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HexagonP

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A member registered Aug 30, 2019 · View creator page →

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(2 edits)

one minor detail is that since this game is time-based, the dialog that appears when you hover over the choices feel a bit too slow to make a quick decision, the text also blends in with the background sometimes
but other than that, the game has a lot of juice and the presentation is really well done, great stuff

i like the artwork and the variety of items in the game, but i feel that the game doesn't challenge you enough despite the timing mechanics, so customers basically never lose their cool and the gameplay gets repetitive as a result for how long it is, good stuff though

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while i like the effort put into the music, given how long this game took to finish (>10 minutes) it does get a little repetitive after a while, there's also no obvious effect when you eat the stuff you fish out, but other than that it's a cool game

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i didn't realize until a bit later that you can still move your mouse around while trying to time the tongue, so it took a bit until the timing mechanic made more sense, other than that i like the overall presentation of the game

game kinda reminds me of pyoro tho

the dash mechanic feels too clunky which makes the first few stages of the game harder than it should, i also feel that despite being mostly rhythm-based, the timing of some sections are slightly off, but other than that it's alright

i feel like the controls should've been mentioned since you can't really guess that you have to press E to start the game, i also feel that the sun mechanic doesn't affect the gameplay that much since you can always farm customers near the coconut stand, but other than that it's a pretty sweet game

i think the thermometer should go down faster when you're trying to recover, but pretty cool game, i like the effort put into the artwork

its a pretty funny and difficult game, the flashing effect that plays whenever you thrust gets a little bit disorienting after a while (especially on long distances) though

since the "timing bar" is constant, it makes defeating the enemies feel a bit slow even if it's there to make bosses easier, but other than that it's a pretty okay game

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ที่จริงแล้าตอนสีเริ่มรัวผมไม่ได้หวังว่าต้องเก็บทุกตัว แค่ให้ได้คะแนน(และภาพ)ดีที่สุด แต่ผมน่าจะ playtest by myself เพลินเลยลืมว่าการผสมสี rgb อาจไม่ intuitive อย่างที่ผมคิดไว้ เลยตั้งเป้าตามที่ผมคิดว่า fair เมื่อเล่นไปเรื่อยๆ (ที่จริงผมแอบซ่อน chart ในโลโก้ของเกมเป็นคำใบ้)

ขอบคุณสำหรับ feedback นะครับ

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i think the use of limitation is a little weak mechanically, but the presentation is peak as hell (i love mechanics that base itself on rhythm for no particular reason)

this game feels broken (in an interesting way), cool use of the theme

good interpretation of the theme (and limitation), though i think that the switch mechanic wasn't explored enough beyond just one level, i also feel like energy levels can be shown through visual cues so it's easier to tell at a glance without relying on absolute numbers, but otherwise it's a game worth expanding on

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shame that the use of limitation could've made more sense, but i dig the "bejeweled timed"-like gameplay and how you're forced to potentially ruin your board with extra blocks, the clear patterns are pretty easy to tell at a glance by the shape of the block aswell, though it did take some time to realize, it's a clean game 

the controls are simple but is limited enough that it feels just like a rage platformer, i like it

i think with all the chaos it gets a bit hard to tell your current HP or if you got hit, but other than that i really like having to manage my own powerups every now and then (though i did find the perfect combo about 4 games in), pretty cool use of the limitation

naming it thorn ring was a pretty weird route though

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honestly it isn't a bad engine, but the process turned out to be slower compared to godot so i decided i shouldn't be using this for short jams lol

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i only managed to get to the second checkpoint(?), but the use of limitations are extremely creative! having to take care of the tamagotchi thingy while also using it as a means of survival (in multiple ways, too) was surprisingly thrilling, despite being frustrating at first. really solid game

(P.S. black text doesn't go well with dark purple)

couldn't finish the game unfortunately, but i especially like the command mechanic and how the music is also part of your current situation rather than just being in the background, really caught my eye (or ear)

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the hammer's hitbox is a little bit weird at first but pretty simple and polished game, i like

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moral of the story: always have grandma on speed dial

i do think ultimate is used way too often, but the jokes that come after makes up for it, cool game

the game actually ends at around room 45! i also thought the doors blocking the signs might be an issue but i unfortunately ran out of time to reconsider, thank you for the feedback though 

free labor with sword should be illegal, but otherwise pretty cool looking game

while it's kind of a bummer the game doesnt use one of the limitations, it was a pretty sweet experience

ahh i unfortunately wont be able to attend this time, thanks tho

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lowkey want to see the extremely cryptic version of the puzzle, that aside, pretty fun experience

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i unfortunately dont really see the correlation to the jam's theme. i also somewhat find the mouseflip distraction a little more annoying than "fairly chaotic" since there's a chance it can mess up your whole room (means having to work with the wacky physics in less time), but other than that, good effort

cool escape room-ish game, though i don't think the third keycard fragment is visible at all

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creative take, had no idea what i was supposed to do and i lost my job, artwork is pretty good too

really creative take on snake, clean artstyle and audio, definitely one of the games that stand out to me

i think the bullets blend in too much with the background and the tilt is a little bit too much (especially if you're not speedy), but solid game nonetheless

trippy, cant wrap my head around it but it's pretty interesting

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i respect the effort, pretty cool game

i do think it would be helpful to see more of the map or show how much you can move at the moment, but 'ts a simple and fun idea

wish it could be made so that you'll have control over what you press for each section, but it was good experience still

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not my kind of game, so can't really comment meaningfully on gameplay, but the juice/visuals here was well done

the kettle mechanic is definitely finnicky, had to spam drag just to make coffee, but i could tell when a game is meant to be jank, wish there's more stakes to it other than the timer running out, but good stuff

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i think the idea can be expanded in the future to have a little more variety (since every monster essentially acts the same), but for a game jam submission, not bad

i dig the general idea, the puzzle design here is mostly well done

i understand how sisyphus feels now, cool concept