Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs

Meanwhile Games

22
Posts
13
Followers
A member registered Jul 07, 2017 · View creator page →

Creator of

Recent community posts

Not bad! The core loop is quite fun, I like the tactical nature of expending resources to clear the screen, going in for an attack to regain resources, and regrouping.

Here are some suggestions for future work:

- It would be really nice to see the range on how close you have to be to eat an enemy; because you have to weave through attacks to get there, you really really do need to know whether your trajectory will get you close enough or not.

- I'd add some iframes when you get hit so you don't get instakilled quite so easily

- I'm not sure exactly how to do this in a bullet hell-type game, but I think the attack patterns should be balanced a little bit so that it's more feasible to get through if you're out of burps; right now running out of them is basically a failure condition because you probably won't be able to get any more.

Turning Snake into a puzzle game is a great idea! The shrinking mechanic adds a really interesting twist too. I also appreciate some of the general twists on the classic Snake formula, like giving the player a bit of grace time before the failure state!

Less appreciated is the smoothed movement, though... it creates some severe input lag which honestly killed the game for me, the snake was consistently turning a full grid tile after I wanted it to, which made later levels extremely difficult even after I figured out the solution.

I loved the initial "aha" moment of this. The animation is great, throwing the gun feels appropriately silly. Unfortunately I quickly got stuck in the opening area... there isn't nearly enough time to step on the button and then run out of the area, leaving my gun on it... well, it leaves my gun in the opening area, so I can't do anything useful after I get out. My last idea was to try to throw the gun onto the button _outside_ the area while the blocks were intangible, but there isn't enough time to do that with any accuracy either.

It took me a few tries to get the hang of what was going on... but once I did it was very interesting! I have to say, I've never seen a game about running in circles trying to shoot yourself work so well. 

One critique: it's a bit weird that the bullet moves smoothly but the snake moves in grid time... this often makes the ricochet a bit unpredictable, especially if your snake is already pretty short.

Not going to leave a rating on this one since the official submission doesn't work on Windows and I couldn't run it. I'll review the post-jam Windows build, though!

This is not bad... impressive visuals for a jam game! The concept was definitely interesting and created a nice risk/reward of trying to kite enemies to die just outside your "safe" territory vs. keeping it safe and farming their souls.

I do think the drop rate should be increased, it felt like the game progressed way too slowly and you could go entire waves without any reward.

You know what, I really like this! Balance is a bit wonky (Ascension came up literally every time I played! :P), but I can forgive that pretty easily in a jam game. It feels a lot like a deckbuilding/draft mechanic. With more content and a bit more complexity, I bet you could get some pretty fun combos going.

This was pretty good! Having a definite end really changes how you approach "survival"... woah this is getting deep, back to the game... 

It's a little bit hard to tell what my choices are doing - I think the bars at the top affect the epilogue, but do they affect the daughter's readiness? Does it help to specialize or should I have been aiming for a balanced skillset? I'm not sure how this would work, but it seems like a logical next step to have the player consider _what_ they teach the daughter character depending on the surroundings and challenges she is likely to face. Maybe some sort of scouting mechanic? Something to consider if you take this to post-jam!

Simple design, but effective!  You did a pretty good job tutorializing on this and not letting, um, players (glances around) progress before they understood the core mechanics.

(1 edit)

It's a fascinating experience to be able to see in all directions...

and still die to enemies sneaking up behind you.

Maybe I'm just bad at shooters. 10/10 would die again.

(1 edit)

Although there's some vestigial UI  clunkiness that I think is coming from the engine itself (Fire Emblem and its like are complex games, even though this game is much simpler - I'm not sure if I'd even know how to play this if I hadn't tried and failed to get into Fire Emblem once!), some really interesting ideas shine through, here! The defense level was particularly interesting and really made me think.

This is an incredibly flashy game, I love the art style! Unfortunately, that flashiness comes at the cost of readability - between the screen shake, bloom, and the whole level tilting (sometimes obscuring what's in it), it's very hard to tell what's going on.

I'm also not quite sure how much the theme adds to the game - since your character is the only thing that really moves with the stage, you essentially do have direct control, just with a lot of inertia. 

Top-decking: the game! It was a bit hard to follow what was happening, but I think this has a lot of potential! The "focus" resource mechanic was quite clever. 

I think the stop-moving-to-attack thing on its own has a lot of promise; I'd like to see what you do with that! Unfortunately, I don't think the platformer thing is quite working, though. Having jumping rely on an enemy being in the right place at the right time (and to make matters worse, enemies will happily dive off cliffs and won't respawn) kind of kills the game for me.

Also - that easter egg when you press both left and right at the same time is absolutely terrifying. I love it.

This is a really stylish game! It's tragic to me that this is too late to be the Nintendo DS classic it was destined to be. Loved the soundtrack too. 

The core concept clicked immediately (as did the floppies, so satisfyingly)! It feels good to plan out a few moves in advance, getting disks in the right place to be quickly available when you need them.

My one gripe is that certain sections required such precise timing that it may as well have had a jump button; I didn't see a way to program the jumping as a reaction. So that sort of undermines the theme. Fortunately, those sections were introduced fairly early, so it was at least clear that it was an intentional design decision and not something you sprung on the last level!

I really love the concept and I wish I could have experienced it. But the controls were just not clicking with my brain. It felt, intuitively, like I could select an object and just move it, and then pressing another number would select another object. But then I couldn't select an object until I pressed Enter (which sometimes even continued after the level restart!) So by the time I figured out what state the game was in, I had usually already run into the thing I was trying to me.

The name quite undersells it, I think - there's a surprising amount of depth here! The pace keeps it chaotic, which means it's equal parts trying to put the right units in the right place and frantically spamming buttons to keep up with the numbers game. This makes it pretty fun to play casually, but I could see something like this having a serious competitive scene if it were slowed down a bit.

Not bad! My team pondered this idea initially but we couldn't figure out how to design levels for it - something you clearly had no troubles with! It's an interesting maze that definitely makes you think about how to get from Point A to Point B.

A couple of execution issues that unfortunately made the game less enjoyable:

  • One of the levels' doors led to the wrong place (a different room than the one I came from), which made the world confusing to navigate and I think it might have been a softlock
  • The permadeath is quite frustrating, especially when you first shoot an enemy with a flamethrower, and, instead of dying, it charges straight at you. It'd be much nicer, and more respectful of testers' time, to restart at the entrance to the room, for example.
  • As others have mentioned, the sound effect for the ice beam is quite unpleasant to the ears.

Goomba-stomping Cthulu is certainly fun! Although I think I'm missing something... the shopwizard is always at the bottom of the tower, and you can only hold one jetpack at a time, and the jetpack runs out of charge, and it looks like you're supposed to go up... so I'm not really sure how to make any progress? The "tutorial" section really could be expanded.

(Update): OK, read the comments and found out you can bounce on the ghosts. I also discovered you can walljump, which I'm not sure is intentional... anyways, was pretty fun. Although, as others have mentioned, the "without dying" part is a bit of a cheat since you still lose your progress. 

I've seen this concept before, but mostly as trolling... and you managed to make it actually playable! I think I'm actually a bit better at this than normal Tetris XD

Heh, and my team thought we couldn't do a clicker because there was nothing to take away... guess we just weren't creative enough!

(1 edit)

That was certainly an interesting experience! Had a nice loop of carefully tiptoeing through the parts of the level you know to get a look at parts you don't know, so you can tiptoe through those parts and look at the next place. I'm a sucker for games that encourage you to internalize their layout!

FYI, I think I found a sequence breaking bug; at one point I think I accidentally touched an orb that I wasn't targeting yet, and every time I respawned after that (and touching the orb again as a result) it played the success sound and targeted a different orb, until it told me I won after dying too many times!

My first and only criticism - just to get it out of the way - is that the game could have greatly benefited from more generous checkpoints. Remember the target audience of a game jam: people who are going to be playing a lot of games in a short amount of time to see cool design ideas in action, not people looking for a challenge and bragging rights. In this game, sending the player back a full minute for a split-second mistake doesn't help demonstrate the gameplay; in fact, it harms it as it prevents the player from seeing new kinds of obstacles. As it stands, I was only able to get a few checkpoints into the game with the time I had available.

I really like this concept! At first I thought you had forgotten to check if the player was on the ground before letting them jump again... then it seemed basically the same as Flappy Bird. But after a couple of simple obstacles, the game really came into its own! Since all the movement options affected several different variables, it required thoughtful movement; you can't just go right because you also go up. You also can't just slow down or back up, because you'll go up then, too! And you can't just let yourself fall, because you're still moving horizontally and might move into an obstacle. This created a lot of interesting catch-22 scenarios with emergent tactics! I wish I could have seen more of the level design, but what I saw was definitely cool.