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JordanLiver

41
Posts
11
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31
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A member registered Feb 08, 2019 · View creator page →

Creator of

Recent community posts

Nice game! I agree that the bloom is too much that it becomes blurry. Nice music choice! I think I'd prefer a bit more warning before the projectiles spawn.

Good Job!

Thanks for playing! I’ll be sure to checkout the VOD!

Clever reuse of your original game! Has a nice addicting loop to it. I got into the zone a bit and had to stop myself from getting an infinite serotonin loop.

Good game! Nice level/puzzle design that complements the mechanic well. I could see this being extended into more levels!

Great art! And nice, clever level design!

Really solid game and nice use of the mechanics! The art is awesome too! 

I think the difficulty grows a little too early and it'd be nice to have visual slots for the groupings. Plus maybe some RTS-style drag and click to get groups of units. But totally understandable since this was made in two days! Props to you!

Really cool use of the death mechanic! It made me look at the enemies and spikes as helpful rather than hinderances! Art and animations are rad! I got kinda stuck towards the end after going through the big door. I couldn't tell if it all looped back in on itself.

Great work!

Nice game! I agree with everyone else, the aesthetic of this game is amazing! I got stuck on the glue bit, but I found the answer through discord. Good job! I'd really like to see more games with this look to them!

Cool game and art! I'm a little confused about how the death mechanic is supposed to be used and I got stuck on (I think) the 4th stage. I like the 3D models, good job!

Spitting mechanic was a lot of fun! I really liked floating around the ship with it. Cool boss fight too! 

 Nice art asset picks and concept! I had fun with this!

Thanks so much for playing! That game over bug seems to be a recurring issue, hopefully I can get a fix in for it soon.

Thanks for playing! Credits for the graphics mostly go to overcrafted. They had the perfect art assets for what I had in mind! Anything specific I should look to work on for the attack system?

Thanks for playing!

Hey congrats on releasing your first game! It's a big undertaking!

Thanks for playing + the feedback! I had a lot of fun making the AI! I think it's the first time I moved player input into a proper controller class so I could use the same capabilities for the AI.  I wanted to avoid upside down controls so I limited the rotation. I may look into different options for this though. Thanks again!

Hey thanks for checking out the game! I kinda reused the hand controls from a game jam in the past about squashing bugs and figured it'd work well for a fighting style game! I setup a little "Main Menu" button for when the fight ends, but I guess it isn't showing up. Thanks for calling it out! I can probably get a fix out for that.

I for sure spent too much time just hitting the punching bag rather than adding more polish. Thanks for playing it!

Thanks for checking it out! I totally forgot to restrain the AI at the end of the fight haha!

Thanks so much for playing! The punching bag mode was my original prototype before I programmed the AI. I had enough fun with it to add it as a separate mode. I'm glad you liked it too!

Credit for most of the art and the faces goes to Overcrafted on OpenGameArt https://opengameart.org/content/little-boxing-set

Nice little game! Really good for restarting everyday!
I liked the little mechanic that shows up in the middle of it :)
Cool little dialogue bits too

Nice lil' game! I was engaged the whole time! Great music pick for this!
I'm just being nitpicky here, but I noticed the particle effect trail on the arrows rotated with the arrow.
Animations and aesthetic were so well done!

I really like the aesthetic Lots of great polish with the menu and tutorial! 
It felt like the pace too a little too long to pick up. I think a little animation or timer while waiting to respawn would help with that. 
Music was awesome and totally fit!

I made it out and had lots of fun! There's clever level design here! I liked the ghost + mirror mechanic. The player has a cool design! Always cheery (when alive.) Nice music and art all around!

I'd suggest having the camera in front of the player instead of following behind. I also had a little trouble getting caught on corners when fleeing from ghosts. I think shrinking the hit box would help.

Good job making this in such a short time!

Nice chill game! The pixel art looks great! I really like the little wing animation with it :)
It was a little tough swiping left since it only went that direction while holding 'A'. I think it would help if it saved the last horizontal (A or D) and swiped in that direction. Oh I also like the music and sound effects. Ain't no shame in reusing work! Good job!

Thanks for playing and the feedback!

Thanks for the feedback! Good call on the fly-pushing, I think that would have helped with the hitbox issue, while still keeping the bug-squishing feel intact.

Hey I'm glad you had fun, thanks for playing!

Thanks for playing it! I've totally been kicking myself for the off-screen bug bug because I know it would've been a one-line fix. but owell  ¯\_(ツ)_/¯.

Thanks so much for your comment! I'm really happy you enjoyed the game! I wanted to make a point of letting the player be able to express and have fun while moving around, so I'm glad it hit the mark with you!

Ah I agree, a pacifist mode for this would've been fun too!

Cool rythm game! I like how the notes correspond to attacks! Using arrow keys as the buttons made it a bit confusing since the aren't lined up in a row as show. I think ASDF would have helped a bit. 

Nice game with a fun gameplay loop! I liked how exponential the gold earnings became. I think the combat can be expanded upon by adding different attacks or cooldowns.

Thanks for playing and for the feedback!

Thanks for the feedback! I agree about the hitbox. I got frustrated at times getting the last few flies.

Hey thanks for playing!

Engaging game! The combat was fun and I liked the level design. I did find myself not really using the sword at all, but that might come down to playstyle.

I had a lot of fun with this! I like that the only hints are in the level names. and everything else is left for discovery. Level 3 was the toughest for me, but after finally solving it the rest of the game just clicked for me, I'd suggest making the grid size for level 3 smaller to let the player be able to accidentally solve it, but still learn from it. The last level did a great job of throwing all the concepts together and having them interact. 

Good Job! 

Controls List since they aren't  shown in the game (Note: this was tested and used with a Dualshock 4 controller. I'm not sure how well other controllers will work)

  • Menu Controls 
    • Square to select an option
    • Left Analog Stick to move cursor
  • Gameplay Controls
    • X to join
    • Circle to Drop out
    • Left Stick to move
    • Right Stick to aim
    • L1 to pickup snow
    • R1 to throw a snowball