I had thought the same about the overlay. I was tempted to put the stability bars over the systems themselves or maybe try some different approach, but simply ran out of time. Thank you for taking some time to view and comment my entry!
Indie_Pep
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I don't think I'm very good at this game, not for a lack of trying!
Concept: It immediately reminded me of flappy bird. But it isn't flappy bird, its a FLIPPY ship! The concept is easy to understand here and get right into.
Presentation: The game looks very matte and that's lovely. Nothing is too bright or dull and that makes it easy on the eyes, while still having wonderful contrast for readability. Very clean. Sounds good, too.
Controls: Snappy and responsive. I found the flipping to change the response time of the ship's movement which is intended from reading the directions. It isn't much but it was definitely enough to through me off. Surprising tough but enjoyable!
I maxed out at 49 meteors. This was fun!
Concept: This was an interesting one. Not completely novel, but also not NOT novel... if that makes sense? As others have mentioned it definitely does become more fun as the meteors come in faster.
Presentation: Charming art style and that explosion really was silly to look at, but cool. I found myself making little sound effects for the seal's pod. Having something to fill that emptiness would've taken this a few steps up. (Came back to edit this, I realized my dumbass had my headphones all the way down. The sound effects were lovely too and there IS the pod one. Sorry!)
Controls: Simple and responsive. Easy to get into!
I got 91 cows. Do I win?
Concept: This has wonderful novelty value! I could see it as a quirky little game about aliens that expands as you play.
Presentation: The art style is very charming and readable. Music was very fitting.
Controls: Felt a little loose, but I think that just adds to the charm. Great little game.
I knew my Kerbal Space Program training would be good for something eventually. This is definitely one of my favorite games from this jam.
Concept: I thought the entire concept was genius. Silly mice in space controlling half-impossible space craft.
Presentation: Loved everything about it. Cute art, great sound effects (and hilarious).
Controls: Wacky and wild, but good fun! Even if it wasn't mouse only input!
I got a score of 2710. I don't know if that's good?
Concept: Not super original but well executed. I think I saw hearts on the screen, but my hearts in the top left didn't change when collecting them? Still an enjoyable experience regardless.
Presentation: Smooth visuals, nice use of shaders. Overall very clean with some nice music and sound.
Controls: Simple to understand and master. Felt good- I had fun with this one.
Still boppin' to the music as I comment this.
Concept: Not super original, but enjoyed it regardless. I liked the decoy mechanic, though I wasn't sure how to control it or if it was automatic.
Presentation: Looked cool, sounded cool, easy to like!
Controls: Responsive. Holding to charge a heavy attack was a little tough but felt rewarding when it landed a hit.
This was absolute chaos- we're gonna need more turrets.
Concept: Love the idea, but the game did start to lag after wave 10. I can see this with more turrets and a more controlled hazard wave function.
Presentation: My favorite thing about this was the art for the planet. So goofy.
Controls: Well, it was responsive. The (interpolation?) overshooting of where I wanted the shots to be fired took some getting used to. I can't decide if it was a positive or not.
It took me 7 tries to fall into the pit after the shop, but the payoff was worth it! Unfortunately I didn't manage much progress after that.
Concept: I haven't seen a platformer like this before. Pretty cool idea!
Presentation: The game looked well polished for a short jam. Easily readable and I especially liked the flight pose when moving through the space.
Controls: Felt responsive. Difficult to control, but in a good way.
This was well put together. I could only get to the first boss! Here are my comments:
Concept: While it might not be fresh and new, it was still well executed and easy to understand.
Presentation: Loved this, visually. The sounds, the music, and the easy to read art were all lovely. I only have one issue- The flashes of the screen for each shot were difficult to bear. Though this probably isn't the case for everyone, I would have enjoyed a flash warning.
Controls: Felt smooth and responsive.
This one was interesting. It definitely felt chaotic and was surprisingly difficult to play.
Concept: I like the idea of it for a difficult game. It definitely has novelty value.
Presentation: The game looks well put together and has great usage of the theme.
Controls: This part is the part that stands out the most. I realized that if I did strafing movements back and forth across the screen that I could then take the time during travel to try and aim at the enemies. Tough game!
I got through third level before my clickers got tired. But this was great.
Concept: Really enjoyed the concept here. Simple but effective execution. Easy to understand from the start.
Presentation: Charming visuals. Readable. Not bad. Loved the music and sounds!
Controls: Felt responsive and smooth. The directional arrow to indicate passive force was a nice touch. Gave it a needed level of difficulty.
Nice shooting game. I like the direction it's going. Here are my points of review:
Concept: I like the idea of having an area to heal after taking damage. It would be cool to have new areas to heal as you move around.
Controls: I understand that it's a mouse input only entry, but the shooting direction only go the same directing the ship is facing makes it very difficult to hit targets while staying alive. Movement felt great though.
Presentation: Game looks good. I think there were some issues with positioning of layers, as it seems only a quarter of the play area was covered by atmosphere. I did enjoy the direction indicators for where the enemies are, the fiery explosion animations and the parallax.
I really enjoyed the premise here. It took me a few attempts to really understand the effects of what I was doing, but that isn’t bad. I enjoy games that provoke thought. The most immediate thoughts that come to mind when playing were :
- I would like to have seen both vertical and horizontal matches affect the damage output of the grid.
- While the arrow cards do add extra damage, I would have enjoyed them having a more significant tactical role.
- The grid resetting every turn takes a potential longer term purpose away from planning where to place your cards. I could see this playing quite well as a 3-5 turn per grid round game.
I definitely understand the pains of over scoping. The visuals read well, the music fits the theme great. Overall, very original and fun idea!


