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Josh Hardy

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A member registered Dec 03, 2019 · View creator page →

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This is a really cool and well-polished game! I found it a little too difficult, I had to remember a lot between runs, but I can see some players loving that challenge. I wouldve loved to have seen some "empty" tiles so that i could make some extra progression without a constant worry. But nontheless a great game, well done!

Large project to make alone, absolutely fantastic! The storytelling and worldbuilding were amazing. I enjoyed the 3 lanes turn-based battle system. The only thing I disliked about the combat was that I was constantly just moving in and out of lanes and just waiting too long to strike. It seems that its the dominant strategy to win, but its not the most exciting. I ended up having to trade hits just to finish fights faster. I didn't complete the game so maybe my opinions would change if i played more and unlocked other mechanics. Keep up the good work though youre amazing

Cool concept, took a little getting used to, i ditn like that as soon as the biscuit touched the jump zone that the biscuit jumped. I think the movement range couldve been bigger and the jump zone be quite small at the bottom. Nontheless, very challenging and fun puzzle platformer!

Solid start to a game. Game looks and plays pretty well. The character is a little floaty, but thats not necessarily a problem if you lean into it, but the repeated level chunk being used doesnt suit the floatiness. Keep it up!

Had some UX issues with the cards not being very visible, but i loved the game. A stripped back simple strategy card game. The art and music were fantastic. I loved the creativity, putting biscuits into Alice's mouth and the enemy visuals. Just loved it. Fantastic work!

Cool concept! I struggled initially with there being no real "win". But the gameplay was really unique and i enjoyed the risk/reward of disarming traps and saving civilians or trying to hightail it to the bomb. 
It annoyed me a little that no matter how much i knocked that people refused to leave, but it did force scenarios where i would disarm traps but nobody would even leave their house. Shouldve just run past them!

Great work!

Cool concept! I struggled initially with there being no real "win". But the gameplay was really unique and i enjoyed the risk/reward of disarming traps and saving civilians or trying to hightail it to the bomb. 
It annoyed me a little that no matter how much i knocked that people refused to leave, but it did force scenarios where i would disarm traps but nobody would even leave their house. Shouldve just run past them!

Great work!

Congrats on your first game jam! Here's mine:

https://itch.io/jam/brackeys-14/rate/3850043

This was very interesting, it reminds me of the prisoners dilemma! Felt wrong to me to be so selfish but it was the only way to get the win. I wonder if there is a way that working together grants you cookies but working selfishly gives you more? 
Or perhaps just some more unique bot behaviours could make it more interesting. Great stuff though, keep it up!

I wasn't initially thinking the character was drunk, but I wish i did and leaned more into that! Thanks for playing! 

Thanks! Yeah I think once the movement clicks for you it feels much better. But if it doesn’t click it can feel really frustrating.

Thanks for playing, I hope you eventually escaped the ditch :)

Thanks! I'm awful at art so its mostly just Kenney's Scribble pack, with my bad artisitic touch!

Thanks for playing! I have tried my best to fix some of the weird physics that goes on but it seems the problems never end!

Fun idea! Personally felt the boat moved a little slowly sometimes an the RnG of being able to reach the cookie in time felt a little unfair. That said, the warning indicator really helped, and it just meant I had to wait quite a bit of time before collecting many cookies. I would love to see you up the ante somehow with some more obstacles or maybe waves throwing you off balance etc. I also didnt understnad the behaviour of the giant cookie, it felt like it had an engine and would just start moving.
Loved the art style though, nice and polished experience good stuff!

Cool concept, love using health as a resource, but the gameplay didnt cater well to the upgrades given. "More damage" seems pointless as everything is a one hit kill anyway. Plus, i ended up getting toa  point where my chips would be thrown way too far. If there was certain mob types where theyd spawn in a line, it wouldmake it worth it as i could trade the multiple kills for the one bullet, but i was mostly only able to get 1 or 2 kills per shot, so i was always running quite a distance to pick my chips back up. Some really nice bits of polish in here though and the idea is cool. Id like to see this taken further with some refinement, itd be super cool!

Thanks for playing, glad I made somebody laugh!

QWOP was my inspiration! It definitely has a bit of a learning curve, i think once you get used to how the feet move it really starts becoming easier. Thats easy for me to say though. Thanks for playing!

This is a really cool idea! Its a super polished and well rounded experience, its insane that this was done in a week! I loved the dog politician and the whole world you made

Also love the audio changing when youre digging on a tile and getting close to a relic. At least i think this is happening LOL. Fantastic game

Fun short game! It did feel good to just mow down enemies without worrying about ammo. Some good polish in certain areas like the caera shake and the visiblity going in and out of rooms. 
But yeah holding down the shoot button is a dominant strategy, at the cost of your hearing. Some feedback when a boss takes damage would be cool too like them flashing or something. Good stuff!

Thankyou<3

Thanks for playing and your comment! I was never good at QWOP so I really wanted to make my own version thats more intuitive and i can actually be good at

That spot really required some refined skill, my GF also got stuck there, ive just made that section a little bit easier! Thanks for playing, im glad you enjoyed it!

Thats definitely not intended! Ill check it out, thanks for playing, and the feedback!

Had some UI scaling issues so I couldnt see parts of the levels, but it is still a fun and chill game. It does have something nostalgic about it! Id love to see more physics (especially more jiggly cat) going on and it being a littttle bit faster. Looks fantastic though i dig the style.

Really cool idea and visuals. It does feel like a puzzle platformer as you need to figure out timings and directions in quite a specific solution. I did struggle with the controls a bit, but i thought the gameplay was really cool. Throwing the shield is cool and it weighing you down makes it feel heavy and slow so thats cool. I was also half expecting to be able to throw it into a wall and then use it as a platform, that wouldve been cool too. 

Regardless, love the vibe and the core gameplay, i found it a little challenging but its not one of my usual games so take that with a grain of salt! Great stuff

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This games a really fun concept, the characters were great and you did a crazy amount of stuff packed into one week, well done! P.S The art and page look super cool

Art style is really cool, I also think the gameplay is quite solid, the only thing for me is that it felt almost impossible to pay off the debt. I understand I had to risk higher blackjack scores but you're at the complete mercy of RnG and theres nothing you can do about it. Too often i was either never getting enough to pay off the debt (need $80k worth every round)  or id try my luck to push further and go bust, then my total is halved. But it was a really fun and polished experience! Maybe a little balancing could be done or it could just be a hard game :)

The theme is really cool and the art looked great. I also liked the risk/reward of the wildcards. I think the fact everything was on fire and it felt a bit panicked, made me feel like i needed to rush and i thought my health was based on a timer, not on taking steps. Maybe it was in the instructions and i missed it though! Also, fantastic level of polish it looks and feels great!

One of the most polished game jam submissions ive seen. The story, the aesthetic and gameplay all work really well together. Very satisfying to smash those pucks. I think the movement could've felt a little more like being on ice (less friction), but that could potentially make the gameplay less fun and more difficult. Great stuff!

Hitting the risk/reward brief on the head! I was a little confused whether the percentages were my chances of winning or my chances of losing, its framed as "70% Risk" so im assuming it 70% chance of losing but i get back 70% extra from what i put in?
Keep up the good work!

Its definitely a bit of a challenge. Its intended to be a bit of a rage game inspired by QWOP. But theres a high chance as the developer finding it easy, I went too far! Should've playtested it more

Fun little take on a survivor-like. Had fun overall, definitely could have used some little improvements, like resetting health when you level up, some UI pointing me to where the next ingredient is and some info on what the weapons im choosing are/do. But overall a fun little game, great stuff!

Fun little level and a VERY surprising ending! Cool stuff. The platforming was quite forgiving so the experience was quite fun, even though the movement lacked any momentum and there was no coyote time etc, once you get used to it, its pretty solid

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This is a really neat concept! Feels pretty boss getting a chunky score with several bites to go. Some UX improvements could really go a long way here, like seeing where the bar is when you release to see JUST how well you timed it,  and a clearer loss state with a retry button etc. But good stuff!

Hey there! Thanks for playing the game nonetheless! We will work on an in game pop up or tutorial for the navigation and controls. The path finding will probably be an ongoing issue as unity only allows a navmesh in 3D mode unless you make the game on a certain axis and changing our axis would take more time than would be worth doing for this particular game but we now know for the future! If we find another way for better path finding we will be sure to include!