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jonah-srg

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A member registered May 10, 2020 · View creator page →

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This is a delight!

I am sorry to hear that, but thanks so much for sharing. I am so happy you found this game, or this game found you. Grieving is so hard, and I hope the game helped in whatever way a game can. Wishing you both well.

So clever, this was a lot of fun.

This is awesome, so excited to see your work in 3D. Love the low poly look, and the action is super responsive. Killing it as always!

Extremely cute style with beautiful sprites. Took me a couple goes to get the objective, but it wasn't long until I was shifting lanes, shooting on target, and racking up tons of points. Very enjoyable and great feedback/juice.

Nice beat em up action in low rez. Ducking and weaving with the dash is fun, it took me three or so runs to beat it. Has a nice sense of depth with simple colors. The special attack animation is great. Great job as always.

A killer game here. The sprite stacking/rotation of the ships is super clean and readable, while leaving plenty of space for shooting and dodging. The ripples and shadows in the water really emphasize the depth of the perspective. The small play area and floatiness of the ship feels very arcade-y, the comparison that comes to mind is Defender. The dash crash homing attack feels sick. The music has no right grooving so hard. And a classic multi phase final boss. Excellent all around.

Nice, this rules. The first few puzzles are pretty straightforward but the raising/lowering walls make for some real good puzzles. Reminiscent of Patrick's Parabox. Having the goal as unlocking the warp and navigating to it is cool, feels different than other sokoban games I've played lately. Hits the recursive theme nicely. Job well done!

Love the visuals and sound here, the flipping between channels works nicely. Since the "play area" of the TV screen is so small, it's like it's even more low res than 64x64. Detail on the TV set is nice as well. Couldn't manage a speed higher than 1 or 2 but I ended up making it fairly high. Nice job!

Exceptional Cave style action packed into Pico 8. The art is really well done, and the color choices make gameplay readable. I managed to get a clear on my last life as I fumbled through the second leg. Satisfying bosses. Great game, excited to see where it goes.

 

This is excellent. Hits those satisfying eureka moments like a picross puzzle. Nice little bonus on the level select screen after finishing the puzzles. Well done!

Top notch design, an absolute joy.

Killer album cover.

Congratulations! Extremely well deserved.

Thanks for playing! Yes, if you use the crank you can progress the dialogue in the printer room.

Extremely cute and tricky nananas.

A little frantic and a little puzzling, very nice. Not sure I totally understand how the commands are committed, but I was able to finish it without straining my hands too much. Well done.

An equally cynical and heartful communion here with an evocative setting. Love the art and bustling nature sounds. Very well done!

Great animation and elegant, tricky puzzles.

Very clever concept and deceptively tricky to solve. Well done!

Characterful and full of heart. A brilliant game.

I like it. Here's my best run.


It's Metroid, it's Mario, but actually it's The Plumber Thing. No spoilers, but if you haven't played it yet, there's an irresistible twist. The way the the player character options and control develops throughout the game is extremely clever.

WE LOVE SLUMBY

Utterly stylish visuals alongside music that absolutely jams. The concept is absurd and brilliant, and the weightiness of the sleeping player character lends to a heavy commitment combat style. Excited to see how the full game takes shape.

Really great vibe and fun speedrunning. Reminds me of Neon White. It manages to be both colorful and dark, and the action is always legible. I'm excited to play along as the game develops to see how it evolves into its final form.

Very fun bite-sized tactics here. The rock-paper-scissors interplay of the different attack resources is fun, and it makes it meaningful to assess each incoming enemy and weigh all your offensive options. Love the art style and music. I've been able to get to the penultimate floor but haven't beaten it yet.

Very challenging and entertaining take on a word game. Feels righteously arcadey, and the art style is excellent. I love the design around the right-click cross item, I'm still practicing but saving a letter (or saving yourself) is a super clever concept. Love the music too.

Very satisfying progression to this deckbuilding action game. There's an offensive element to clearing waves, a movement element in avoiding bullets, and a defense element in keeping the gravestones safe. These are well balanced, and each stage gets progressively more challenging. The interplay of the attack types and movement of the ghost feel a bit like Vampire Survivors, but articulating each attack and aiming at foes makes this much more engaging and fast-paced.

The art and haunted TV set vibe are excellent, and the sound design based around the flickering static and interstitial story bits on the TV is awesome. The final boss is a great showdown. Well done as always!

Satisfying domino tactics. Great art. Well considered power up and enemy design. My favorite power ups are the ghost and bride+groom.

Oh goodness gracious, that is a hilariously terrible bug. Thanks for reporting, you're amazing, and you're now the world record holder!

Love the puzzling nature of traversing the dungeon. The difficulty ascends steadily at each next floor. Really well done.

I recently wrote up some thoughts on my recent jam entry for LOWREZJAM 2022. Link is below:

https://squid-related-games.itch.io/gaadfisk/devlog/424799/inspiring-inscrutabil...

In it, I talk about how GAADFISK is being built around the concept of inspiring inscrutability: When, in a game, you don't know what you're doing or what's happening around you, but feel compelled and motivated to do whatever you can regardless. This lens likely has a number of problems, but I am finding it to be a fun experiment to design GAADFISK around this idea.

I mention a lot of new ideas for the game in the devlog, but it's so very early and I'd really love to hear more feedback about what works or what doesn't. Feel free to leave feedback below about your experience. If you haven't played the game yet, I'd recommend playing just a bit before reading the postmortem.

Really clean dodging action. The way the boss moves and the way the circles contract and expand are hypnotic, the din in the background is ominous and meditative. Haven't been able to manage a clear yet.

Really well done, I like the sort of rock paper scissors approach to the combat. The roll and the parry feel good, and after one bout I was reading into what the knight would do next.

Very lovely game. There is something serene and foreboding about the sun and the gamma snow. The static noise and pinging sound of the particles adds to the uncertain feeling. The heat wave visual effect that grows as you become irradiated works really well. I enjoyed adjusting the panels to create a wall for safety, and then jumping up as high as I could on top of them. Very well done.

Oh my gosh I'm so sorry but also astounded that this happened. I haven't beaten it myself, so consider yourself the first. Well done.

A great vibe and wonderful animation. The flamethrower feels powerful and the firy explosions are satisfying. It feels very solid, and I love the animation on the player character. Really well done.

Full of character. Very charming and beautifully animated and colored. I love the use of transparency and colorful light. Really well done!

A lovingly crafted and very cute Metroidvania excursion. The tile set is vibrant and every animation conveys so much motion. Really well done.

This is great. I love this take on sokoban that is more than just rolling dice around, but inhabiting one and picking up on the layout of each face. I am poking around now to find the third ending, but I'm missing something... Any hints?