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Hazelstorm

74
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47
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9
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A member registered Aug 21, 2016 · View creator page →

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Highest I've seen someone get is 1863!

The new tracks will be available on bandcamp as an update :)

This game look like some high budget game I'd play on my NASA supercomputer on Steam, not gonna lie...

meow

Very cool hand-drawn art. It's fun to dodge the enemy fish and pull ahead of it to collect starfish without getting poked. The theme interpretation is very strong since you really do have to keep moving forward in order to avoid dying

Really fun! Trying to catch waves at the last possible moment makes for a great core mechanic and *almost* makes it feel like a rhythm game. Having to catch the upgrade fish to get an upgrade is a cool idea. I like how the music speeds up as you get faster. My best score was 2362m

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Great incremental game! Portraying a weird and gross concept in a satisfying way is very unique. Gameplay, visuals, and audio are all polished. The scope is good for a jam game; I wish there was more (in a good way). Theme interpretation is quite weak

Wow!! So polished for a jam game and a really nice idea! Maybe a bit weak on the jam theming but otherwise gets 5 stars across the board from me. I would love to see this concept as a fuller game, since I have enjoyed similar games in the past (Minit, Half Minute Hero)

Very polished! I didn't get past the first boss before giving up but I had a lot of fun :V

Cool idea! And it's nice to see another beepbox user in the wild :)

Cute art and fun game :) I didn't really have to think about anything other than keeping defense and attack buffs up constantly and healing when necessary, but I can see how different enemy types would encourage unique strategies! I would enjoy playing an expanded version

I like how you have to keep moving in order to increase your speed, it fits the theme really well. The puzzly level design is nice and the music slaps

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Cute little game!

I wish the requirements to unlock new characters were a bit lower because repeatedly catching melons with the same character got too repetitive after a while

Excellent interpretation of the theme! I can feel that the game needs more time in the oven to add extra content and QoL features, but for a gamejam it's very solid :) I had to keep retrying until I beat every round

Thanks for pointing this out! It will be fixed in the upcoming update :)

bm9vZGxl

I'm glad you like it!

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Impressive! I've been working on making every upgrade card feel equally powerful, as right now you can just break the game with card draw + transmute

:)

Thanks!

I'm happy you like Garden Solitaire, it was a lot of fun to design it :)

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Thanks, glad you liked it! We were originally working in Godot 4.3 .NET which does not support web builds, and unfortunately there wasn't enough time to port it to Godot 4.3 before the jam deadline. A web build will be coming after the jam is over! :)

Thanks, I like your game's mechanics too!

Thanks! Glad you like it :D we didn't have enough time to add sound effects during the jam unfortunately!!!

I've recieved this feedback a few times, and it's in the works for the post-jam update

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I don't think the tone of my first message came out right, I think your game is good! Was just trying to give some suggestions/feedback

Super interesting idea for a turn-based tactics game! I love the idea that you have to move all your units in the same way, it feels very dance-like. My only criticism is that the game is quite easy due to the swap move being really overpowered. Any dancer who is being attacked can just swap with an enemy and either cause the attack to miss completely or hit a different enemy instead. I was able to protect all my dancers and kill most of the enemies every turn using only 2 actions. I might be misunderstanding phase 5 but there were many times when my dancers didn't kill an enemy when I thought they were supposed to. The graphics are very nice. Overall, amazing entry!

hello, go rate my game :)

Also, great emergent interactions! Love a good AME-like

Everyone thought it

Ha, I've had this idea for a sokoban in the past, cool to see someone actually do it! My only criticism in the context of the jam is that the game lingers too long on basic sokoban puzzles before introducing the core mechanic :P

Thanks, you too!! 

Thanks for the compliments! In a game with so many moving parts, it's important to have absolute clarity on what everything does :) 

The health bar is below your character in the top-left of the screen

Very polished game, nice touch that bigger pellets are more effective! I had to look at the itch page to understand how to feed the fish properly. I like the concept but I think it could do with more mechanics appearing as you progress

this is already a board game :P
https://boardgamegeek.com/boardgame/282171/trial-by-trolley

Cool idea :) I like the interpretation of "scale" as both music AND climbing

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Wow, thanks for the perfect score! The best run I've seen so far is 13 rounds survived :)

The dual health system is a neat idea! It gets very repetitive due to lack of variety but I can see this being expanded into a pretty fun game :)