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HyperCubic Studio

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A member registered Aug 02, 2019 · View creator page →

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Thanks for playing and for the feedback!

The dialog stretching problem sounds really weird, we might want to check that out before the next jam lol.

Also the laugh track right after you die is very intentional but I agree the execution probably could have been better.

Thank you for the review!

Neither of us have seen Running man, from what I’ve seen the parallels are interesting.

Also we’ve very intentionally tried to keep everything as simple as possible, I agree that many things can be expanded and many more ideas added.

We actually thought wether to make the controls closer to a responsive movement platformer or to a slower paced puzzle game and landed somewhere inbetween, so thank you for also sharing your perspective on that.

We're glad you liked our game. It's always nice to hear that someone genuinely enjoyed the experience of playing the game apart from the things that need to improve.

You mentioned a plethora of great idea suggestions. Especially the water bottle mechanic is a really smart one and could be utilized in lots of interesting level designs I think . Some kind of character customization / multiple playable characters also sounds like it would be a fun addition.

Thanks for the words of encouragement! We will definitely try to come back to the project later if we manage to find some time.

Thanks for the kind words! 

I totally agree that some kind of final level would be great addition since at the current state the game doesn't have much of a resolution to it. As for the use of ingredients, I think we utilized the theme "liminal" pretty well as the main mechanic (using a "liminal/transitional" space to traverse the real one) and the ingredient "joker/joke" was incorporated into the manic nature of the presenter, though I can see that the presence of the other 2 ingredients could be pushed a bit further in the game.

I truly enjoyed every single pun made in this game. Ouroblobos takes you on a short journey through an underground base inhabited by cute characters (though thinking of what might have happened in that mouse room, this is questionable) that need your help with various tasks. Having a gun which interacts with the environment in different ways depending on the mode it's switched to is quite a fun and original idea with great potential. Perhaps it could be explored even a bit further with more unexpected interactions or maybe by having to double back to already visited locations to use newly acquired gun modes on the same objects in new ways. Visually, there’s nothing to complain about. The game feels coherent in its graphical style and every sprite seems like it belongs to the same world. Something I’m not sure necessarily adds much value to the game is the timer-respawn mechanic. I can probably imagine the game working just fine without it, although to be fair, this is highly subjective as I wasn’t much of a Minit fan either. Nevertheless, I believe this is a really well polished game for just 48 hours.

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This game is all about atmosphere. The contrast between the safe and the unfamiliar is emphasized by the sound effects and ambient music which all contribute to this eerie “liminal” feel of the game. The gameplay is well polished, going through walls feels awesome and the core mechanic and controls are intuitive and well explained throughout the game. It consists of 5 levels that do a nice job of demonstrating the gameplay, although maybe something a little more challenging would be nice in my opinion. Performance vise, I experienced some lag probably caused by the light shader, though nothing major. As for the visual style, I have to say I’m not exactly a fan of some of the choices. I really like how the walls extend out from the 2D plane of the world. Nonetheless, the rest of the graphics seem to be kind of inconsistent – minimalistic vector characters, realistic floor and light texture, pixel font... I think keeping the visual style simple, sticking to basic shapes in the style of the walls and characters would make the game look more unified. Overall a fun experience!

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A game with an original idea, a fun story and easy-to-understand controls. I appreciate the procedurally generated maps – I think they really fit the genre and add to the replayability of the game. Gameplay-wise, there are a few annoying game-breaking bugs. I often got into a state where the game wouldn’t let me interact with both the player movement and the cards, same goes for the menu buttons – perhaps a problem with html version of the game. The visual side of the game is nicely done – I like the graphics style, there is no problem with visual clutter and the sprites are well separated from the background even without using many outlines. One piece of advice I would give is to try to keep the pixel scale uniform (meaning 1 pixel is the same size for each graphics element). Sticking to one resolution for your art will make the visual style of the game feel more consistent and polished.

Oh, I didn't even think of that, thanks for notifying

Thanks for the feedback, you can retry with the R key though. It should give the prompt to press R after the ball stops or goes into water, sorry if that broke somehow.

Super cool idea with a solid implementation. Perhaps some indication of the grid the invaders move in would be helpful for planning. A really fun experience nevertheless!

Congratulations for finishing this in only 2 days!

This is hilarious and cool

I love the vibes of this game. The gameplay is simple but everything else makes up for it.

Interesting spin on the theme. I think it would be pretty cool if you also included the idea of minesweeper in the gameplay (like changing the numbers only so they don't change the flag positions or something like that)

This concept opens up for very interesting levels design! I'm glad you added the hints even in the jam, sometimes I wasn't sure if I was doing the right thing. Only thing is that the controls felt pretty clunky which sometimes distracted from the interesting physics puzzles

Wow, finished the game, it became a lot harder than I expected lol. Cool execution of the jams theme. Sometimes I couldn't move the colored walls (I guess I accidentally kept on deselecting them?), but other than that the game worked just fine

I love the themes and visuals of this game. The gameplay is very simple but it the idea seems finished, which is impressive for a 2 day jam.

Oh, sorry about that. Similar thing happened to me when I had a controller connected so that might be it? I didn't have time to quite finish the gamepad support

Very creative usage of the theme, the game has a unique atmosphere. I enjoyed having my mind blown although it felt quite confusing at first. Nicely done!

Fun idea, I really like the overall aesthetics of the game. The wide variety of items to craft definitely makes the game more interesting to play. Having some goal would be nice since it gets boring quite fast. Nevertheless, great work for 48 hours!

Relaxing game with a nice idea. I like the simple visuals. The concept has a lot of potential, I think it could be expanded with some more challenging levels. Well done!

Thanks for valuable feedback! I completely agree on the points you made.

I really like the visuals and the atmosphere. In my opinion the controls felt a bit unresponsive, but the looks are impressive.

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Fun game with a really unique atmosphere. The puzzles are well design and the attention to detail makes the game quite interesting. The only issue I had was with determining what items I can interact with. I would suggest perhaps highlighting the interactable objects. Great work nevertheless!

Simple yet clever idea with a great level design. It's super well polished for 48 hours. One of the best puzzle games I've played so far, awesome work!

Thanks for the feedback!

Super cool idea. I like the level design and the game is well polished overall, just the hitboxes could be a bit more forgiving.

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Really cool idea, I like the aesthetics of the game. The sprites changing according to the amount of water they have is a nice detail. Well done!

This is an awesome idea. The controls feel nice and I like the simple graphics. Great work for 48 hours!

Nice idea, I really like the environment of the game. The static camera makes it sometimes difficult to estimate where I'm supposed to jump. Nevertheless, it was a fun experience!

Nice execution of the idea. One of a few puzzle games in this jam I actually had fun solving. It would also be nice if you could rotate the camera smoothly instead of 90 degree increments.

Great simple mechanic and visuals. One of the best games I played in this jam. I really like this artstyle.

Simple idea with a great execution. Both art and music are awesome. The game is perhaps a bit too difficult at the beginning but in case you aimed to make a rage game you totally nailed it. :) Great job!

The controls feel really nice. Both audio and visual side of the game are super well polished. Particles and sound effects add a lot to the game. Truly a great experience!

Great idea fitting the theme very well. I like the simple look of the game. Maybe the distance from the ball needed to grab it might be a bit larger. Nicely done!

I love the visuals. The basic idea reminds me of skyblock. Never actually though of it as a seperate game but now I think it could be interesting.

I like the looks and interesting movement, don't know how it fits the theme but great job!

The audiovisual presentation is great for a game jam. The controls were also pretty satisfying.

I think this idea has potential. With later levels with good level design could be pretty interesting. Still, I found the game to be really hard. I also had to learn this, so I would advise you - You're always much better at playing your game than others, especially in game jams. What I try to do is making a level so easy it's almost boring for me to play, but still keep what makes the level interesting.

Nice concept, I could imagine this becoming a full game, it has potential. Some more responsive controls could make the movement pretty interesting.