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LurkerGames

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A member registered Jan 22, 2025 · View creator page →

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Really cool concept and great sprite work. I think the difficulty really needs some adjusting though, I was failing so much so quickly that I thought I must've been missing some core mechanic.

I liked this a lot! I really wish the spawn distance was further out, because it adds too much luck into what is otherwise a really well-controlling, fun game.

Thank you very much for the positive review and the detailed feedback! I agree with pretty much all of the feedback you brought up. For the bug with going out of bounds, that was an issue that I continually had to iron out. I didn't experience any of it for about the last 6 hours of the jam, but I have a few hunches on how it could still happen. Still, I had intended to program in a pause screen with a restart level option, but it just barely didn't get it programmed in in time (there's an art asset for it in the files and most of the logic is there if you manage to lose all your hearts, I was literally just like a half hour short on time).

For the aiming, that was also a tough part to nail down. Ducky has 12 different sprite directions he can face, which means 12 different sets of most animations and a heck of a lot of work for the artists. It feels pretty good I think, but it isn't as fluid as rotating a 3d model would feel. I based it a lot on Star of Providence's aiming, which doesn't technically have a reticle. In hindsight, I think the smaller levels in that game basically give you a reticle there even though it didn't technically have one.

For more visual feedback when an enemy is killed, there's a slightly different audio cue and a death animation for all enemies, but it is hard to see and hear when things are more chaotic. I intended for there to be hit stop as well as some more visual flair on collisions, but again both were skipped due to time. I investigated hit stop a decent amount but my logic on how everything was timed made it too hard to implement before the jam ended.

The intro sequence is great! I like the concept of needing to freeze enemies and push them off stage to defeat them. I found that aspect to be a bit underexplained, so it took me a bit to figure it out, but it was fun once it clicked. I also found the enemies' attacks to be fairly difficult to dodge.

I loved the look of the game. The concept was interesting, and I liked the way the game felt. I wish I could've seen the timer during battles. I also didn't fully understand how the green parts work, sometimes it restored my time but sometimes it didn't.

I really liked the style and the visuals. The characters dancing during the haircuts was a nice touch. I did really struggle with figuring out the controls and found myself just mashing left and right click to cut hair.

This was a very fun, chill platformer game. I loved the vibes, and its an ambitious undertaking to try to make a sandbox platformer for a game jam. I do wish some platforming sections were a bit more forgiving and the sliding mechanic was more explained, but once I figured it out I had a lot more fun. Great game!

Great looking game! I loved the concept, it's very fun and original. I am awful at gambling, so naturally I went broke after a while. I think the dad kept trying to get me to buy Skyrim.

I loved the way this controlled! This was a very fun and inventive game, one of the most unique of the jam. It had a great artstyle too. I was surprised at how much content you managed to pack in here while having the mechanics work perfectly. Great job!

Great sprite art! I liked the mechanic, reminded me a lot of the pull star levels in Mario Galaxy. I did find it a bit difficult, the timing on the second level is either very unforgiving or I am very bad at this.

This is one of the most slippery platformers I've ever played. When it works and you're sliding around ultra fast, it feels great. I did clip through a lot of platforms though, and it was difficult to tell when I wasted my double jump or was gonna be allowed to jump back off a platform sometimes.

A fellow pygame dev!

Congrats on making such a stylish, smooth running game. I really liked the puzzle mechanics and it was satisfying to solve them. I liked how clean your options menu was, I'm jealous of how well the scaling function works. Did you use opengl at all or are you entirely using pygame features for rendering?

Great artstyle! It's a simple but very fun idea. I liked the mechanic of sliding around in the sauce.

The single most evil game of the game jam. The horror of it is realizing that you aren't the person talking to these people. You, the player, are these people. You've always been these people. 10/10.

I really liked the pixel art and the music. I had some difficulty getting the controls to click for me. There were aspects of it I liked: I could tell the mid air dash was supposed to feel similar to in fighting games, I like a good bouncy ground pound and slow mo bullet shooting is always cool. However, there were situations where I wasn't really sure what the developer intended way to progress was. For example, in the first level with the blue enemy, I could bounce off the blue goo, but I couldn't figure out any way to maintain momentum and kill the green shielded enemy with a bounce. All I could do was skate close to them and hope I'd be able to get enough height from the jump to shoot down at them, which didn't feel as slick as what I imagine you guys had in mind was. 

i tried to seduce my tax collector and now i am in jail.

Great art style, I like the general concept and the walking animation is really well done. I do think it would be more fun if the controls were a bit tighter-the jump's a bit floaty and I think some of the dangerous objects blend in to the background a bit too much. I did unfortunately hit a glitch where it froze after blowing a kiss during my first playthrough, but it worked fine after refreshing. Fun game!

I really liked the music and the atmosphere. I had trouble determining if I was locking in one or two upgrades per round, and I had a hard time determining how the scoring was working. For example, it said my machete beats gun & bomb, but the opponent's nuke beats knife & gun, so I wasn't sure who was going to actually win.

This was fun. The sound effects were pretty funny. It was a bit challenging to figure out how to get the seals where they needed to go at first, but then it was fun to knock the seals around.

I wish this was a bit longer, because what's here is really good! The cover undersells it, this is a bit more unique of a sequel to your game from last year than I anticipated. The 2.5D effects and comic book panel-y transitions are really cool. The swinging and boosting mechanics felt very fun. Good job! 

I enjoyed dodging the different obstacles in the bar. The movement physics felt good, and I really liked how the level synced with the song, especially with the fake out towards the end. Doing tricks unfortunately didn't work for me (even after a refresh), but the game was still fun without them.

This game has a very impressive and unique artstyle. I liked the voice lines for the grades at the end. I found it pretty hard, I think it would be cool if there was a way to restore health to the cars by cleaning them.F-B-C-S-D-F

The art reminds me of sweet bro and hella jeff. Good job making a working enemy ai in a game jam timeframe. I noticed halfway through the match that my puck was bigger than the goal.

Very slick game, one of the best jam entries this year that I've played so far. I'm gonna be disappointed when FF7 Remake 3's Snowboarding mini game doesn't have a slow-mo shooting mechanic.

Very slick game, I thought each little mini game was fun. It was a pretty funny game and I was pleasantly surprised by the mouse section.

Fun little game, enjoyed the ice/air switching mechanic. I could definitely see the influence from Celeste on the artstyle.

Its like the social link parts of Persona except you look like Carl from Aqua Teen Hunger Force. Pretty solid game, very slick.

I like this game's silly visual style, and I really like the idea of shooting cards in a deckbuilding game. Quiet Quinn is too OP.

Great intro animation and cover art. What engine did you make the game in? The framerate's very smooth-that's very difficult to do when not using a third party engine. 

I did find the game pretty difficult, pressing R instead of T at one point exited the game, and unfortunately there is a bug after the platforming section that completely halts progress. Still, getting this far with you own engine is very tough. Good job.

The art style was really good, especially the character model and the shaders. For a game made in 10 days, the platforming feels pretty good. I do wish there were a bit more checkpoints and a more constant shadow under the player so they can tell where they're gonna land.

This was so much fun. I loved the way it looked, I felt slick as hell playing it. Expand it to have a bunch more levels and I'd buy this game.

I played this for an hour. I've never played a game jam game for an hour. I haven't even played the finished version of my own game for half an hour. Great game.

This is a fun little game, reminds me of the playing old flash games as a kid. 

I liked the Guilty Gear-esque announcer. I got a good laugh when the big car chasing me passed me and then zoomed way forward around the track to get behind me again. Fun game

I really enjoyed the art style and the relaxing music.

This is only the 3rd game I've rated, but I'd be surprised if I see a better title screen in the entire jam. This was a fun little game, I enjoyed doing the dance combos.

Slick Rick seems to be a bad father. I spent his money on clothes and gambling. 

This is the type of game that if my mom saw me playing it at a friend's house, she wouldn't let me hang out with them anymore. 5/5.

Very slick game! The music was great. I liked the passenger food camera mechanic and I'm impressed you were able to get a working GPS programmed in.

Thank you for letting me know, I will add that note to the page for the game!

Nice, short, and to the point.