Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Jack_Vargas

37
Posts
1
Followers
1
Following
A member registered Feb 03, 2025 · View creator page →

Creator of

Recent community posts

Maybe I am just a big baby but I found the game genuinely unnerving as early as the first interaction, the sounds of dialogue are awesome and a lot of the interactions with the antagonist are interesting! 

I totally understand how you feel. my intent was to give the player a more meaningful interaction with the ammo count, being able to use a powerful tool at the cost of gaining bullets was the direction I went. though it was intended to be more of a cost of entry rather than a punishment, maybe I'll find a way to make that more apparent. originally I planed to add more such interactions but couldn't find the time. glad you enjoyed it and I hope this answered your question.

those scraped enemies sound fantastic, shame you couldn't get them in. honestly sounds like you have great ideas for the game! I don't know if people play games after the jam either to be honest. all I know is you have major talent and I hope to see your work in future jams!

dude this game RULES. the core mechanic is awesome but the way you utilize it is incredible. the blinking blocks doubling as a way to coordinate across timelines is brilliant, while the visuals in the textures are simple the ui looks incredible. fantastic work!

thanks so much! I am glad you could Analise the game to that level.

thanks for letting me know

(1 edit)

very cool idea. if I may pick your brain little why did you choose the push and shove actions, having both feels really good but I want to know why it feels so good you know

great idea, I love the items.

very good game. linking damage to time remaining was a great idea, and the only way to get time back being the to click sillies faster is a great way to make the player play more aggressive and lean into the chaos. one of the smartest made games I've seen so far.

the gameplay is simple but strong. taking two widely known concepts and slamming them together with some alterations is a strong method and this uses it excellently.

(1 edit)

totally understand. good job!

yeah I'm not the best artist so I kinda ran out of time with enemy design. glad you like the game!

(1 edit)

while simple there is something here. the main flaw in this game is a lack of tutorial or easy to pick up logic here, I spent a minute replaying the first level to figure out what was going on. simply turning the pink squares into dotted outlines would go a long way. that said the snappy movement feels brilliant, that along with the timer has some potential, if you add a letter rank at the end of the level basked on how fast you were, that could get addicting, especially trying to map out the best route to move the boxes.

great game. I don't think I have seen anything with this cool visual style. the players hair in particular is very eye-catching, switching between spells feels very fun and rotating through them randomly is a great way of keeping the gameplay fresh. what I like the most is how unique each spell is, making a variety of attacks all feel the same is an easy pitfall so I am always excited when somebody avoids it.

nice stuff.

nice little game.

nice puzzles. the main mechanic of not resetting the stage on death is very cool, I just wish it was used more often in puzzles. love the art.

thanks for the comments! sorry about the bug, I guess I missed it in playtesting.

simple but not bad, the secret extra file gave me a good laugh

the bike feels fantastic. only complaint is I wish there were more obstacles. good change I play this again!

the sunlight damaging you is a pretty cool concept. I wish it did more damage, I feel like you could beat most levels by just tanking the sunlight. overall visually stunning and has great potential.

great game. it plays well and I am impressed by the amount of upgrades, heck I am impressed by the size overall given the time limit. I would say the tutorial needs a bit of a touch up but the game has so much personality that it makes up for it.

pretty cool, wish there were a few more positive effects that impacted the gameplay but the wacky ones are pretty funny.

this game is AWESOME. the core loop of running around looting then going back to the start for the next wave is super addicting. I only got to wave 11 and I feel like the enemies had a bit too much health at that point, got kinda slow, but I may just be bad. the upgrades available, the level design, the music choice, its all fantastic.

nice stuff, the spades ending up outside of the white rectangles and underneath other cards halfway through was a needed shake up. just wish there was more depth

super chill

thanks!

nice game, doing all the chores was a good time and I liked the password puzzle, only real complaint is that some of the in world objects seem a bit tricky to interact with, I couldn't pick up the duster for a while. the ending was pretty cool too.

I may be bias as katana zero is one of my favorite games and this draws a lot from that but I had a to of fun. I actually replayed the game to see if there was a different ending for killing the red guy with the cross bow. the levels are very well done and the enemies dropping a weapon on death is super cool. only complaint is I want more

nice stuff. the levels are very clever, and well polished. I whish there was a bit of coyote time on the jumps but that's a bit tricky to implement with only 4 days. the red vignette over the screen at the 3 second mark is very nice.

lots of twists on expectations here, I like how the levers are almost always a bad thing you're supposed to avoid. the ending was very subversive as well, a nice surprise. the only critique I have is I feel like the jump is very important but the sound effect for it is pretty minor, if you beefed it up a bit then it would really sell the stakes and power of the jump. good stuff!

(1 edit)

as the first game you've ever made I am very impressed. the core mechaninc of a combo meter used to pay for abilities on top of the two different weapons getting their own combo is a very fun idea, and they pair together so well. the attacks them selves feel lack luster but for being made in 4 days it's not half bad. I hope to see your future work.

thanks for the encouragement man.

thanks for letting me know

personally I think the fast paced nature of the gravelling is fantastic. and combining grappling and activating objects in the environment is a genius idea! good work.

what is here is pretty nice. i definitely feel like the box puzzle to platforming flow is pretty nice. I really like the way you have too walk through the level multiple times.  just feel like the battery/timer mechanic could go a bit further, like if you had a movement option that requires you spending battery and you have to find a route that uses that move the least or something. if you can find that last bit of mechanical spice then you're  golden!

Thanks a ton for finding these bugs! I'm very sorry I couldn't provide a more polished experience. I am glad you had fun while it lasted.