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LowPolyFreak

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A member registered Feb 19, 2024 · View creator page →

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Nice vibe, I especially like the music. Environment is impressive for such a short jam. 

For the performance issues, I suggest you look up shader compilation stutters. In a game with so much custom assets it would benefit your game greatly. 

Impressive work regardless!

There's a nice vibe to it. I just kinda got absorbed despite the simplicity. Well done!

Such a clever use of the theme. I can't think of a worst kind of chaos to have to handle, in fact they managed to pin me down against a wall right next to the last objective. Had a good time!

Really clever approach to the theme. This was a really fun strategy game, with just enough unpredictability to keep you on your toes. Presentation is also very well done. One of the most memorable game of this jam for me.

Thank you for playing! And yes that was intentional.

We spent a lot more time than you'd expect on level design. It felt important to keep the level flowing :)

That was a fun way to learn more about nuclear reactors. Great work!

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Being such a huge team is one thing. But being able to coordinate so much talent to make a game of this scale and this polished, in just over a week, is really REALLY impressive. Absolutely gorgeous, and FUN. In a full game, I think the game would benefit from introducing cards more slowly in order to learn to use them more effectively (and actually having time to read the description). Kudos for the awesome VO, these rarely turn out well in game jams but you guys nailed it.

Awesome job!

Yoooo, this was sick! Beatiful aesthetic, both visual and audio. Great use of the simple shape restriction.

Feels very nice to control other than sometimes getting stuck over small terrain elevation. I screamed "heck yeah" once I realized the game had a rocket launcher. And a leaderboard was icing on the cake. Great job!

Thanks you for playing and comment! And yes it is (artist here)! Around 20% of the 3D assets are from old projects of mine, mostly just the trees and cliffs on the sides, everything else is original for this Jam.

Reverse breakout is not something I thought I needed but here I am. This is great! Very intuitive!

Simple and polished combat. Feels good to play.

Head tilting can feel pretty disrienting however. 

Beautifull spritework and atmosphere. Combat is simple but satisfying. Feels like a mix of a roguelite and capture the flag. Really cool idea. I keep getting stuck on the You Died screen though, forcing me to refresh the page.

Great job!

Seems pretty ambitious, especially with all the equipment options. Combat feels a bit too simple, it's hard to actually get hit if you spam left click. 

Nice and simple. Banger music. Well done!

Thank you, glad you liked it!

Enjoy your Easter!

Amazing re-interpretation of Downwell, i got really immersed. Well done!

Beat the whole than, man that was a lot of fun. The sheer amount of polish that got put into this game, in two weeks, is incredible. Solid controls, lovely animations, amazing audio.

Criticism would be to better inform players rolling recharges energy, if there was a tutorial I missed it. Also some more interestingly designed targets, some felt repetitive and game is really easy.

Impressive work!

Thanks for playing and for the feedback!

Very clever and fun game. It reminds me of the fly swatter minigame from Mario Paint for some reason, but with actual level design and progression. Great variety in mechanics and enemies. 

Wish there was an easier way to switch between cursors, is I took a lot of cheap hits from the buttons appearing behind walls. I do like however that you can use them to hide behind haha. Maybe using the scroll wheel for switching?

Well done!

Nicely done, that's a nice roster of mechanics that can be used for some really interesting level design, all centered around a very simple mechanic. I can see how this can be greatly expanded up. Moving targets and having to keep you agent safe from attackign enemies are some of the ideas that come to mind.

Obviously very basic on the visual and audio side. This just begs to look and feel bullet time. And the narrative is hilarious.

Unfortunately I couldn't go pass level 6, the switch just refused to get hit, instead I would just kept bouncing off of it. 

No changes to the player's speed, but I animated the camera FOV slightly to the rhythm of the heartbeat, witch made it look like you were jostle around a bit :)

Made it most of the way through, we actually share a similar gameplay concept, playing with alignment as a primary gameplay loop.

Presentation was stellar. Really enjoyed the visual and audio design. I especially enjoyed the underlying narrative of just fighting your way through a messy battlefield as a weapon, where lives are disposable. Probably one of the most clever games I've played from theme perspective.

The revert makes things so clunky that near the end it just became me fighting with the controls for longer instead of the game throwing new unique challenges at me. Fighting with the control just stopped being fun after a while. I think this game would benefit a lot from controller support. Turning an analog stick, or even moving a mouse, would translate to 3d movement so much better!

It's also very unstable, even when not in fullscreen. As a 3D Godot game, I highly suggest you look into techniques to reduce shader compilation stutters. It's annoying to setup but not very complicated, (I do it in the "loading" screen part of my game). This game also made my browser crash twice.

Other than the rough beggining technical issues and the clunky controls breaking me at the end, those parts in the middle felt really fun and immersive. I would love to see a 1.1 version of this game with better accessibility and stability, because everything else is promising.

Solid attempt, keep at it, there's a diamond hiding in there!

Brilliant concept and execution. This game looks and feels DONE. Best level design I've seen so far!

Clean presentation, simple but in a good way. Time just flew and I spent more time playing then I care to admit. I think the basic combat loop could be more interesting, right now threat assesment is about as far as it gets, some more anemy veriety would've been nice.

This was simple, easy fun!

Equal part frustrating and fun haha. The primary mechanics feel very good and allows for very diverse level design, while being incredibly simple. Visual and audio fit the game perfectly. I just whished I found a way to make the results of my actions more consistent. Sometimes I felt like the progress I made was more from luck than skill.

Great work overall!

Really clever concept and super polished. I can see this grow into something special.

Well done!

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So simple yet full of depth, this is not just a great version of chest, it's a great game in it of itself. The controls, audio, visual, UI, everything is polished. Even the cards are cleverly designed.

Fantastic work, I'd pay to have this on my phone as is. Beautiful work of video game art, you should be proud of what you built!

Thank you very much sir! I really enjoyed yours as well!

Fast and satisfying combat, once I got used to the very floaty controls. Nice variety in weapons and enemies made dying not frustrating. I got a couple of runs in.

Lovely little game, great work!

Incredibly immersive atmosphere and really polished. Amazing work for a 2 week game jam.

Well done!

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Did not expect Megaman Battle Network from the title haha

Incredibly impressive for a 2 week game jam, this game feels done already. Polished to an absolute shine.

Hat's off, amazing work!

Really cool idea for a primary mechanic, it feels great to move around as the different weapons. Awesome idea for the slowmo. Wish the game had a ful screen option because it's way to easy to click outside of the screen. At some point the game stopped following my mouse and got stuck so I couldn<t finish it, but I really enjoyed what I played.

Well done, this has a lot of potential.

Implressive scope for two weeks, well done!

Banjo-Kazooie meets Chameleon Twist, had a lot of fun! Managed to beat the final boss, was pretty brutal ;)

Thank you!!!

Thank you so much!

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Thank you! And yeah I agree, thanks for powering through and the great comment!

Yeah I agree, my bad for not playtesting enough. I'm glad you still had fun once it clicked however, that seems to be the general consensus. 

Thanks for playing!

I could not for the life of me figure out the right timing for the heartbeat. I'm not sure if it's bugged and the visual did not match the input detection logic, or I'm maybe just bad. No matter how I tried to align my beat with the moving bar, results were always inconsistent and I basically couldn't focus on anything else going on.

This game otherwise look and sound absolutely incredible! I love the idea and the interpretation of the theme. Would definitely try a 1.1 ver of that. 

Keep it up!

Clever idea and great visual polish. No audio for me, not sure why, I didn't even touch the volume slider.

Good work, fells like a perfect game for a touch screen.