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Isaac 2

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A member registered Aug 28, 2020 · View creator page →

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I’ll take note to add greater depth and to cull on the 90 degree angle turns (or maybe have a fixed camera angle for those segments, though the controls might get wonky).Thank you for the feedback, and thank you for playing! Definitely nailed it with the Kirby inspo, I also took a page from klonoa 

Might be a weird thing on my end, but the resources you get from mixing other resources (like the bookbag) were unobtainable for me, It stayed at 0 no matter what I did, which I felt was kinda crucial- either that or im an L gamer. Game was pretty fun, but it has a high cpm (click per minute) rate  if you want a decent score. Cool game!


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Yooo, well done! I like the whole fighting game round system thing you got going on here. Using what the audience throws in the crowd along with the crowd itself is also a neat use of the theme. My only gripe is the lack of telegraphing of the bossman's dash attack- it's without warning, and given the collisions of the items you pick up, there isn't much room for dodging it, so I relied on picking things and throwing it fast enough and praying he didn't use the dash. Otherwise, it's a pretty cool experience!

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The negative point thing w granny is pretty funny! This is one of the more unique ideas in the jam for a sorting game. The sound n gameplay loop do get a lil repetitive after a bit, but in short sprints, this is a wonderful entry.

Yeah I leaned in heavy with the inspo on this one, and I agree there are some tight jumps with not so tight z depth awareness. I'm currently working on a new build of the game and will definitely keep that in mind. Thanks so much for playing!

Thanks so much for the feedback! I should probably make platforms wider in future iterations of the game. Thanks so much for playing!

Thanks for the feedback! I'll definitely work on putting a tutorial in, and thanks for playing!

So when you get any of the elements (so in your case, air or water), you can hold the absorb button, which spawns a triangle above you. Absorb another ability (so ANOTHER air, water, or other element 👁️), then touch the triangle. Doing this fuses the abilities, though ik  it's not explained well. I'll try to tinker around with the camera a bit more, I know some other people had issues with the camerawork. Thank you so much for playing!

I plan on adding more levels, the development can be tracked here after the jam. Thanks so much for playing!

Jean crashed my game 😭😭 or maybe that was intentional as I gave her the keys to the mayor's office... Anywho this is an awesome game! I loved how the future rounds play off of the context of your last interaction- for example, the beans girl first accidentally buys a ton o beans, then gets them on someone's car the next time you meet er, amazing continuity.  It's fun, the art is consistent, the music fits and the ai voicelines are awesome! As far as the theme goes, I get that I have tons of choices, but I don't exactly feel like everything is a resource, though I do see what you were going for. 

I saw another comment with the camera being too high- I had the same issue and was unable to resolve it. I loved the animation for the square though! Ill skip rating this game since I'm not able to experience it as it was intended.

I stationed my two guys, entered a battle, and used up my attacks- until I reached 0 actions. Got softlocked right then and there, but from what is playable, this seems pretty cool, it reminded me of pokemon go and how they stationed their gym battles. I also fell victim to the over scope, so I'm right there with you- this jam being like, my 5th.  Good luck solider lol

One of the first things that hit me was the creepy music. Was this intended to be a spooky game? I like having the consumable things be a resource- though the powerups that make you able to go 2-3 spaces in one go make the game REALLY easy. Before really figuring out what does what, I had already won, lol. Since the powerups are directional based, having the item you are about to eat be in the direction/shape of the powerup would make it a smidge more obvious (For example, making the shape of the crystal be an up-arrow shaped crystal). also passing through the mushrooms gives you an additional turn? took me till a second playthrough to realize this. Pretty neat puzzle game, would be awesome if new enemies got introduced

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Ayee a  fellow G dev user! Nicely coded card game! Others in the comments already listed their voicing about the pacing and the tradeoff preferences for chompin down on ya cards.  I liked the art, and eating the cards increased the likelyhood of other cards showing up?  aiding to the strategy of it all.  Some climatic music that changes when one of the opponents reaches 5 health would have been cool to keep me tense through the match. It also would have been interesting if the cards weren't the only thing you could eat 👁️ although eating the cards is a wonderful mechanic. 

The premise is pretty cool! I saw giant planet eating monster and I clicked. I liked everything besides the controls- the drag was pretty hard to work with, and since there was no fullscreen option, I found myself dragging onto the webpage, which deactivated the drag n pull to make the monster move. For a first game though, it's solid! Onwards and upwards from here, and to more games! *clink*

I like the mechanic where you have to click on ammo to use it (and when enemies drop their unique ammo), though sometimes I wish I had a powerup to expand my radius, or reach for clicking stuff. The premise that everything wants a bite of you is pretty silly, lol. I will say though, that most powerups don't feel like they equip you properly for dealing with the hordes of enemies. An example is the more power upgrade- even when choosing it four times, it oftentimes takes more than 3-4 ammunition to deal with a single enemy, and even then- by the time you deal with that single enemy, I kid you not, 50 more start to follow you. I tried various combinations involving the star, pierce, the one that makes you speed up, the slime, more ammo drop, so on and so forth, but I still felt like I lacked power. I stopped playing when the green crystal one tapped me (lol)

Aside from that, I really like the ability to use the special ammo dropped by enemies! With each enemy projectile having a special effect, and buffs to many upgrades, I think this would be a wonderful survivor game I would be more than happy to revisit. I was also fond of the enemy variation, it would be cool if some of the enemies did different things. 

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This game is great! Neat upgrades and numbers game, I like the story, and although it took me over an hour, it was satisfying making the phone. There's one key detail that made this play through long for me:

When getting to the thousands for your resources, sliding the bar to decide how much of the resource you want to use becomes hard to place exact amounts of what you want. What this led to was me putting roughly 800 metal into the caldron- but this blocked my ability to make rock fairies and the fairy capacity upgrade, as the system defaulted to using the rock I put in for sand instead. This led to a really long process to making rocks, needed for sand, needed for glass, needed for the phone. The playthough took me 75 min  (granted, I didn't get every new upgrade as soon as I could, so I could also just be an L gamer).

Aside from the mixed pixel ratios and the metal resource slipup, This was a fun experience! I liked the flavor text from the witch girl complaining about the books and the potions high up on the wall. It was also cool seeing the fairies going out the door, then to the fields. Them not talking to you and just doing what they have been summoned to do is a great touch. I love the continuity in this game storywise!


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Why did wave 20 hit like a truck 💀💀💀

(2 edits)

First off, got massive "bit trip runner" vibes here. Awesome bass-boosted neon light shmup experience! I was physically head-bumpin to the track lol, sounded like I was in the middle of an edit 💀💀 I also have a sweet spot for music directly tied to gameplay features. Speaking of gameplay, sometimes I would get enough of the blue orbs but not get the ability selection, is that intentional? Also the blue enemy having multiple attacks is awesome but the yellow beam move can SUCK IT lol. This might just be my opinion on the matter, and I understand music being tied to everything, but I didn't really feel "everything is a resource" vibes here. Otherwise, I did enjoy the experience, and will be attempting to reach past wave 8 after this post


edit: Wave 20 ggs (Now why did the enemy spawn rate SKYROCKET)

edit 2: does the stage layout change when starting another playthrough? Or am I tripping?

The "you win" popup kept showing up even after I clicked continue 😞

I liked the AI of the upgradable ships, they helped, but you couldn't fully rely on JUST the ships if you wanted to completely avoid receiving damage, which prompted engagement. Not sure if this was intentional, but it was fairly difficult to click on the trash, maybe having an upgrade to expand the hitbox of the click? I got roped into the game until completion! I would have liked to see more of an interpretation on the theme though, like what's IN the bag of trash being a resource (like the trash in the bags of trash can be ammunition for a projectile for some of the ships, and the projectiles can do different things depending on the type of trash. You can also have ships that can't use this trash resource, so they have to touch the dock in order to pass the trash on to ships that CAN use it, if that makes sense). Great job on engaging gameplay!

The progressive disclosure in this game is phenomenal!  For the obstacles, I tried stacking my items to make it easier, but it took too many items to gamble on one throw (and for those to be my least successful catches). I was better off without them, until the game forces you to use it (kracken, electric eel). The environmental progression is awesome, some of the fishes movement is unique (I like the dolphin in particular, SCREW the fish with the yellow hard hat that one can TAKE A HIKE). Art's good, Music good, I wish nemo was catchable, and this game's sense of progression, again, is amazing. I will say though- with everything being a resource, I would have liked to see more of the theme- say, if every part of the fish were a resource too (so catching 1 fish would give you sometimes more than 1 item, say catching an angler fish would give you the sharp teeth as an item, along with the bioluminescent light to see in darker areas of the ocean, and raw fish meat to feed to the fisher or sum). That way, I feel the theme would be more apparent- but man, this is pretty cool.


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I'll be sure to add an in-game tutorial sequence. Thanks for letting me know, and thank you for playing!

preciate it! development is already in the works, after the jam if you want updates you can check my twitter!

Very punchy! Unfortunately I wasn't able to pick stuff up with space, rightclick, leftclick, nothin, so I felt I was missing out on the experience a lil. I like that it was still relatively easy to beat with the default move though, and enjoyed what I was able to access. (also bonus points for being able to skip dialogue)

Solid puzzle game! I juss kinda clicked on the circles, then when they ran out, clicked on squares till an octagon showed up. Reached 108 n called it quits, but it's a unique game! Unfortunately it's pretty hard to lose.

Not sure if the target was to get a higher or lower score, but 😤😤😤

The recoil on the slime is a neat puzzle mechanic! There was an invisible wall on level 3 that became a pet peeve of mine, it gives the level a false interpretation.


 Besides, that, I loved the continuity detail of the crystal being in the slime, in addition to the mix of 2D and 3D elements! It would have been cool to see more slime related mechanics to fit in the theme more!

As a fellow low end pc, REAL lol. Cool concept! I did find the fall through platforms over a bottomless pit fairly frustrating though, I wish there was a way to depict a difference without trial and error. I also noticed you applied to multiple jams, good luck!

I like how the finnicky jump mechanic on walls is used to find the first easter egg lol. The fart effect when you die was pretty funny too. The environment looks awesome! Everything looking like pencil work is a great touch. Mechanically, there was a lot of controls, shooting air, swapping between shooting and restoring, kicking, and jumping with space all being bound to different keys along with WASD was a lot to grasp for me, I think this game fancies using a controller, or mapping some commands to holding a button (For example, W to jump, Holding the shoot button to swap, but keep the current control scheme as well). I think getting hit by the invisible enemy was a smidge unfair, as this encourages you to spam the graphite throughout all the stages, which is something I personally did not want to do. I noticed you partook in two jams, good luck! Submitting for one was hard enough for me 😅

Quite funny to have a clicking sfx along with my real life clicking noise from interacting with the game. The roleplay scenario is unique gameplay wise, but does get monotnous fairly quickly. Also I kept getting mad time bonuses then noticed the timer didn't go down on my end? Pretty neat drag n drop work sim, pretty creative game.