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Intrapath

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A member registered Apr 30, 2020 · View creator page →

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Thanks for letting me know about the control meter! A few other folks mentioned they were able to win without it running out, so I'm definitely planning on speeding that up when an updated version comes around. Thank you for playing!

Haha, you mentioning Flash games made me smile so much, those were the games I grew up on and inspired me! And some balancing is definitely coming when I make a full version, for sure - a few other folks mentioned never entering the outta control mode too, so I'll definitely tweak that. Thanks for playing!

Definitely a good idea! I'm hoping to make a more polished version of this, and tweaking this map (and adding a handful more) are definitely on the list.

Thanks for playing, and thanks for the feedback!

Pretty neat! I think one of the game's strong points is the balancing; it can be tough to get randomly-generated enemies and objects feeling like they're coming in consistently and at a fair rate, and I never felt too overwhelmed here, or like there weren't enough things happening. 

This was really cute! I found it a bit easy (one of my first strategies was to just back myself into a corner and close myself in with bushes, and that never failed), but it would be cool to see what you could expand on if you choose to do so! The SFX and artwork really made me smile.

What an awesome game! The art was charming and easy to read, the sound effects were hilarious (the screams were very Psychicpebble), and the gameplay was very hectic and fun; this definitely fit the theme of "out of control" when I was trying to juggle answering a phone, dealing with a thief stealing a crate, a flasher, and about 8 things on fire, all at once. 

Loved it! The LSoH story choice definitely fit the "Out of Control" theme for the jam. The atmosphere was spooky, and always kept me on my toes. You were right about us having similar ideas, but the atmosphere here takes it to the next level!

Pretty fun! I thought it was pretty ambitious to go for a 3D world in under 48 hours, so good on you for going through with that! My bar got past 100 weeds and just kept going; was the game supposed to be over at that point? 

Like sideofhills said, I think the core concept ties in really well to the jam's theme, but it gets super crowded right from the get-go, and the coins pop in and out super fast. Maybe making the character and the ball he's in smaller would help, along with lowering the number of elements. Otherwise, this could be a fun little game with some value tweaks!

The presentation here was so good! The title is clever, and it was really cool seeing a new quote every time at the main menu, and a different value in the rand function. I'm curious, were those numbers utilized in the game's code itself, or were they just randomly generated for the menu alone?

There might be missing files with this; I attempted to open the .exe and got an error saying "The code execution cannot proceed because UnityPlayer.dll was not found. Reinstalling the program may fix this problem."

I liked this! The fact that you were able to get multiple weapons and enemy types in the game under such a short deadline is really cool. One thing that you might want to look into if you decide to revisit this are the background elements; the red sprites on the ground really stood out, so I thought they were an intractable element for a while. Good work though!