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kesbob

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A member registered Sep 07, 2020 · View creator page →

Creator of

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Yeah I think the camera angle and fov make that too hard. I really liked the idea for that level though and feel like I had too few levels as it is, so I left it in there. I tried to make things easier with the fire collider showing and the branch shadow on the ground.

Seems like a great start to a very chill game!

Pretty spooky. It felt like all the shrubbery was watching my every move.

This is a really fun idea. Feels like theres a lot of potential for some more automation type play

This music reminds me very much of the super mario bros 3 airship song

I also tried all the other directions and never realized I could go right lol. Nice little retro feeling game though.

Feels like the start of an adventure

Fun game. Kept me playing until I beat it.

You really captured the experience of grilling out perfectly. If only smell-o-trons existed and we could smell the meats grilling.

Very cool with satisfying puzzles. I think you nailed teaching the mechanics, really intuitive. Some things I think could improve the experience would be to have some kind of overlay when placing the objects to show what they would affect, and/or while they remain placed, the area they affect. Maybe like darken all the squares around them that they are, or could be affecting. Another thing that would be nice would be being able to move an already placed plant to another spot without having to press undo.

I can't really tell what the objective is, but it does feel nice to run around and shoot the guns. Seems like there's a lot of potential for some interesting gameplay and levels.

The story and choices felt very interactive and natural. I really like how the choices feel like they actually matter.

thanks! The bars are timers, showing how long the ability lasts. Like when you use an ability the bar is initially full and will slowly go down afterwards. Doesn't apply for jumping though, cause that is based on hitting the ground.

Very beautiful and relaxing game. Now I can finally cross experiencing life as a fishing bobber off of my bucket list.

The top down mixed with mouse aiming and side strafing feels super weird.  I tried without the mouse and wasd feels fine to move though. I guess it just feels strange for them both to be enabled at once. I think something to really help the player would be for the battery indicator to show closer to the robot itself. Cause whenever I looked away to check my battery percentage I died a lot because I was no longer looking at my character to see if I was in a red circle.

I like the idea and its cool that being close to the flowers recharges you, and I'm guessing its based on WallE?

This was asking me for some pretty sketchy permissions though. It opened my firewall and was asking my password. 

Funny game. I enjoyed the amount of effort the man was apparently exerting lol. I feel like its some alternate reality where mr. fantastic got really sad and decided to venture into the world of door moving businesses

Really good job. Super tough though. I raged a couple times. I think sometimes my input was ignored too but I could be wrong. Like I was holding the button then it would not hold it after I did another thing. Also, I think as something that could help make it easier (maybe only on the beginner mode) is make it so that the button doesn't need to be pressed at the exact moment that its overlapping. Like I could hold the button and then when I swing for a new rock, it'd be easier to grab if it was kind of automatic.

And yeah it really did make my hand start to get tired lol. I made it to 24m and then my rope screwed me over by putting me on a piece of land with nothing to grab so I just hand to keep falling down.

Really amazing artwork and music(and effects). The character model and animations are also very well done and feels good to control. I can't figure out what to do with the first orb though. Any hints?

thank you! glad you enjoyed it!

thanks for playing, your videos are very well done.

cool game! nice raid shadow legends reference lol

it seems you click the zombie for more points and can click the various objects on the screen to buy them and increase the idle zombie accumulation rate

maybe try and upload a new build? you can use player prefs in unity or just not have save data at all. some other people in the jam messed up their initial builds but uploaded a new one or put a new link in the descriptions 

very nicely done!

upgrade costs are too extreme. shouldn't have to click 300 times to reach the initial purchase. divide everything by 30-50 probably. I think grinding is fine for a clicker but I'd like to see quite a bit of progress up front before starting the grind

interesting idea, but I don't really know what the end goal is or what I'm working towards

seems like it could be really great but the beginning rate is just so slow

wow this is beautifully done. such a nice combination of game types. only thing I have to say is it'd be nice for the shop screen to not cover the game, due to basically needing to constantly buy upgrades at a certain point. and more scaling, though I don't know if thats possible. like more balls and blocks after some point

while the costs are very clear, the results/rewards aren't. its easy to tell from a glance what i'm going to be spending when I click a button, but I have to read small text and interpret the text into the different icons to figure out what the return is. apart from that, the progression feels great. maybe just a slower introduction to the different upgrades. maybe like 1 to 2 at a time. feels pretty overwhelming when first starting

seems a bit harsh to lose all points from hitting a green dot, especially when not being able to actually pick the direction when clicking. cool idea though

seems like the best thing is to hope a bunch of monkeys glitch together and you can just idle it

interesting idea. seems like it could be great to expand on

surprised how good this is

But what really defines a clicker to you? All of the elements of a clicker are there, they are just presented in another form. At least in my opinion. Instead of generating your currency immediately after clicking, its more secondary mechanic that results from your clicking. Click to spawn a monster that proceeds to destroy another monster that will then generate your currency. I guess to some extent every game (on pc at least) is a clicker, unless its completely keyboard controlled.

Actually, yeah I agree. I dunno, its probably too involved to be a clicker, and yet at its core its just using clicker mechanics. I guess clickers just basically strip all the additional layers of games down to their most basic form, give me some input and you'll get some output, which this does do, but not without an added layer of requiring a more  precise clicking mechanic.

pretty neat if you can figure out whats going on. needs some work on the pacing though.

I think this isn't working properly cause I made it to the first news flash where it says click to put one back and it just doesn't do anything different when I click. Then after losing due to the timer running out, I have still have my previous amount of starts popped but am unable to spend them and all of my clicks are just going towards reducing the amount of stars that I have popped from the previous game

it wouldn't let me buy the upgrades for awhile even though I had enough, then it just let me buy them without taking any time from me. So I basically went from not being able to buy anything to winning instantly

any success?

i like the foodstuffs 

I feel like we made the same game but in different perspectives. this is a bit hard though and i never noticed the purchasable npcs having any effect