Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

kindman

405
Posts
44
Followers
8
Following
A member registered Mar 07, 2016 · View creator page →

Creator of

Recent community posts

DIEGO!
well deserved #1.
great concept, clean execution.
really lovely art style.

J. Jonah Jameson with a hint of Whiplash 

cute setting and the skill tree is superb. it does seem a little unfair at the beginning as you have no chance of catching all apples with both frogs moving in sync (I guess later power ups might help with that).

why overwhelm my tiny brain with only 1 mirror dimension, when you can have 3 of them, am I right?
honestly you are asking a lot here. still, a really unique experience to keep track of all 4 of the realms.

I wonder if people's brains will physically change if they keep playing this game. 

this looks really well made, unfortunately I don't have a controller at hand and the keyboard controls do make we mess up every dash and every room edit. nice aesthetics as well. 1-bit is the superior format.

woha, that was a lot of fun. I've played a ton of mirrored platformer where the player controls both with one set of buttons - even though giving each hand one player is potentially so much more fun (as you demonstrated).
have you ever played Brothers - A Tale of Two Sons? your game brought back memories.

do you know that your game is inaccessible for everyone else?

man, the music and the movement together build up such a hype - I was immediately in the zone.
super simple idea, but instantly super arcady fun vibes.
did you do the music yourself? if not, please attribute it (so I can use it too next time - muhahahahahahaaa)

it's not only a really creative take on the theme - it's also really fun to play and strategize what powers you want your opponent to have the least. really cool artstyle as well with instantly understandable pickup icons. the full package.

crazy how you just nonchalantly developed a real time strategy game within 48h. unfortunately it had the same effect like other RTS on me and made me feel stressed out and overwhelmed - so basically your game is up there with Age of Empires and Command&Conquer

lots to like here!
-first of all: I didn't know Godot could dish out reflections like that (I'm talking about the metal walls now - I'm sure the actual mirror is not actually a mirror, right?).
- atmosphere was really well done, opressive/unsettling, perfect mix of retro and modern, good post-effects
- mirror puzzle is a classic and for a reason, fits perfect to the games vibe - seeing something in the mirror that's actually not there is always alarming

looks and plays really well. the "glitching the rock through the boundary" mechanic is really original and funny and makes me curious what else you would put in a full game of that.

no luck on windows chrome either. would have loved to see what a large-scale pico 8 project would have looked like (even in its first iteration)

Love the artstyle - great deatils like the animated shadow beneath the diamonds.
gameplay was a bit vague - do I just keep smashing crystals?

that was more fun than it had any right to be ;-) the idea sounds so straight forward but it completely changed the game. nice job
(the screen shake made me slightly nauseous though)

interesting concept to make the mirror moveable. I got kinda lost when the numbers started to show up though.

good job.

well, I downloaded it anyway. took me a while to understand what's going on (because I didn't pay much attention to the other side) but once it clicked it was a somewhat surreal experience - seeing the impact of both sides on the ball. It didn't change much about my gameplay, but there is definitly something there...

I like the premise, but the lack of affordance is making it impossible for me to play. the graphical assets you use should communate its funtions to the player, or at least use some kind of color coding so as the player you know which side to use for that. 

to answer the question if bob really can pull through this:
no. unfortunately not.
the very first obstacle is already impossible to clear for him and his mirror image.
and me.

because you mentioned that this is your first game jam entry:
I can imagine that you mastered a jump combination to get both bobs to the first flag and that it is fun for you to execute, but you should never forget that what feels adequately challenging for you as the developer is WAY too hard for a new player.

your game was absolutely lovely and stressed me out at the same time, because I kept thinking about the amount of eggs and flour I will spill all over the kitchen floor when I'm not fast enough with placing conveyer belts. turns out: it was all in my head.
really nice idea, execution and presentation. the only question would be how to increase the difficulty further or bring more variety into "the build". but rock solid entry (I smell experience).

it's a bit trippy, isn't it? staring down TWO tunnels? that's a mood.

it's rather doubled than mirrored, isn't it? still, solid micro game there, that tests your perception.

good idea to bring rorschach into the mix. love the mystery vibe you are creating, even though I have no idea what the notebook is for :-)

no entirely sure what the enemy was really doing, but I did enjoy the symmetry variant of the memory game.

(just in case you are not familiar with the idiom: it means you did an exceptionally good job here)

let me guess: rent was due?

I was seriously wondering if I have blind spots in my vision, before I read your comment about the bug ;-)
I wanted to tell you that I really enjoyed the presentation of your game - like the minimalistic graphics and the mirrored main menu gave the whole thing a unique character.

the switching between characters and powers were really complicated and also seemed to be buggy (gravity seemed to get stuck)? it made it really hard to get into the flow of the game, which is a pitty because I was looking forward where you would go with the concept. but I understand that polish is rare in a 48 hour jam, so no worries.

I'm sorry to ask this, but are you insane?
HOW did you manage to put out a game with TWO fully watercolor handpainted worlds AND TWO animated player characters?
and then the audacity to not even put a screenshot of this incredible achievement on your game's page.

also: tech person! don't you think I don't see all the features you implemented, like parallax scrolling, adaptive camera, some watery shader on everything and actually functional ledders amongst other things? you better believe I noticed.

the nerve of you guys.

you're a god damn legend is what you are.

this was a very endearing experience. I honestly feel taken aback a bit. at first I just thought: "what a cool idea! man, could you imagine what a cool game it would be, if you could actually see them grow individually and not just as a png?" an when I realized that's actually what you did here and based on real scientific facts no less - well I was beaming and played round after round. thanks a lot for this experience.

if anything I would say: make the visualization of the individual growth even more the centre ofthe game. it's cool that you gamified the process, but it the generation of each snow flake is still the star imho.

the fact that you can mirror multiple towers with 1 mirror is definetely very interesting. I wasn't able to get more than 5 towers total, but it would be super interesting if you could escalate things exponentially :-) 

I'm gonna be honest: at first I thought: "another one?" (as there are quite a number of mirrored platformer in this competetion), but the inclusion of the jump pads totally won me over. it's interesting how such a small detail can make a difference, but they really "elevated" the game ;-)

really strong visuals - did you make them yourself?
I kept wondering if ice and fire attacks had different effects on the enemies and if so, the difference could be more extreme.

a lot of work went into that one clearly and is quite fun to play as it is.
but I think you should be more restrictive with you colors and details, because the game is really hard to read with everything that is going on. like the background details are too present and I wasn't able to figure out if the enemy ships were color coded? so a little visual polish would go a long way.
I was definetely reminded of the legendary Ikaruga (and I kept wondering if it was an inspiration for you)

I feel very disturbed after playing.
In the best way possible, if that makes sense.

the rabbit creeped the hell out of me. it just kept talking, even after restarting the game, what the hell? and realizing what you actual goal is, but not really understanding what is going on narratively? incredibly good. my favourite entry by a mile so far.

works well and is kinda addicting, but the mirrored player seems to be comsetic only? you should do something with it to make it meaningful.

aahh, I love rotational symmetry! it does things to your brain!
I wonder: have you tried different control schemes?
I was wondering how the game would feel, if you would adjust rotational speed with left+right and "chain length" with up&down. probably way harder...

wow, the difficulty really escalated! mixing color is a cool concept to iterate on the mirrored movement mechanic.