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Miknugget

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A member registered Aug 02, 2019 · View creator page →

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Interesting concept and I love the design. This game definitely has some potential. I just wish it had more descriptive flavor to the rolls.

Nice game with lots of potential. As others have mentioned though, the driving could use some more polish, or maybe make the roads wider for more maneuverability.

I also noticed the Engine trap doesn't work (or at least, I don't think its working). Nothing happens when I or the other cars go through it.

This was great! As someone already mentioned, the controls aren't the best, but the rest of the game is pretty great! The art is simple but striking, the music fits really well. The gameplay is simple, but engaging. I especially like all the different enemy types moving around. They kept me on my toes watching out for their movement patterns. Hitting them was really satisfying too! Good job!

Really fun! The art was great, the music was nice and the gameplay felt really good. I just wish there were more instructions at the start since I didn't get how most of the things worked at first lol.

This was a great entry! The art and dialogue great! I also liked how getting new powers gave me access to the different parts of the level, and allowed me to interact with the little critters in new ways. It kept the game fresh and interesting even after going through the level a few times.

Just some feedback for if you decide to work on this some more. The start could use some more work with establishing what to do (after I got it though, the game became interesting :D).  Related to that is Im not really sure where the seeds go when I collect them? Maybe you could make that clearer. Also, when leaving the house, maybe don't have the player jump out right away, or have a small platform on the house that they can jump from. I fell a lot when leaving to explore haha. Lastly, the background moving around with me as I jumped was a little nauseating.

I hope you work on this after though, it was fun!

Oh hey, thanks of making a let's play of my game :D

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At first, this honestly felt like a game that would get frustrating, but that wasn't the case here. The movement is tricky, but good implementation of mechanics and level design made challenges satisfying to overcome and feel really good. The forgiving checkpoints really helped keep my momentum going when I got stuck, encouraging me to keep going instead of quit. Good job!

Just a tiny nitpick for if you decide to update the game though, you could make the feedback and indicators for selecting characters and when characters stick to something a bit clearer since I didn't notice them at first.

Overall, its really good game :D

Woah, nice job on getting that many kills! And yeah about the counter, sadly I only noticed that bug after the submission period was over. But I'll work on it after we can update it again. Thanks for playing!

Some of the effects could use some work but the general idea is there. I would suggest just making some things more readable with some feedback and also tighten up the controls a bit.

Cute and simple game. If you're going to work on this further, one thing I would suggest is to include indicators for where some of the hidden platforms are to help guide players through levels a bit.

Pretty interesting concept and interesting mechanics. I just wish it had time to introduce these mechanics to the player. Perhaps a tutorial section to show players each formation and when to use them? The game also went a bit fast, but you could remedy this a bit with some hints or indicators to show players what's about to come their way. I think you can also do away with formations being temporary.

Its pretty fun to move around and watch things get wrecked. I think the game could use an indicator of when you're in range to interact with an object since it did get confusing at times and the 'E's would sometimes get blocked by the wall.

I liked this puzzle game it had quite a lot of interesting mechanics that worked well together. I think some of the earlier level design could be improved in terms of making them play a bit smoother and introducing new mechanics, but overall this was pretty good :D

Thanks for playing!

Yep! Controls definitely need some improvement, and I'll be working on those first for the next update. Thanks for the feedback :D

I hope it does become more than a jam game. What you made so far is already really good :D

Froze forever in the middle of the tutorial :( Had to restart it to play again. Not sure what caused it.

Nice game! I think the controls could use some improvement and the game also froze on me after a bit. It was still fun though.

This is a really great game and its pretty cool how you achieved a lot in so little time. I love the puzzle mechanics and they flow together so nicely. I wish the game could explain some of its mechanics better (took me a while to figure out you could move along wires lol), and the timed switches could also show how much time left. Other than that it was great!

(Not sure if you saw, but I accidentally left a comment intended for a different game here haha)

Great game! Loved the concept and the art style is great! I felt that some of the spaces between needing to split and needing to be combined could be a tiny bit longer, but this is just a small nitpick. Good job!

Yeah that's what I was thinking. It would give players a chance to reorient parts they already have. Another possible way is instead of a free clump, the deliberately float towards the edge of the screen, enticing them to chase after it before it disappears.

Simple, but well implemented and polished! Just wish the death indicated which sibling was out of the lamp, sometimes I didn't notice when a sibling was going to be out of the lamp's range. Other than that, great work!

This was really great! I love the gameplay of this and I hope you flesh this out some more. I love that you blow up ships and take enemies' weapons and components. Getting their positions right makes it tricky. One thing I noticed however, is that when some of your parts explode, parts attached to it don't get detached and can remain floating. This is minor though and I really like what you did here!

Thanks! I'll be updating this to use arrow keys once the review period is over :D

Thanks for playing and the feedback! I'll definitely take this into account when I update it!

Thanks for playing, and agreed! I sadly ran out of time for a proper tutorial, but I'll definitely work on one for after the review period :D

Thanks for playing. I'm glad you enjoyed it!

This is really well polished and feels really great to play! One thing I will say you could improve on for after the jam is give players more incentive to move out of the charging station. I played most of my run without ever leaving it. Other than that, it was great!

I know this was a while ago, but thanks for playing my game!

Yeah I really didn't intend for any solution to be Ctrl + W. (I didn't even know that shortcut closed the tab.) You can use the other letters for that level. You can also use the .exe version if you don't want to deal with any of the shortcuts.

This was really helpful. I'll keep them in mind for the next update.

The game had a calming vibe to it yet the music also gave it a hint of urgency.  I assumed it had something to do with the trashbags but I couldn't figure out how to stop them especially since they tended to block pathways :( The art was done really well and I definitely hope you expand on this game, especially with that grab mechanic.

I really liked this game! It has a lot of potential and I hope you continue to work on it after the jam. Just a few things to improve on: The door and win area are the  same color and I thought I could go through the red part of the door; maybe change the door and key color to a different color), also, the suddenly popping in and out walls in level 4 were kind of annoying since they were hard to predict.

Also, not really a critique of your game but a feature I thought you could add was some areas where the player isn't allowed to bring the orange box so he/she would have to be extra careful in leading the character.

This game was super satisfying and had me playing it far longer than I intended to! Good job on that end. However, I felt as though the puzzles were a bit too random. For me, this comes mostly from the fact that I can never be too sure what a button does. I have to click on it to see what it does and since there's so many buttons, I can't possibly remember what they all do. My suggestion for this is to have some clue on the buttons like some indicator of what squares they switch up. Other than that though, nice game!

Funny game! I just felt like the game didn't really need the timer and could have gone for a save x amount of kids limit instead to not only have you pick up kids in cages, but also possibly prioritize carrying them away from fires too to let you play longer.

I really enjoyed this game and I think it has a lot of potential. The timing aspect of it was interesting and I liked that you couldn't just block off the junk food since the lady would stop moving. One thing you could improve on is I feel like the levels "started" too fast. The lady would instantly move and sometimes the junk food was really close by. This didn't give me much time to observe the map and plan out my moves. A button to clear walls could also expand how levels worked and could also allow players to undo any misclicks.

I like that the layouts were the same. It made the game feel less random because you had some sort of idea where things were if you paid attention in previous rounds. I also like that running out of time isn't a direct failure, but instead simply changes the objective of the game.

For a first time entry this is really good! The concept is extremely unique.  It gave me some missile command vibes but with a tetris twist. I hope you continue to develop this after the jam with sound effects and a few additional visuals. For the UI as well, I would recommend putting  vertical borders on the sides to remind the player how far they have to fill out horizontally. As I was playing, I thought I filled out a whole row but it turns out I was missing a few blocks to the sides since I didn't know where the borders were. 

Love the feel of this game! The controls were tight and jumping around the maps was really fun. Also cool how the level design works with the different rotations. Am I correct in assuming the rotations were triggered depending on the player's position on the map? If so, I think that's a smart way of ensuring the player can still go around the map but make it still feel "out of control."

Just one thing though, it might just be me since I'm not exactly the best at platformers, but I found some of the maps a bit too unforgiving? In some instances felt as though starting back from the beginning was too much of a setback. Other than that, this was a really well made platformer.

This is a really good entry that executes the concept well. My one critique is that the 'control' bar probably shouldn't be a slider. I kept trying to move it around at first, thinking it was how to control the drone :)