inverted shader. I would have had a look at that, the missing multi-light shadows, and other things in the shader, but making the game almost playable was the main priority. 

Absolutely. Related in some way.

Thank you for the feedback. :-)

Very interesting art style. The overlay was a bit hard for my eyes - maybe it should have been added in worldspace coordinates?

The music was amazing!

Thank you. It makes my day, reading your feedback. :-)

Thank you. Yea we had a problem with time at the end.

Fun idea. Inverting the colors to change the map is quite neat.

This felt like a "whole" game. Very impressive!

Thank you. That is nice to hear. :)
We did have a slight over scoping problem, and ran out of time.

I can't start the game

I'm out of the playarea and boxes are flying into the screen. The art and music is great though. :)

Fun idea, but after 20 plays I have a highscore of 1, so I think the difficulty could be tuned.

I could only see ~1/4 of the screen, making it hard to play, which is sad as it looked interesting. I liked the artstyle!

Fun! I wish the speed was a bit slower, as I couldn't process things on the map before it had passed me by, but overall it was a fun game.

:-) Hang in there. The internet is on it's way to free you. ;-)

Thank you for featuring us. 🙂

Can't ask for much more than 100%. :-) Thank you for your feedback. It seems the camera should have been controlable.

Thank you so much for your comments. It means a lot. :-)

We did discus it the first evening, but a few days later when the first playable version was ready, people got really fired up and started piling up all sorts of stuff they wanted to do.
We really need to see what's up with Janice, don't we?! :-)
Thank you for your feedback. We're all learning so much from this jam.

I'm glad you enjoyed it. :-)

I agree. The writers and artists did an excellent job.
Thank you for your feedback. :-)

Thank you. I agree that Totzilla needs more mass or force when moving. We also discussed adding a bit of explosive force to the block collisions, but ran out of time.

That is an excellent idea. :)
Thank you for the feedback!

Thank you, I'm glad you like it. :D
It was slightly over-scoped, and required more work than any of us had planned, but I feel like it was worth it.