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jimlad42

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A member registered Jan 06, 2020 · View creator page →

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This is a fantastic game, I love it!  I'd love to see it expanded on more in the future, it's just such a cool concept!  I'd never considered Mine Sweeper like that, an it really makes me look at it differently with some really cool puzzles.

The art is also so pretty, the cover is just beautiful.  I love that detailed pixel-art style, and you did a fantastic job at it!

Ooh, a bullet hell!  I love it!  Always a fan of Touhou games.  And it plays so smoothly, fantastic work!  I had a lot of fun with it!

The environment is rally cool looking and I really like the different areas, the corruption looks really good and I really like how it telegraphs the enemies too.

The secrets are really cool, too.  They're really well hidden, but sensible.  It would be really fun to explore and find them on my own in a larger game, it really does remind me of older games encouraging you to explore and experiment with everything to find the hidden secrets..

Great work, one of my favorites in this jam.  I'd love to see it continued!

A satisfying game, the synergy system is fun and I like how many options there are, it feels very fun to play and build a powerful roster!  I do wish there was a way to hold units for later, so if I re-roll and see someone I want, I can save them for when I have money.  I just want to experiment with all the options and see all the synergies!

Ooh, great work!  I loved Fauna's collabs, so it's really nice to see them made into a proper game!  The atmosphere is also fantastically done, it gave me solid Inscryption vibes which are always nice!

I'd honestly really like to see a more complete version in the future with items and more story!  It feels really fun!

A fun game, I loved getting SSRB to combo together, they made such satisfying explosions.  And it was nice to get the apartment of my dreams with nothing but a desk, a bed, and dozens of acrylic stands.  I'm a simple man, with simple desires.

The ending twist was also very well done, I felt like there were a lot of Watame memes in the last round of clicking and was pleasantly surprised to find the reason.  And the overall story was well executed, too.  Very nice work!

A very unique idea, fantastic work!  And you did a very good job building up the difficulty between levels, and teaching the player mechanics with the system.  I really liked the platforming concept of spawning clones to leap from, and fits Ame's time travel well!

My biggest complaint is the screeches, especially how they stacked up from pre-placed clones.  You should look into Unreal's Sound Concurrency system so it doesn't stack up like that.  Beyond that, fantastic!

Fantastic art, the sprites look adorable and I love them!  And I like the idea of corrupted levels for failure, even if inverted controls is a bit harsh.  (I just gave up on "directions" and just went forward after that.)  The references were also really fun, I loved seeing the Fuwamoco Ambulance as the reason the road is so dangerous.

The secret items seem to be buffs for the particular level your in, so they really shouldn't be required to prevent corruption, but others have mentioned that already.
And the environments were really pretty, but the platforms didn't really stand out from the backgrounds well enough, there were a few times I made a jump and hit something unexpected, although generally it saved me.  And there were a few leaps of faith directly into lava or traffic because you couldn't tell where you're landing.

A very satisfying game, it was really fun controlling the trident into a wave to hold of the chumbies!  Fantastic work making that feel so satisfying.  And the art's cute.  :D

I did have some technical trouble starting it, it started much too big for my screen, and the buttons were way off the right side of my screen.  But I was able to Windows+Tab to snap it to a reasonable size to get to the buttons, although they were still quite tiny on my screen.

That was really fun, you wrote the characters really well, and the clues were well-laid without being obvious.  As the others mentioned, it would be nice to see what exactly happened, but time is always a constraint with game jams.  It's still really satisfying and cute, fantastic work!

(I'm just going to pretend I didn't mute it before interacting with the girl, and never turned the sound back on...)
Well, that's going to be the spookiest game I play tonight.   The atmosphere was fantastically done, great work on that!  And the puzzles were fun, too.  Took me a minute to piece together how to solve each one, meaning it was a good difficulty for a horror game.
The full list of Hololive was rather slow to search through by picture to find a few names, maybe a way to streamline it would be that interacting with a picture would take you to them on the tablet?  Although that certainly sounds too hard for a gamejam game.  I ended up just piecing it together from the multiple choices and the names I remembered.

I enjoyed it, it was intuitive and simple.  I don't know if you intended to be able to mash UP to move the hook upward, but it would make a solid mini-game without much extra work.  Impressive for joining in at the tail end of the jam!

Very fun game!  The pikmin-like gameplay is really fun, it's always satisfying to gather an army and turn the world to the Tentacult- I mean befriend the world.

I will say, the first few times I tried to pick it up, I didn't realize you had to middle-click to throw so I was really confused what I was supposed to do, and just closed it down thinking it was broken.  And even once I figured it out, middle-clicking tends to scroll the mouse, meaning suddenly I'm throwing something I didn't intend to.  But other than that, it was great!

I loved the upgrade names and what they did, the environment was fun to explore and the art was cute, the gameplay was really enjoyable, fantastic work over just two weeks!

A fun little game, the difference between the corrupted/cleansed assets were neat and the art style is cute.  And I liked the progression you managed despite the limited time to introduce the combat of this game.

Fantastic work, I loved Ina's story arc in Enreco, and seeing it recreated as a visual novel works perfectly!  The soundtrack was great, very well done, and the art was all so cute!
Sadly I was haunted by the Ghost of Elizabeth Rose Bloodflame for my claim that I had a cow, but for that pun I'm perfectly fine with a little Pun-ishment.

A fun game, impressive job animating all this, it all of it looks really nice!

As others mentioned, balance is a bit off, I spammed heavy attacks until I found Tentacle Garden at which point I spammed that until I won.  But that's hard to work out in a game jam.

I really liked the idea of becoming corrupted to exchange power, it works out into a really interesting system.  In a larger game, with ways to remove corruption, it would make the game a really interesting tug-of-war as you balance out your corruption vs. your strength.  A fantastic idea!

Sorry to hear about your download issues with this demo, but I'm glad there's still a playable version available.
Fantastic work, it's really cute!  The music set the mood well, and the environments are neat.  I really liked going through the areas again in a corrupted form, that was a great way to show the corruption setting in.

I'm seriously impressed you managed to get most of the core Papers Please mechanics implemented in such a short time, and managed to capture the art style so well!

The hit-boxes are definitely annoying, I kept trying and failing to move things around, and at one point just gave up on moving the book to a more convenient space.  And given how many NPC responses there are, I think you could have shortened each day to only 2-4 non-Hololive characters without impacting anything.

It felt really nice to approve Ina's ticket.  Humu Humu.

Glad you enjoyed it!  I had a lot of fun working on it.

Fair enough, I used the notes to explain some of that, but there were certainly gaps in it.  I just expanded the description to include how to control the takos a bit.  And I might update it to slow down the difficulty curve, although I'm alright with the idea of it taking a failed run or two to figure out what's happening.

Very fun!  I enjoyed just seeing how big a number I could get, I managed 12 digits, excluding the decimal points that showed up.  (My real plan was stopped by the realization that there's only counter-clockwise turns available, I was going to just keep twisting.  Maybe I should still make a spiral...)

The phone icons were really cute, and it was really fun to see all the girls slowly being dragged into the madness and figure out what they gave you as well.

I'm a sucker for automation games like this, so it was right up my alley, fantastic work making this in 2 weeks!

Well you see, when a mommy spider and a daddy spider love each other very much, they disassemble entire worlds, using the raw materials to create an endless swarm of new replicators.

Thanks!  Glad you enjoyed it.

Warning players when enemies are near the end is something I've been struggling with; I hadn't seriously considered setting up a "base" area though.  Trying it out I think it works well, thanks for the suggestion.  It'll be in the next version.

Glad you liked it, and thanks for playing!

Yeah, the camera controls are hard to get right, especially since it changes if you scroll the camera up and down.  Doing a bit more messing around, earlier I increased the max speed but I think increasing the minimum speed will help a bit.
Thanks for the feedback!