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joeyloveswaffles

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A member registered Jul 28, 2017 · View creator page →

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Nifty game! I was able to complete it but had some challenges with the jumping. Later in the game I realized you can hold space for a longer jump and it made it easier. The enemies could've have been more challenging/in your way, I jumped over most of them fairly easily.

I think i was able to max out the upgrades because they wouldn't turn red or green after a certain point. Nice concept for a game, definitely could've benefited from knowing how much/long to the next upgrade so you could strategize a bit.

Cute character!! Game was fairly simple, but solid movement.

I found the game much harder to play when mashing like encouraged and it would go way too fast to react to the obstacles. Interesting idea!

Very polished game! The momentum mechanic could get tricky at some points especially the last level. Lots of cool effects going on throughout the game

Music man made a music game, good beat!

It was tricky, I was like 5 seconds short of beating the game on my second try tragically ._.

Cool idea! The way to deal damage could be better communicated but I was able to figure it out. Liked the beyblade designs

Goofy game, made me laugh when you died :)

A very cool idea! I liked being able to try to balance the pro's and cons of using certain weapons, tools, etc. to find the right combination that will move them along. I ran into an issue a few times with the crafting menu's button for resuming isn't placed in the right spot so it caused me to quit the game which was unfortunate because I had to redo my progress. Also this game would massively benefit from a tutorial/way to know what each items is valued at. I like the art style!

If you could check out our game we would appreciate it! https://codydoerr.itch.io/hologuardians

Cool game! Fun bouncing mechanic and double jump definitely adds to it! Wish there was a little more horizontal movement it made it hard to get to the nearby platforms.


If you could check out our game we would appreciate it! https://codydoerr.itch.io/hologuardians

Solid game! The different weapon types were cool but I couldn't figure out how I was supposed to use the first one. Liked trying to lure my enemies towards me and killing them with sword >:)

Love sunglasses cube man with lanky legs, cool design! It's a fun platformer, wish there was more content!

If you could check out our game we would appreciate it! https://codydoerr.itch.io/hologuardians

A lot of people have already mentioned it, but the controls could use a little bit of work to feel smoother. Otherwise, nifty game!

If you could check out our game we would appreciate it! https://codydoerr.itch.io/hologuardians

Best game I've played this jam hands down. Enjoyed the entire experience from start to beginning, and the thing you chose to do at the ending was a *chefs kiss* moment

Fun game! Couldn't figure out how reloading worked, but I was able to beat it

Had to read one of the comments to realize the focus needed to be aimed at a specific thing in the first level, but once I figured that out it was very cool! I liked using the focus to reveal things/damage them :)

Cool game with nice aesthetic! I seemed to consistently run into an issue after I beat the princess and tried to talk to the tree in the top left I would glitch out anytime I got near him and enter a black void so I don't know how to end it.

Very cool idea! Reminds me of "There is no game"

Best art from any jam game I've played :)

Fun game!

The game's visual effect when you die/when going to the right was really cool!!! How did you do that?

In the 2nd room I thought it was bugged because it wouldn't let me progress when going to the right, I'd recommend lowering/extending the hitbox a little for the scene transition, but other than that nice game!

I really liked the aesthetic of the game, the cardboard style 3D art and the general campgrounds vibe along with the calm music was really atmospheric! I was able to beat the game but it was a bit frustrating to figure out what to do because one of the key items I needed to use (the cereal) didn't display correctly at the bottom and this led me to stumbling around for a long time before I figured it out by reloading and reading what it said before picking it up. Outside of this, it's a pleasant game :)

One of my favorite games I've gotten to play so far this jam!! The levels are really well designed and left me stumped right for a moment, but I was able to figure it out after playing around (the perfect amount lol). The way you introduced and used some of the mechanics was great. Loved the artstyle as well :)

Neat game! It was a little tricky while trying to use drift button and I accidentally jumped out of bounds lol

Interesting concept for the jam! I enjoyed playing through it and thought it was clever how to go about solving some of the puzzles.

I knew there was a reason the woods unnerved me, found out after "exporting the game" :P

Very good art/aesthetic in general! Loved the surprise at the end :P

I think the concept of this game was pretty creative to use Excel! The game chosen obviously was fit for the (engine?) development choice you made. The game itself at times was fairly confusing to play without a good way to tell the benefits of some actions without just doing them and I felt very overloaded with choices without context. I found myself just hyperfixating on spam attacking because healing always seemed to give me less health than the enemies attacked so it always felt like complete RNG if I could even win. I thought I got fairly far but was still unable to beat the game and couldn't figure out what I was doing wrong. Thought the Optiplex enemy was a funny choice :P

This game was a chaotic delight. The atmosphere set from the music, the goofy premise and the dialogue was good. I think the game definitely has the feeling of "knowing what its trying to be" and accomplishing it pretty well. The game seemed to have glitches if you ran past the ending. With more content and a bit more polish I think could've improved the game, but overall solid stuff!

Very good art and music, incredibly polished and aesthetically pleasing! The game also fits fairly well with the theme of the jam. The game reminds me of crypt of the necrodancer without the timed movement in the gameplay. A main criticism I had with the game was due to the random nature of the room generation sometimes it would be a very intense "literally no good option" generation and I was trapped, and another time I only got a few enemies and it wasn't very challenging. In the boss fight I got an ability which I had never seen before (burning tail) that I didn't know what it did and died multiple times because of lack of knowledge/introduction.  


Also after all this time I still don't know what is esoteric prime number hell :P

Can you promote the channel for the person who made the music for our game Michael: https://www.youtube.com/channel/UCsh8V7M6oaw1WAhk0eGuSTg


Thank you!

Thank you! I appreciate the comment, it definitely isn't the most intuitive right off the bat, so that's why we try to give some explanation of the controls to help familiarize people with the concept. Brad handled the art, and Michael the music (I got sound effects), so can't take as much credit for those, but I'm sure they'll appreciate the feedback :)

Everything about the way this game looks and sounds is super polished and clean. I love the atmospheric music, it gives me such strong space vibes and I love it. The game is also super clean visually, from the rockets, to all the upgrades and the car floating around earth and all the small details. This game falls really short for me in the way you play the game. I found it dull to travel to other planets and you have either have to wait for rocket on the way to it's missions while traveling (which I found it to be a struggle and lost rockets to running out of fuel because I couldn't tell the distance I had left) or waiting for the upgrades by tabbing out. It's similar to a cookie clicker-like game where you have to tab out and not play the game to progress which feels counterintuitive.

This had a really neat concept with the upgrade system but once I figured it out, all you needed to do was connect everything and then I just never opened it for the majority of the game. I think their needed to be some incentive to prioritize certain aspects through limiting the amount of powerups could be active at once/how long the connection between the 2 ends could be, otherwise you just get every powerup you see.

There was also lots of points in the game where I would walk for a very long time and could not see ahead of myself (sometimes floor lighting helped this) and it would just be dull because I wasn't platforming or fighting enemies.

Overall solid game, and very cool atmosphere with the space setting/background and the decorations.

I thought the block placing mechanic was really interesting to pull off! There were times were it was a little finicky, but I got the hang of it. Also I noticed that sometimes when on top of the blocks and trying to do a running jump, sometimes i would just simply not jump? Still, overall very neat game and definitely a mechanic that I thought worked well.

I played a few of the levels for this game. My general feedback would be that the crosshair can be confusing because it does actually seem to line up with where the bullets are heading, and makes it harder to aim at the enemies. I also couldn't tell how I was getting damaged when I did get hit once while playing. I did see the post processing and it does help make the game look better while playing, and the game music sounded solid.

I was able to beat the game by avoiding the zombies but could not figure out how to shoot.

I liked the gameplay and thought there were a lot of excellent design decisions that were made. I enjoyed there being a slowdown effect on taking damage, it was good that enemies didn't hurt me when they were still spawning in and sometimes spawned on top of me, and the progressive difficulty as the game went on. One thing that I think might've made the game more engaging was to limit my ammo on a gun so it would encourage me to explore more, because after my first try, I learned it was a better strategy to camp out near the health and barely move unless i was too pressured. The UI was also extremely clear and communicated the information to me very well, and the art was very well done!

I liked the game and got caught off guard by the fact you can grab items over the walls which I got a little stumped until I realized you were allowed to do this. The game was fun to play and the art was really good!

I skimmed some of the other reviews and I agree with a lot of what they've said, the bullets would rotate incorrectly horizontally sometimes, but sometimes they would be correct. Overall a decent quick paced game with nice art.