Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Merkab

72
Posts
7
Followers
7
Following
A member registered Oct 30, 2022 · View creator page →

Creator of

Recent community posts

Thanks the play and comment!  I completely agree with you about it being unintuitive.  I tried to take the No Numbers challenge as a whole diagetic presentation challenge, and I fell a little short. 
Technically you dont need the extra buttons for up and down as a little height change happens with the camera, but more would have helped for sure, and the other buttons were kind of a middle ground as I worked on getting the flying controller working on a spherical world.  With more updates I think I can bring the gameplay back to the forefront and actually make something good out of this.  Appreciate the feedback.

This was a very smooth controller, and the jumping/platforming felt great.  Would love to see a few more obstacles or movement mechanics, but this was super fun and had a nice look and sound and feel.  

(1 edit)

As someone who spent a lot of time on my clouds, I apprecciate what you did here!  This was so fun and just like the kind of things I've been working on lately.  Well done, despite the browser issue, I understand those woes as well.

(1 edit)

Great Loop! One of my favorite limitation use yet. Super cute art as well.

Wow, this was super deep for a jam.  Loved all the options.  Great theme use.

So soothing, and somehow not that stressful for a flappy bird game.  This was super easy to control and the transitions were nice and smooth.

(1 edit)

Thank you so much for playing and buzzing around.   Be the bee! 

Saw something about that in discord.  I'll save the game so I can try again after some voting and try them out.

Super fun game! This played real nice on controller, but I got confused on keyboard before I just went back to controller.  Got a little bit of a Noita feeling with the weapon, and I will have to explore more with that.  The customization was super cool, and I rocked the Lizard Turtle all the way!  Super polished, and definitely one of the more complete games I have seen this jam. Well done team! 

Always love the groundhog day type stories, and this is a unique presentation to fit the theme.  I actually left the game up in the background as I did some work and didn't realize it because the music was just so relaxing.  There were certainly some fun choices and this kept me engaged way longer than VN's usually do.  Well done!

Cute little loop.  Ended suddenly before I could really enjoy my upgrades, so some tuning might be good, but it was fun to do a few loops and watch my hive grow.

(1 edit)

That was a ton of fun, and the little perching animations are super cute,.  The UI felt like it got in the way a few times, but very minor cases.  Also, the walking speed felt a little slow at times, but there was enough going on later that this felt ok then.  A lot of the little effects and polish look really nice, and I got an old flash game feeling from this in the good way. Very satisfying loop, well done!

Wow, this was super cute and fun.  I loved the cozy feeling of everything and the music/visuals felt so nostalgic.  Something that might help a lot is a way to cancel the arrangement building, or better direction how to do that because I kind of just had to commit stuff I didn't like without the ability to back up, especially at first when I was learning the mechanic.  I did really like building out the arrangements once I figured it out though.  Great work team!

You have to kind of keep planting them and then gathering pollen from them, then spreading out over the planet, eventually getting your sisters to collect the nectar while you spread the pollen.  I should probably make that more clear for sure, thank you for the feedback, it definitely helps figuring out the parts that don't read well, I was definitely too deep in it.  I did notice on the controller, the vacuum felt a bit slow to get started, so it might take a while until you upgrade your bee some more.

(2 edits)

Now that's one cute bee! hahaha.  This was super fun to and chill, and I loved the rhythm chopping, I have a rhythm game in the works too, and it makes me want to add something similar to Hivebound!  The whole vibe and art direction are super cozy here, and I had a nice relaxing time.  Straw Hats ftw! Thanks for sharing.  

Thanks for playing,  I'll check yours out soon. 

Did you try finding another tree to plant near and pulling in more pollen?  There should be more areas as the territory expands as well. 

Thanks for playing! I definitely spent a lot of time getting the controls to feel right on the spherical plane, glad it feels good.  

Thanks for checking it out!

(1 edit)

As others mentioned the collisions and layering were spotty, but for the time frame it came out amazing.  The flying is nice, but having a little bit of avoidance instead of smashing into things could improve this immensely.  Other than that, it was a super fun and pretty game.  Loved the particles and effects, and the day night colors and feel were great.  Check out my bee game if you get chance. 

Really cute, and the art is a vibe.  Sometimes it was hard to tell exactly what I was doing or interacting with, but it was all discoverable.  

I liked the idea, and it had a super nice vibe.  The controls took some getting used to as the bee felt really heavy and sometimes got stuck on walls. but everything else worked well, and once I got going it flowed pretty well.  Good Job!

Now this was the perfect start to a rainy morning with my tea beside me.  Just wanted to grab that toast through the screen.  

May favorite use of the Seemless loop yet for sure!   This was nice and super chill.  

So cute and simple.  Fun little puzzles and chill gameplay.  I noticed you could cheese a little by moving the arrows while the bee was moving, but the movement seems fast enough that it actually becomes a skill game and that's kind of fun too.

(2 edits)

Thanks for Playing! I will definitely be working on getting that calibration in after the jam period, I had barely got that tutorial in on time.  Also good call on the setting and window minimizing, still things there I had not thought of.

Thanks for playing and the feedback.  I definitely Duct Taped the Tutorial together last minute to try and get something out for the Jam.  I have lot's of plans though, and will be updating after the voting ends.  I too felt lost when starting it up, so I was just hoping the music would make people stay long enough to figure it out this release.  

I like the multiplayer aspect, and there is some potential here for sure.  
The Black holes kind of bugged around a bit as I was playing.  Maybe i misunderstood something, but that felt a little weird.  Other than that, I liked the design and layout.  Can't wait to see more.

Once you get those up and running this is gonna be humming.  I really like the quick pace and mix of random and puzzle elements.

This is a lot of fun, took me a bit to get it.  Might be nice to start at a slower pace overall and ease into it a little through a few levels or turorial type situations, but once you get ramped up, this is a blast and can crank.  I think once you tune it and dev a little more this is gonna be a fun one! 

p.s. Nice juice, definitely one of my focuses as well.

This is a lot of fun, took me a bit to get it.  Might be nice to start at a slower pace overall and ease into it a little through a few levels or turorial type situations, but once you get ramped up, this is a blast and can crank.  I think once you tune it and dev a little more this is gonna be a fun one! 

p.s. Nice juice, definitely one of my focuses as well.

Good start on the controller for sure.  Feels like it super close to tuned and with some interesting mechanics around it, this could be fun for sure. Good Luck!  

(2 edits)

Wow, this is super fun, and  seems a ton of fun.  Some classes are super fun and the variance is nice.  I really liked the movement and feedback of units.  Can't wait to see what else you do with this, wishlisting it for sure.


I honestly only had one small note on first impression: Sometimes it was pretty unclear about what to press on screen to progress, maybe a little more player guidance or more intense highlights when hovering important things would be nice.  Other than that everything felt super polished.  

Whew, that got pretty difficult quick, but was simple enough to stay fun.  Excellent job, died like 20 times xD

Thank you for playing Commander!

(2 edits)

The very next bullet point on my list was a volume menu, but I was rushing at the end, so I just tried to turn it down a little.   Not going to lie, I enjoy the music, but even I mute the tab when I load it up now >.<
Thanks for playing and for the feedback!

(2 edits)

I did not do the best job explaining the gravity scaling, but basically in reality the closer you are to high sources of gravity, the more "time dilation" you experience, which in a sense slows your experience of time compared to places in the universe near less gravity.  If you have a watch on earth and a watch in space, the watch on earth will tick slower. This is General Relativity.  So while two ships could have the same relative velocity, the one close to a planet is experiencing time at a slower rate.  The point of the scaling is to show this effect without technically messing with the time variable, allowing this to work eventually in a multiplayer setting.  Honestly having the actual Timer in there messes with the idea a little, but it works for this singleplayer version.  

Next step is adding special relativity which is about different velocities affecting time dilation, because technically the faster you go in relation to something else, the quicker the clocks run too.

(1 edit)

I went back and forth about this the whole time, but in a better working level, slowing down would be a bad Idea. Thanks for playing and the feedback!

Yeah I realized I forgot to turn that cap back on after a refactor, had a couple other mishaps like that.  Thanks for playing!

Wow, that was awesome and super polished.  Would play this for hours in a mobile game or something similar.

Thanks for the feedback.  It definitely feels like I undertuned it in the end, but luckily I am getting ton of playtesting with this jam!