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Jam & Swoon

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A member registered Apr 16, 2018 · View creator page →

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This game is crazy advanced for a jam game, what is going on! The idea of weekdays as levels feels absolutely on point.

I love the likable characters that actually pop out of the UI with their ears and heads. Such a nice touch!

I haven’t really understood the game yet, despite reading the tutorial twice - e.g. I tell “Montserrat” to fly, and point them to the nearest airplane, but they just sit there.

Edit: (ok, this has strategic zoom, which looks awesome, and after getting characters to other island, all the buildigs with the red pins are empty, and the characers just seem to sit in front of them …) I’ll keep trying.

Edit/2: Ok, I made a few deliveries. The gameplay for these felt very clicky, I think at least dropoff should be automatic. The origin warehouses for packages absolutely need hotkeys or at least some sort of visual distinction from the other buildings.

Edit/3: And that’s when I noticed the tabs at the top…

But those camera views of the moving characters and the zooming? This is some Grade-A Chris Sawyer sh*t, I am absolutely amazed.

Post Jam Version released with 2 additional levels

If you really can’t finish the last level, press P and make 1 more move to see the end sequence.

After spending hours with the concept, we, too, still didn’t grasp the deceptively simple flipping mechanics. Block Party’s working title became “Quaternions: The Game!”

Yeah, that’s the game jam life. I hope I wasn’t too harsh, I really cared about your game indeed! Even kept the tree lens music on loop for a while, it was so soothing.

Awwww, thank you for the high praise. It was fun watching you play on twitch ^^

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This is very fine looking and sounding! The character is adorable and the gameplay is simple but punchy. I loved this from beginning to the end screen, very good entry. On style points definitely a top favourite of the jam. :3 Well done!

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The memes! So heavy. Got blocked by the elevator TWICE because I have the memory of a door stop. The amount and style of the art in this is crazy, so much to discover, and so... zany? This game is a piece of art.

I laughed out loud repeatedly in this cute little point and click adventure. Very well done! Cringe? Sure. It takes cringe to know cringe. :3

Improvements? Controls are weird, because it is actually controllable by game pad, but the controller buttons don't do what is advertised. So we're stuck pressing Z to confirm. :) Playing with mouse would've been good. 

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This is a VERY interesting interpretation of the theme, and the color lensing effect is both subtle and revealing. The music pieces are each in of themselves fantastic; even if they don't quite fit or transition well when switching lenses.

The game could communicate death better than with an instant next frame respawn. Player motion and acceleration could be softer and squishier, jumps a littler airier on ascent and faster on descent. (the character feels heavy like a brick)

The demon world was a fun surprise, but weird because suddenly you have colliders in the other lenses that weren't there before. 

Overall one of the stronger entries for its cute and creative graphics, and a grey in grey game world that feels like it is just holding something hidden from you until you look closer!

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Cool Moiré effect and music. :)
Sadly, the game is unplayable, there is no movement or other interaction possible. It also doesn't play nice with most screens because it starts in fullscreen, and reverting to windowed can be hard based on the aspect ratio and resolution of the screen.

I reckon this is a FNAF-like, from how the game loop seems to be laid out.

5 min was kind of the target play time, and once you know the solutions it's much easier. Had hoped to build a 4th level (but couldn't get it playable without deadlocks in time), so it skips right to the Baaaaar, which can be a bit of a difficulty spike. Thank you for playing!

Will do at least two more once rating period is over. Just ran out of time, would love a level designer on the team next time.

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Oh wow this looks super cool, great composition of the screens and dialogues. 
(game screen on the other hand feels a little smallish and collision/motion during maze rearrangement could be more lenient)

Mad Maze-Agasca Takes the "Crazy Labyrinth" board game principle and turns it into a real time frantic local multiplayer, with screen wrapping and cool animals.

Fossas FTW. Great soundtrack, absolutely slaps. Oh wow does it slap.

Glory to Arstotzka, I mean, what if Papers Please were set in a furry universe? GREAT character art, relatable theme (for us convention-goers), and wow, some of these badges are tricky.

An improvement would be a better mouse cursor (see what I did there), the cat's paw is super hard to use. Or bigger buttons overall. :)

I enjoyed this one, because it takes a proven, great game idea, adapts it to the jam's context, and does so with excellent art and good music!

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A Impossible Mission vibe, with Canabalt undertones? Doesn't do this game justice, this is a bona fide cool escape platformer with super crisp optics and a great understanding of minimal colors.

Skillful difficulty progression - show, don't tell, you realize what traps to watch out for, in relative safety, before later they spring on you at a time when you have learned the tools to evade them.

I absolutely love the tense ambient music. Favourite music of the jam for me. :3

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I playtested this in a very early build, and wow, you built a lot of levels since then! Well done. For me, unfortunately the game felels a bit glitchy, which makes it frustrating to play. (however, we are facing medusa here...). I own pet rats, so the rat avatar gets a bonus star!

This game idea is super creative and relatable. The way it is built plays very relaxing, I wish blocking out my real life schedule could be as relaxing as To-Doodle... (and as hilariously illustrated!)

Voice acting, custom soundtrack, and wow - absolutely great character and environment art. Definitely the best-looking game of the jam for me so far, will end up ranking way up top. ^^ 

I'm not sure about the narrative (subtitles would've helped), and the gameplay is challenging due to slightly imprecise controls. When you do hit, however, it is punchy and satisfying. Can't wait to make it through the later levels!

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Outstanding character and title screen design, the fighters could be even bigger on screen as the stars of this game. Absorb-to-fight mechanic is fun. :)

Game unfortunately didn't play any sound for me, and the AI is hell-bent on getting you stuck at times. -.-
Still a "Big Win!" overall, I think the falling blocks offer a potentially huge breadth of game play if this were expanded on.!

Text adventure, with a very grim war story. The heartbeat sfx is very unsettling, doesn't work well with in-ear headphones. The story seems rather involved, and the pages are a tad too long to be enjoyable to read without knowing more about the lore. It's not always clear how my choice has impacted the conflict and my situation.

A very creative entry, with a fun game mechanic! The guitar soundtrack and gentle plop-plop of tasks snapping into place is absolutely lovely. A preview showing where and whether a task will snap would be a big QoL boost, as well as much larger snapping areas.

The illustrations on the tasks are absolutely gold. Dentist... 😿 Overall vibe makes this my favourite entry so far!

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Most creative menu structure. :3

The old Unreal (the one from over 30 years ago)/Shoulder blaster gameplay with cyber-space optics has a good vibe to it. Difficult to control due to the different spatiality - the game basically happens in 2D but tries very hard to look 3D. Overall a fun idea :)

Outstanding dark PSX visuals, good sound, likable (?) main character. Difficult to play, however, game did not respond to attack clicks. Silent Hill controls are difficult especially in the opening fight, because of the flat perspective.

Excellent visuals, cute interpretation of a USB A legacy toaster. The camera and game controls are very fiddly, which detracts from the game play. Constant rotation or a more predictable camera rotation (it regularly flipped just as I was trying to get ready for a jump, causing the jump to fail).

But camera woes aside - Best visuals so far, super outstanding art direction and puzzle progression!

I can't shake the feeling that this game has brainwashed me into being a more obedient citizien.

The music tune is good, the rhythm controls are pretty tight. I like the "re-education" vibe and overall sensory overload that this produces.

She's... hawt. Fun game, lots of text and nouance!

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Nun, es hat mir nichts neues beigebracht. :D


Oh ... Doch... DOCH es hat mir was neues beigebracht und damit ist der Gender Jam ein Erfolg.