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Lion Yawn

200
Posts
26
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10
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A member registered Nov 27, 2023 · View creator page →

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A lot of interesting ideas here. I ended up with a morality score of 18, which i don't think is super high (I meandered and took a lot of damage), but I'd be curious to see what would happen if I did things differently. The pacing here is fun; switching to a clicker game between levels, then the game over fakeout. And the ost is probably the highlight. Is that stickerbush symphony I hear? Overall, nice work!

"I'm in space!" Nice dunkey sample.
Ah, so much to love here. Vibes are immaculate. I had a great time coasting through this good-looking world with some wonderful music playing. I thought it was a cool idea that music was a reward for exploration. Motivated me to explore more than anything else would have. Not much to say about the core gameplay; it's fun and satisfying. There was a nice range of difficulty between trials, too. And a nice score screen to top it all off. I ended up with 64 slickness. This will probably be my last game for the jam, and what a game to end it on. Great stuff.

Fun! Good sense of speed, nice sounds, and I'm always a fan of visuals like these. I did find it a bit odd that obstacles spawn from thin air rather than on the horizon. If you decide to change things after the jam, you could also significantly decrease the amount of lives you have, and I think that would result in a fairly balanced difficulty. Production-wise I believe this is a solid improvement from Power Within, so nice work!

Moveset is a lot of fun, but enemies feel like they have a lot of hp and there isn't a ton of feedback for how much my attacks are doing. I'd mostly just charge up punches while jumping around for a few minutes, then repeat for the next room. I did like picking up enemies to try and knock others off platforms, and I liked grappling through the lava sections. Also, cutscenes for a jam game is impressive. Overall, solid entry!

Played only on storm level 6. I started having a lot more fun when I stopped caring too much about score. Hopping over all the obstacles with the wind is a good time, especially over sitting in place for a little while. Losing all your acorns is rather brutal, especially considering how long it takes to build up a collection. I like all of the movement mechanics. Overall, I think this was a solid first game, so nice work!

Had a ton of fun with this. Gameplay is very smooth, and it felt like the perfect difficulty for me. Enemies one-shotting you is rough, but it also creates these really funny moments, since there are plenty of ways to avoid taking damage, and it doesn't take too much time to complete a full run anyway.  I really like that your own bullets push you and other enemies around; adds a lot to the chaos while also preventing you from being overcrowded, which is a death sentence. A new weapon every area is cool. You didn't even have to put in a character selector, but you did anyway, and that's awesome. And while the sword-only run remains regrettably out of reach, I enjoyed all the time I spent on it.

Really cool visuals and funny sounds. I've seen some perspective switching games, even in previous bigmode jams, but the use of the foreground + the background was pretty cool, with platforms coming from both sides as you moved. Good stuff!

Neat! The camera wobble made me a little motion sick, but that's more of a personal thing. The vibe and aesthetic of this game are really well done, and the shooting and movement are pretty cool. Just think it might need a little more depth to it, and enemies spawning in random spots without sound cues is a bit too cheap. Still, overall, nice work!

That sliding level was really fun. Most of my critiques have been spoken (enemies not dying during slow time, also sometimes when pressing q, slow mode wouldn't activate). I've never played Neon White, but this seems a lot like that to me. Music fit the vibe well. Good stuff!

Interesting. I've never tried one of these before, but I managed to complete it and I had a good time. It requires a bit of patience, but it's definitely fun! Good stuff.

Got caught up in the hat minigame. I managed eight. Good game.

This game lets you pull off some insane moves. I used a controller, and I was effortlessly chaining one movement option into the other, it was awesome. There were a couple of difficulty spikes, but everything is definitely doable once you're good enough. Also a small detail, but its really cool that you deform the environment with every poke. Great stuff.

Very interesting, yes. Wave 2 may be a tad overtuned, but it's hard to say. Could just be a skill issue. Very common with jam games.

Beautiful music, smooth movement, cool moments, and it's impressive how many moves the boss has. I just wish there was more. Great stuff!

Very chaotic in a good way. I had a good time slipping around and spamming my gun. Art and dialogue suit each other very well. Nice work!

Reminded me of Overgrowth, if you've heard of it. Some cool platforming here! I see that this is your 3D game, so I'm curious how you might want to expand on this. Good stuff!

Cool idea! I think the hitboxes are weird, but the multi-tasking aspect is cool, and the art is great. Good stuff!

Really cool idea. Shooting has some real weight to it, and the friendly fire interaction is really neat. The game is rather tough! I think 1.5 seconds is wayy too short of a grace period for being away from the blood, especially since the player has so much inertia all the time. Seems like you already have an update planned, so I'm really looking forward to playing this after that. Overall, nice work!

Oh wow, big bump in production quality since last year. I really like the panel style and the 2.5D environments. Plenty of great references, too, and I might've even missed some. Solid entry!

I see the vision. The game is a bit of a grind with a lot of meandering, and I think there are a couple of bugs that mess with progression (I couldn't spawn minibosses), but keep at it! There's a decent foundation here.

Fun! Cool vibes, too. I'm really curious how the AI works for this game. Do they just pick something at random, or do they pick something based on their modifiers + my modifiers? 

Lots of cool ideas here! An instant restart would probably go a long way, since I imagine most people will be dying a LOT. This is hard! The driving is very smooth, but the game demands a lot of precision from very imprecise controls (imprecise by design, definitely part of the charm). I like that each level had something new to offer. My favorite mechanic was the grappling hook, but it was held back a bit by the speed/distance relation where being further away makes you wayy faster than being closer to the center, which is unintuitive imo (i know exactly how your code looks for this part, since i've done the same thing). Overall, a good entry, nice work!

Cool spritework and movement system! I like being able to get an extra jump out of the dash. I think others have said enough about the games flaws. I had fun! Good stuff.

This is incredible. Hitting crazy shots mid spin/flip was super satisfying, and I loved being launched into the air by the waves. My only wish is for landing on the rails to be slightly easier, since it sometimes felt like I was passing through them. Great stuff!

Neat concept! It was definitely difficult to keep track of everything during the hacking phase, but I think that was part of the intended challenge, even if it was a bit frustrating. I wonder if ghosts of actions that are already planned could play when hacking the next robot. Love the music!

Won in just under five minutes! This is a lot of fun. I appreciate enemy bullets disappearing when their hosts die, I think that added to the strategy and gave some leeway for the imprecise (but very fun) movement. The bounce pads are also a great inclusion. Nice work!

I like the idea between switching from speed to precision on a dime, and it was used well here! I'd be curious to see where you go with this. Good stuff!

Really cool puzzle game that relies on clever positioning more than anything, which is great. Solid progression throughout, and I'm a big fan of the mace. Nice work!

Fabulous credits song, and packed with plenty of entertaining references. I did indeed want to buy death sticks. 

Sweet mechanic, and good introduction to it. Good stuff.

Cool platforming and character design. Wall jumping was a bit rough for me at first, and I kinda wish the tongue came out on the initial click rather than releasing the click, but other than that I had a fun time. Levels had cool designs, and there was a nice sense of momentum. Good stuff!

Immaculate mechanic, so much room for style, especially after some QoL improvements and an improved difficulty curve. My main gripe was the gun position at the start of a round. I wish it either always started in the center or started wherever your mouse was, rather than snapping from the center to wherever your mouse is. Other than that, I had a great time. Amazing work.

Fun! It was sometimes hard to tell what was going on (I won without realizing a few times), but throwing myself around the level was a good time, and the audio was rather satisfying. Good stuff!

Woah, this is cool! Definitely a bit of a hidden gem. The descend mechanic is really precise and satisfying, and the general vibe of the game is great, too. My only issue was with the camera, I think I would have preferred it if I could rotate around the ball, since depth perception was sometimes an issue when descending. Other than that, great stuff!

I lasted about six minutes after getting bored running in circles. This is a fun idea! I think a stamina meter would be a good way to keep things a bit more intense. Good stuff.

I ought to be the worst tofu delivery driver in the world.

Controls are rough, but this is also what it's like to try to give a real cat commands, so I'm calling it a feature. Music is perfect. For sleeping and respawning, it was a bit much to have to traverse most of the level again, so I wonder if you could try to make it where sleep spots become respawn points, and the player gets to choose which cat to respawn to, defaulting to the most recent sleep spot (or they can choose to respawn at the beginning). The player could spend a life to set a respawn point, which I think is a fair trade. Might also open up some new and interesting ways to design levels. Either way, curious to see where you'll go with this!

So many illegal license plates . . . 
Really like that you keep the mouse controls between the combat and the cleaning. The gameplay mode switch is seamless and very charming. The decision to link the player's "health" with the time is great. And just when I thought the enemies were getting a bit repetitive, you'd introduce some new ones that kept me on my toes. I despise the baby. I was a bit curious how the green works. It adds time, but sometimes it wouldn't, even when I hadn't taken damage yet? Wasn't sure if it was a bug or not. But overall, great stuff!

I'm with you on that blue enemy. You perfectly read what I wanted to go for there, but between bugs and priorities, it didn't end up being super practical to pull off. I've seen other people go for that blue goo and can't help but let out a sigh of lament every time. Oh, well. Thanks for playing!

My particular controller (nintendo pro controller) doesn't work (triggers are fine, sticks don't do anything for some reason) but I shall track down another controller and return to hopefully give it a rating. I'll say that i'm already interested in the shifting gears, and it's hilarious when the car goes flying.