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manekinoodle

18
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9
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A member registered Mar 19, 2021 · View creator page →

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This was fun! I especially loved the mix of 2D pixel and voxel styles. The movement was nice for me, I found it added to the tension. The planets were all very interesting with their unique mechanics too. (And who is that mysterious guy in black??)

This was fun! The snippets of story were really intriguing, and the mechanic of losing your party members broke my little heart ;_; A little bit more audio/visual feedback on things like losing your party members would be really nice though! (Also, visible stairs please!!)

This was AWESOME! Simplicity works very well for you here, both mechanically and in the visual style. I can't say anything that anyone else hasn't already said here. (Especially with the fact this is a jam game, damn! You've done really well!!)

Nice and simple - and that works to your favour here! The parry mechanic and limited use weapons are all very interesting. The timing of the parry is extremely difficult to pinpoint, though! A tell would make this a lot less frustrating. I still had fun, so good work!

Thanks for playing our game! Even though it's really pared down from the original concept, I'm glad that you still had a good time with it :)

Thanks so much for playing! The level was a little bit small due to time constraints (and this being our first game jam), but in a (possible) future update we'd love to make a bigger and more exciting dungeon!

Thanks so much for taking the time to record your playthrough! The optimal strategy was (as you can probably tell) unintentional, but maybe if more people had left their lunches laying around in the level that probably wouldn't have been the case. 

(And the story and art were mostly me so thanks again ;))

That's some high praise! Thank you very much ^_^

I wanted to channel the spirit of earnest low budget productions with the enemies, so I'm glad the lowest effort one (in-universe, not IRL) ended up being the favourite.

After that intense intro, I came into this expecting a lot. Really loved the combat! It got a bit meditative after a while but that was a good thing for me XD The procedural generation was really cool as well, and I found myself exploring a lot after hitting the required quota of enemies. All the art is great too, but the styles really clash somehow. I'd recommend picking a style of asset and sticking to it for everything in the future.

This was awesome! The runes let me have +15 defense x 15 for each missing HP point which was glorious. The art direction was great, love the Earthbound vibe to it! The wall walking was a bit confusing, and while I appreciate the autobattler (and the speeding up for QoL), I wish I could have skipped it anyway. Overall, great work!

I don't even know how I did it, but I ate the ultimate dish! Great ideas all round, love the survival aspect and the combat mechanics. Some goofs with the menus here and there (the tooltips on the left side are basically unreadable) but otherwise an entry that does what it sets out to do very well.

Oh my god. Loved this! I kept dying to ninja space dudes who appeared behind me and then finally managed to get repaired and armed. Really beautiful game and interesting premise. Looking forward to a more completed version!

The game looks great! I loved the verticality of the map and the general pixel art aesthetic. The UI got a little confusing, but I think I worked it out in the end! I didn't end up finishing the game, and maybe clearer indications of how things can be interacted with would be nice.

This was a good classic cosmic horror action game. Great use of assets where it's thoughtful and not too noisy. The lack of a minimap was a bit disorienting at first, but the locations were done in a way that it was easy to navigate using landmarks. The combat was a tad confusing, but I finished the game in the end. :)

Really love the Egyptian style of this entry! The game played well, with the exploration being especially good! The minimap is helpful, and the handcrafted level really lets all the setpieces shine. The final encounter being there the whole time you're in the last part of the level stood out too. Combat was a little simplistic, but the characters balanced each other out well.

Thanks for the comment! We'll keep that in mind for future builds. (Hopefully they can afford better stage lights on set.)

Thanks for playing! The original concept for combat involved the use of a style meter (DMC-style) and using different moves to pull off combos. We didn't get time to implement it :( Hopefully we'll be able to expand on this game in the future.

Mate, I'm pretty sure you made those disturbing horrors yourself. This is a perfectly PG production.

Seriously, this comment has made my night XD