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Lammert

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A member registered Dec 21, 2020 · View creator page →

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I really enjoyed the game, the last level took a couple of tries, but it's a nice challenge. I do like the fact that you went with the 2-directional aiming, which can make for quite a fun challenge in horizontal corridors (like the first level), but I found it a bit frustrating in some of the vertical corridors in the second level. If you want to keep the limited aiming options (which I strongly recommend since I do find it an interesting mechanic), I see two ways in which you could make this a bit less frustrating for the player: make it so that the player can also shoot straight up or down, or make the levels even more horizontal. I see that you did try this, but I would try to make the vertical paths even shorter, or include some horizontal side-paths to vertical sections, in which you could kill the enemies more easily.

Overall I think the game shows potential and I hope you do keep the locked aiming, since it made the game more interesting for me at least. Great job :D

The world selection and the worlds themselves reminded me somewhat of Super Mario Galaxy, a game that I really like, so that immediately pulled me in. I also liked the different tools the little robot can use, but, like others have mentioned, it was not intuitive to me that the scroll wheel could be used to change tools. However, after learning this from the comments, I was able to complete the game without any further hiccups, so I feel that this was the only control that actually needed to be explained. The movement is quite intuitive (in a full-fledged game this of course would also need to be explained, but for a game jam game I don't find that such a big problem), and the picking up of boxes and other uses of left mouse button were explained in the UI. Maybe you could also use something similar to explain the tool change, but other than that, I really enjoyed the game and thought it looked very pretty!

Nice game :) I really like the banking mechanic and the name is very fitting! Some ideas for extra things you could add in the future are more weapons and/or some sort of health regeneration, for which you could pay using your banked points. Also, for me personally, I like to get a lot of points, so I would've made the reward a bit higher than 1 point (50 or something like that). Overall though, a fun game!

I liked the amount of content you made, I don't know how long I played, but it really felt like an interesting story to me and not just like a couple of levels. I didn't know that you could use left mouse button to shoot, so at first I couldn't figure out how to destroy the hangars, but besides that, I really enjoyed the game!

To describe this game in one word; character. Seriously, I was truly blown away by the sheer amount of personality you were able to convey in such a short timeframe, both in the length of the game and the time you had for the jam. 

I absolutely adore the art style and I felt like every ghost truly matched with their personality. Not only that, but everything just seems to fit together so fluently, from the beautiful music (which I found myself accidentally humming along to after a couple of minutes :p), the amazing art and story, all the way down to the little things like the text animations and the vivid descriptions of small things in and around the house; it all worked together to build this beautiful, but somewhat sad world. 

After finishing the game, I am left with a somewhat empty feeling, longing for more, which I normally only experience after longer games, so for me to have built such a bond with the characters in this short amount of time is truly amazing; I hope to one day be able to write stories like these. You both did a great job on this fantastic game!

I loved the sketchy art style and sound. Even though you didn't get to finish the story, I was really immersed and enjoyed the story very much! As a demo, I would say it really did a good job and I'm definitely interested in a full game, amazing work :D

I loved the sound design! Especially the random sounds and phrases by John when walking really helped build the immersion. I also like the use of low-poly models for the less important details like the trees, but using more detailed models for important locations and items, while still keeping the low-poly aesthetic :D One thing I would like to see is my own location on the map, I know that's not really in line with the theme of map and compass navigation, but this might help players who got lost (like me :p). Overall though, an amazing entry!