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hayesac

16
Posts
8
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A member registered Jun 16, 2021 · View creator page →

Creator of

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You have mastered the art of the Nodule, praise be

This is a great little survivors-like! You managed to pack in a lot of content variety which can be really tough for short jams. I think enemies dropping stuff or contributing to the NPC spawn timer could make gameplay feel more rewarding, but the basic gameplay and survivors loop are all really solid here.

I suddenly want a survivors-like dating sim...

The gameplay here is fantastic, the art, sound, and extra touches like screen shake and obstacle indicators really take it to the next level. I think some of the tileset could be clearer in terms of what is a wall and what is background, but that is partially just due to the palette limitation. I would also like to see a more strict failure or setback condition, but that can be hard to do with local coop.  The gameplay would also work well as a rhythm game or endless running.

Really polished and fun entry!

I had a similar experience to the other commenters. The game is incredible polished in terms of art, UI, and sound, but has some gameplay issues that hold the game back. I found the soft lock by clearing the input nodes issues pretty early, and never felt like I fully intuited the basic gameplay loop. I would also really like to see some UI to remind you of the 3 property types, and, once unconstrained by the jam limitations, maybe a different color coding for each.

Still a very solid submission, it was cozy and polished and I will be excited to see how it evolves after the jam if you choose to continue working on it!

This is a really charming game that was easy to pick up. I love the use of the palette and the level design felt fair but interesting, and introduced new mechanics at a nice pace. I would love to see a small bar fill up for the enemy detection, or a sight indicator for them.  I also never really encountered a failure condition, and even when I just stole the closest thing to the door, I was able to progress to the next level.

That said, the game was really polished in terms of art, UI animations, sound, and gameplay. I also liked how you used the name of the theme palette in the gameplay!

I'm a lover of fishing minigames, and this is a solid one.  The fish icons were beautiful, but made me want to see that quality matched in the fish shadows and character animation. I think the game would benefit from some visual QoL, like wave assets so you can better track movement when the camera is entirely occupied by the blue ocean texture. A fishing line could be nice too, to help you better judge the distance to the player, though those kinds of features are secondary when making a jam game. 

The mechanics of the fishing itself were really intuitive, and the UI was very clear without needing much instruction.

All in all, really solid entry and and great introduction to a fishing mini game I was previously unaware of! The game ran fine for me embedded in itch, btw.

I really like the concept and application of the theme here! I do think the game would benefit from a few quality of life things like an indicator for the order of the colors as you swap through them, and a clearer indication of what color the greyed-out slimes/platforms are. I agree with the other commenters that the temporary platforms had some unintuitive behavior, but I think this could be mended by showing a timer and the color their will react to. I also really appreciate the quality and frequency of the tutorial signposts.

This is a really fun puzzle platformer with a novel concept. I always like seeing games with simple and immediately intuitive controls, and the drag-to-create boxes and click-in-a-direction inputs feel great from the start.

After playing for a bit, i figured i could draw boxes somewhat inside my character to make a stack underneath me. It also seems like the jump detection works on walls as well as floors, so you can do some fun techs with that. I think this could also make a fun Foddian platformer (a la Getting Over It, Jump King , etc). 

Great work!

Well i think you nailed it, it's got great atmosphere and mechanics!

Thanks for playing and for your feedback!

I really enjoyed the mechanics that pushed this more towards a slower, more deliberate platforming experience. I found some of these mechanics a bit clunky at first compared to modern platformers which give you a bit more freedom of movement, but these limitations really make the game feel deadly and unique.  Music and art were really well done and fit the game well.

Really fun game! The limited screen size can make some of the puzzle a bit cumbersome to navigate, and i kind of wish the zoom-out button was bound to "e" or something you could press with your left hand while WASDing, but the core concept is fun and well executed!

This is a really fun little platformer! It's not often you see a game jam game with this much variety of content, and it's clear the team put in a lot of love. The flamethrower mechanics are straightforward and satisfying. Great work!

Great little game with a simple and clever take on old-school Galaga style arcade games. The interface is clean and snappy and the audio is very retro. The only point of feedback is I found the difficulty spike at Gardoxi a bit steep.

Thanks so much for playing and commenting! There's currently an issue with persistent data saving so it's likely setting your sensitivity reset to 0 when you started a new run. You can press Eescape and increase the sensitivity as a workaround.