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H_Labs

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A member registered Apr 03, 2017 · View creator page →

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I'm a big fan of the "Kowloon aesthetic", so it was a very nice to surprise to see a Kowloon game in the jam. The art and audio really nailed the claustrophobic atmosphere. I don't know a full game of this would look like, but I'd play it.

"In the loop" is a unique take on them! I had fun with the story and especially appreciated how the player gets to choose what they publish in the end.

Definitely the most polished game I have played so far this gem. The art, vibes, controls, and especially the tutorial were spot on!

Brilliant interpretation of the theme. I am a sucker for small levels with a lot to do in them, so this was great. Thanks!

Really fun and addicting even if I couldn't win! I wasn't expecting a "build-your-own-runner" for this jam, but the idea is perfect for "loop."

My group actually considered a pixel art train game for this jam, but we decided against it because of how complicated trains are. I'm a big train fan, so I'm glad someone figured it out! I enjoyed chilling in the train and checking tickets once I figured out the controls. Adding those to the game page would be really helpful. Fun game!

It was simple, but I started with the lava power-up and just really enjoyed planning out my route so the enemy would have to plow through clumps of damage. I clipped into the enemy a few times and I think my health broke, but I still had a really good time.

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This felt pretty polished for a jam game! The art and music are good, the melee mallet and bouncing boomerang charge shots were a fun change of pace between runs (even if I'm bad at both), and  I really enjoyed the escalation of bullet patterns. Thanks for the fun game!

I haven't played many autobattles, but I did enjoy my time with this one.

The base game of "reflectors and attackers" was easy to pick up, but most of the cards had some sort of tradeoff, which kept deck-building interesting. I also appreciate how you could still buy cards after losing (instead of it just being "game over"). One bit of feedback I do have is that the font was hard to read. If you switched to a non-pixelated font, I think that would still fit with your art while still improving readability.

Anyhow, I'd definitely follow the game if you kept working on it!

Huge kudos to NotQuiteHere. Their music really made me reflective nostalgic for the PC-98 games.

I had fun with all parts of the game and nothing overstayed its welcome. Great job y'all!

Really nice use of the theme! I had some trouble clicking the smaller items and scale but, I still had fun. If you added a few more people and scales, I can easily see this become a hectic game (in a good way!).

The implementation of the game is rock solid. The quick, SFX, and responsive controls make resizing feels satisfying, and I love how there is a tradeoff between being small to shrink your target and staying large for quick movement. This is definitely my favorite jam game so far. Thanks for it!

Very polished and very fun. Each size had a different reason to be used (small to dodge, large to tank, medium for balance), and that nuance had me switching between the three in a very satisfying way.

Really fun concept and the controls are very smooth. If you added a series of levels for a gentler difficulty curve, I think you'd have a full game. That's amazing for only 96 hours!

There are so many different great things about this game. Orbiting and destroying a planet is a pretty novel idea, but your artist made it look phenomenal. The sound design and story gave it a nice creepy atmosphere. Growing and transforming the "moon" is fun. The double use of the slam as a way to gather resources and dodge attacks is really smart. I couldn't always figure out why I died, but all of the above had me coming back to play again. Great jam game.

The level of polish with the splash screens, UI, and menus is great! Growing big and watching the enemy fly off screen at the end of a level was a lot of fun. If you go back to this game, it would be really nice if the player slid along walls instead of sticking to them. Aside from that, fun game!

As a game dev, this was very touching to play. Best of luck with your upcoming Steam release!

Very funny while still have good controls. This feels great to play!

The art is great! The only issue I had was that Chiyuri's bullets can blend into the background. Still a fun game!

Thanks for the video. It helps a lot with tracking down the issue. I haven't found it yet, but I'll be sure to upload a fix once I do (and make spell cards more frequent). Sorry you ran into that, and that you for the kind words in spite of it!

It really looks and feels like the first level of a retro Touhou game. Huge shout out to your artist!

It's awesome that this really feels like a retro game! Since you made a ROM for it, I suppose it really is. Great stuff! One thing that would be really nice would be if strafing was a toggle instead of holding the key. It would make it a lot easier on the fingers.

Thanks for playing! After the jam is over, I'm hoping to go back and add a basic AI. I just didn't get around to it during the jam because it could have been a time sink and I wanted prioritize the abilities.

And you're right, the paddles can squish any object to make it fast! That's a bug with how the paddles increase the speed of objects every time they bounce and is another thing I am hoping to fix after the jam. For now though, I suppose it is a fun cheat?

Really fun and nostalgic concept! I appreciate how generous the "slash"-boxes are on the cuts (since I miss often). The only change I would request is overlapping the waves so that you're not stuck waiting. That would also give it the frantic feel that the original Fruit Ninja has.

There is something really cathartic about being the system ruining people's day (instead of the usual other way around)! I like the character art style too! I think it would have been even more tense if everything on the same screen so that you were constantly trying to process how many people were in line, how close the forms were to being printed, and how much time before customers leave.

Fun concept with amazing art! I enjoyed my time with this, although I wish there were a few less crew members or something to mix things up since the gameplay got same-y for me after awhile.

There is something really satisfying about just throwing hordes of disposible goons in the way of the AI. I had a good bit of fun with this.

If you added some information on how the AI moves, I think that would take the game to the next level so players can strategize more. Eventually I developed a strategy to deal with the AI (move in front and hang back until the AI moves into the attack range), but I still don't really understand it, which makes some wins and losses feel like RNG.

Sorry about that! UX improvements ended up being cut. I'm guess that you're being blocked from entering the building by the outside doors. You'll have to open them by clicking on them before clicking the room to move inside. If the door is locked, then you will need to open up your inventory, click the lockpick, and then click the locked door. Hope this helps!

Hey, sorry about that! We're still filling in the instructions, but they should be complete enough for a playthrough now. It is a point and click adventure where you'll need to click doors to open them and rooms to enter them (once the doors are open). You can interact with objects in a room by clicking on them, and use items by opening the inventory, clicking them, and clicking what you want to use them on.

That is one solution! Another is to split the fire slime to light the final torch more quickly.

Rated! I only need two more (at the time I'm writing this, anyhow): https://itch.io/jam/brackeys-4/rate/724200

It took me awhile to figure out how useful switching was, but, once I did, it was great fun juggling items, rewinding, exploration, and batteries.

Playing each level is reverse is awesome, especially the boss battle. Each level is designed so it makes sense, and seeing the level played normally is a great reward all by itself!

Nope. Just stuck because a lack of thinking on my part (that last room is hard!).

Really fun with great polish. Felt like I was playing a game I'd purchased. I did find the grab frustrating at points though (mainly due to being short on time). There were a number of times where I'd try to gab something, only to grab two things or I'd just not grab it or I'd grab what I wanted, but I'd be unable to drop it in the box.

Fun game and your implementation of rewind was both unique and created some great puzzles. I'm sad I got so close to finishing, only to get stuck on the final level.

The music is soooooo good. I liked how each level not only had its own bop, but its own shooting and enemy patterns. The gameplay is solid, and I'd play more if there was more. I do wish the difficulty scaled or was higher in general. I played for a good while, but never did I accidentally die.

The bouncing was a fun mechanic (more interesting than I think rewinding would've been), and deciding when it was safe to drop was engaging. Like others have said, I wish there were health powerups. Without them, it feels impossible to survive.

I'm at 18 and trying to squeeze in 20 before the deadline: https://itch.io/jam/brackeys-4/rate/724200

Thank you for making this! I'll try to play the other games here.

Really felt like an old Zelda game with the dungeon layouts and the power-up gaining. The enemies having a in-game health visual (the unwound tape) was clever. The movement was a bit slow for my liking so I found myself rolling everywhere (like Zelda) and the text SFX was grating. I also wish the pencil would interrupt the game less.