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JZhu

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A member registered Oct 16, 2021 · View creator page →

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Played through the whole game.  There was actually so much content in the levels and some of the level design ideas were really cool.  Great job

Also i know the controls are a bit unintuitive, but when I revisit the game i'll probably end up remapping controls.

Thanks for playtesting the game sam!  I'm trying to recreate the bug but not having any luck and was able to exit with b.  It might have to do with maybe spamming of the i or some combination of buttons in quick succession.  If I come across it i'll try to fix it.

I thought the artwork and lighting were well done for sure.  For me the mechanics were pretty good, but I think the hitbox of the black borders and speed of the obstacles were a little too tight, where timing it is almost a little bit of luck.  Really gave me some nostalgia of playing some starcraft bound games though of like a zergling stutter stepping through the obstacles.  Pretty sweet throwback for me so thank you.

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First off shout outs to the multiple character types with random generation.  Its a really cool idea and I'm impressed you guys got it all done in 10 days.  I think at least, for me I never really felt like there was potential for big progress loss and not having a kind of goal to reach made me less motivated to keep going.  I think concept wise there's a lot of potential in kind of roguelike platformer like this, and seems like a really cool idea to explore.  Overall though good submission.  I also dug the music.

Hey Good submission.  I think for me this game really worked in what it was trying to do, and was one of the more enjoyable 3d foddian games for me.  I think the overall vibe of the game worked really well together.  I think what this did well was locking the camera to face forward and having the static turns to control the frog works really well with the foddian theme.  Where in some of the other 3d foddian games, being able to freelook kind of felt like a detriment to the gameplay at times and made it sometimes feel like the jumps weren't my fault etc.  So cheers I'm glad I was able to try out your game.

Thanks for the really kind words.  Our team of guys really tried to make it happen in the 10 day span, and we really wanted to put out something we could be kind of proud about.  It was the first game for all of us, so making something playable and actually releasing something for other people to play has been a great experience.

Game felt really sweet.  I really dug the music and visuals.  It really tried to keep me calm during the falls.  Mechanics-wise no complaints here either.  Felt like the golf ball with the little lineup bar really helped me to feel in control.  That way I knew that when I fell it was actually just my fault.  I think the game felt really good, and executed it well.

Rip Game.  Hey one of the few games on here that I finished though lmao.

Why you gotta come at me with "Your cock's small" lmao.  Enjoyed the game.  The game felt very movement focused which I enjoyed quite a bit.  I think the sliding was reminiscent of mario, but it might have been a tad too much for a precision platform like this one.  I think that's just my personal opinion, but overall felt like the mechanics were very mario-esque in nature and a lot of worked well.  I really enjoyed being able to just mess around with the triple jump and it was fun to just move the character around, but when combining platforming made it challenging as f lol.

Ok the spear mechanic turned out to be pretty sweet.  I ended up spamming it a ton when i was in the air and felt pretty cool scaling walls by spamming down on it.  I think at the beginning the player mechanics felt a little weird at first, but I kind of got used to it the more I played.  I just didn't expect the locking of the character once i committed to the jump, but I think i understand you might have went for a jump king like feel there.  I found the spear to definitely be the more interesting aspect of the game, rather than the player movement.  I think I would have liked a game with regular platforming mechanics in addition to the spear, because it can make for some really cool movement potentially.  Ended up playing for a bit and enjoyed it.

Thanks I appreciate you trying it out.  It was my first game jam, so i wanted to just focus on learning how to make the player movement feel better.  Glad that came through and you enjoyed the feel of the game.

I played through a lot of the game, because I ended up making a platformer too.  I have to say there is a lot of good stuff here.  The gameplay was cool as I found myself having to think quite a bit as I was platforming.  The concept of switching levels on a key press was really creative and definitely my favorite aspect of the game.  There were a lot of mechanics jammed into the game that we only had 10 days to do and I thought it was a job well done.

Gave this one an honest effort, since i ended up making a platformer for the jam too.  I had a fun time blasting the enemies, and getting through the levels.  The gaining height while shooting was a cool mechanic, as well as helping in slowing down jump.  I think there were a lot of instances where it felt like the controls were not as responsive as I would like, because it wasn't working off the intent of the player, rather than a strict timing.  Overall though i'd say it fit the theme of the jam well, as I did end up dying a lot lol.

hole indeed

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This game felt really weird and hard to control at first.  However, once i got into this rhythm of alternating the tail I felt like a badass fish, until i hit the first waterfall.  It took me awhile to get through it, but I found that spamming the head movement in addition to the tail really sped me up to get through it.  Add on to that mechanic by having to jump out of the water too past the planks it started to feel like there was some level of depth to the game.  I got really into it and really felt like a fish floundering around on my keyboard with how many buttons i was pressing lmao.  I think maybe there could have been some type of lead in to teaching the mechanics, but not super necessary.  I personally found it interesting to discover ways to move around in the game.  Overall positive experience.

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The art on this game really caught my eye and made me want to give it a try.  Also the little sound effect of hitting a wall was so great.  I had a good time playing this one.  I think the art/sound really kept me chilled out and I didn't get too frustrated while playing even on the falls, which kept me invested for a longer time.  Sweet game, and felt like I wouldn't be surprised seeing this on steam or an app store.

Game was somehow very addicting.  Something about the egg bouncing around is infuriating yet enjoyable at the same time.  When you have moments with the egg just slightly tipping out of the basket those just kill.  Fun game lmao.

Man I loved this idea.  As a melee player, I just kept thinking about ness's recovery lol.  Took me some time to learn the basic mechanics, but once you get going its cool to get in a rhythm.  Pretty cool twist on a foddian style game!

Really fun game.  I fell in love after the first time i fell and landed in the house.  Mechanics were sweet and although it was challenging, there are some serious moments where the flow of the game made me feel sick.  Great job.

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Lmao I played this and ended up having a good time challenging my other friend to get through it.  To be honest I still don't have any idea how the controls work, but at the end of the day I at least got over the first obstacle.  My friend kept trying with more patience than me to get that muffin thats for sure.  Funny game, had a good time.

I thought the mechanics of the game were pretty interesting, and I can tell you for sure that it felt foddian trying to juggle that ball around felt wild at times lol.  I thought overall pretty fun with some interesting ideas.  One small gripe i had though was having spacebar as the pause menu.  I kept wanting to jump with spacebar and having the menu stop the game because I'm so accustomed to it.  It definitely felt awkward having to use only the up arrow key to jump.

Pretty fun play through.  I really liked getting the powerup that let you jump up twice, and it felt like it really increased the movement/flow of the game.  I thought that maybe that mechanic could have been explored a little further, as it became more of a correction powerup for me rather than challenging me to maybe have to use the two jumps to hit a certain platform.  Overall though well done, i actually enjoyed playing it.