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LemonBar

119
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A member registered Jun 07, 2020 · View creator page →

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Though the mechanics were pretty simple, and there wasn't much in the way of art or music, I found the level design to be a solid start for a 3D platformer and enjoyed jumping around. 

Love the art. The movespeed feels a bit too fast, felt like I didn't have very much control. The kickback from throwing candy also felt a bit off. I love the vibes, and I like the frantic energy. 

rat.


But for real, I really appreciate this game. I feel like the difficulty and multiplier scaling are a perfect representation of theme mechanically and diagetically. It felt fun just ratting around and waiting for a higher multiplier before snagging all those sweet little cheeses. Great work. 

19925, but I got caught. Beautiful art, solid sound design and level design. Only wish the detective's presence was a little better known, once he's close to you there's not much you can do to get away. Great job. 

Cute game with real intense music. The artwork is nice and consistent, and I like the variety of dice with different abilities. I wish each attack had a little more impact with some sound effects, but those are hard to pull together on short notice. I wish each clash showed a big popup of what each side rolled; I'm not sure if this would really change the experience too much, but it would help scratch that gambling itch. 

Thank you, Rieux, for your incredibly in-depth review of the game. I'm glad you had a positive experience, and I recognize and appreciate your criticism. Keep on skating. :)

The platforming felt fun, but getting hit felt way too punishing since it's your ammo and your playtime. 

I like the dog.

Loved the character art, very fun. Was unable to get past the fire enemy, not sure if its hitbox was enabled. 

Very random, but on brand. The movement got a little buggy/hectic, but I liked the roll of dice to get stronger. Sometimes felt a bit monty hall. 

I had a lot of trouble with this one. The starting artifacts felt like they absolutely made the first encounter, like if you happened not to get one with decent multipliers on it then you just couldn't make it. Occasionally the artifacts wouldn't trigger. There's likely also a language barrier issue, like the artifact "Odd Day - gives mult when using even cards (1,3,5)". I couldn't for the life of me figure out what actually triggered this one, it just seemed to go randomly. 

Liked the general vibe you were going for, though it didn't feel like there was really much benefit to risking longer runs. Since all the biscuits were permanent, there would be no difference between 1 really long run and 3 runs a third of the length, mechanically. 

Returning to the main menu makes the rest of the game unplayable unfortunately, but I did like fat rat.

i haven't played cuphead but this is exactly what i imagine it's like. i wish the shoot was automatic.

I like the idea of taking damage intentionally to get benefit, but it doesn't feel very good to use in this implementation. 

there was gameplay in it. i like the idea of the deck and cardbuilding, but they weren't implemented so...

Gorgeous game, incredible vibes. Felt like more experience than game, but honestly that's a positive. arbuz

The upgrade mechanic does not feel very good. When you get to the point where you're more likely to downgrade than upgrade your pick, it really just feels like you're tossing money away, and for very little benefit. 

Absolutely incredible sleeper hit. At first I didn't quite understand the items, but when I did oh man. It gives Balatro, it feels really good to trigger all the different upgrades. Sloplan is my waifu. Drop mic. 

I loved the art, though I'm not sure this game is for me. The movement felt a bit slippery, and the enemies and traps were laid out a bit too densely for my capabilities. The risky buffs also seldom felt worth taking. 

I adore the style and energy. For a moment I almost felt British. I wish there was a little more to the game with this much style.

Incredible art, simple game. Keep it up. :)

Wildly chaotic WarioWare experience. Minigames were fun and quirky, felt like an homage to an internet of 10 years ago. I didn't quite understand what I was doing with the shop, not sure if there were descriptions I was missing. Also the "react" game threw me for a loop, I was never quite sure when to react with anything besides shrimp. 

Fine little RPG. I wish the objects would give their full information the first time I inspected them. The choices whether to save or not felt like the biggest thing holding this down.

The page lists that no game was uploaded.

Bit of an odd economy simulator, I wasn't quite sure what I was doing. It's odd to me that your starting money and followers are higher than your targets. I played through in a way I thought was successful, but then landed on a customer with no likes or dislikes who wouldn't buy anything and I couldn't skip. I liked the way your used your assets, the screen was neatly laid out and the background and lettering were fun. 

The shifting camera when changing lanes was a bit jarring for my eyes, and the rotating camera while trying to dodge got me confused.

Super simple game. Alright to play, but not super exciting. Keep up the good work.

I hit 10 minutes and couldn't hit the 1 million. Not sure if it's possible unless you're really well-versed with the text, or just a real quick typist. Wish there was gambling, cuz gambling makes it all better. One feature I'd like to have seen is a display which showed the next word so I could get ready to type it while the cookie spun.

The isometric movement was hard for me to get accustomed too, and it made it difficult to keep control of my position relative to the guards.

Very chill little retro game, evocative of arcade cabinets. Good vibe.

A nice little incremental game. I wish there was a larger variety of more interesting upgrades. The increase enemy upgrade felt more like a downgrade since it meant that it would take longer before getting the end of wave reward.

Thank you for playing! Could you please divulge on what difficulty you had with the controls?

Thank you for playing! What was it about the game that was tough for you?

Thank you for playing! I would love to know what about the minigames you found challenging,

Beautiful artwork, fun jaunty music. While I didn't quite click with the gameplay loop, I found the mechanics incredibly new and such a fun idea. Keep at it :)

I wish there was some light ambient music to groove to, or some sound effects for feedback. If I knew the volcano's odds of going off, I feel like my decisions would have been more interesting. 

Incredibly fun! I love the decisions that had to be made every floor, whether it was worth it to try dodging out a weak monster just to save some score. If this game had a public leaderboard, I would be optimizing my score. I finished with 18500. :) Great job guys.