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moarvespenegas

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A member registered Jan 09, 2020 · View creator page →

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Very nice and coherent art. The control were a little hard with movement being quite fast for the precession of the jumps and the camera was zoomed in a little much and sometimes you couldn't even see where to jump next.

Very cool puzzles. I was afraid the worm thing was just a gimmick but it was actually needed to complete the later ones.

Nice visuals and sound but I felt the game was too hard. The bugs seemed to have as long or longer reach as the player and you could not seem to be able to bait attacks out, they would just hit. It seemed pretty impossible to actually fight them without getting hit.

Interesting game. Visually and sound wise very appealing. The one issue I could find is that once you figure out the strategy you can just keep the tower going until you get bored. I grew it to about 380 and then left it going by itself and it got to 444 and then crashed.

Really interesting idea and good difficulty curve. I like that you implemented multiple difficulties. I think it would be good to mention that you can charge your dash by holding down the mouse button. Also I find a funny bug where if you turn your ship in both directions in the first asteroid level you get hit by the asteroid but also avoid it and can continue in a sort of quantum superposition.

The graphics were nice, though I found the flashing a bit distracting. The controls were a little unresponsive though, I think caused by the floor being inconsistent, so jump did not always register when pressed.

I like the gameplay. It wasn't clear immediately that I need to herd the enemies together to save on ammo but it was generous enough after I figured it out. Some more variety in enemies or maybe environmental hazards would have been cool as well.

Really cool art, I love the style. Adding some sounds would have made it even better though. The controls were a little floaty but it was balanced out by not being too precise and letting you touch the ground and ceiling. 

Personally I would like there to be some way to actively kill bugs with it. Unless I misunderstood how it works the only way to kill bugs with it is to lure them into the spikes you push out of square blocks which is very unreliable. I like the idea of modifying the environment to help you clear levels but the offensive capability seems lacking since you have no other weapons, at least until you find more.

A really fun rouge-lite game. The art is gorgeous and the gameplay is very smooth. The different powers are cool but I could not get the remote control one to be effective especially against the flying enemies. Overall a really cool game.

Simple but engaging design loop. I would make flying do something beneficial as currently it just makes you easier to swat. Perhaps giving you iframes when you do it.

The visual style and atmosphere is very effective. The rules of the game seemed confusing though and I never really understood what to do other than running around and picking stuff up.

It looks like a very interesting game but quite complex. I was not able to get past the first door and grabbing and moving the box seemed to not do anything. 

What a fresh new idea, I love how the puzzles are unique but also well explained. There were some errors like resetting the level does not seem to reset all the elements and once you hit play you can't pause it again.

Fun game with random encounters. Some information about what you're trying to fight towards would help. I see gems are from bosses but I defeated an anthill and did not get any so I assume that was not it? Also audio feedback to the player about events like a full dung meter as well as visual indicators like which enemy is currently targeted would have been nice. 

Really gorgeous art. However lighting the match for me just seems to reset the level and there is no way to progress. I would have liked to see more of this game.

The art style is nice and I like the animations on the character. The difficulty was a little high though as the enemy hitboxes were overly generous and getting hit returned you to a checkpoint sometimes far away which grew frustrating. 

Thank you, I wanted to make the learning curve steeper but was overruled and it looks like it was the right choice! Glad you liked it.

I also wish we had time to make more stages. In the end we decided to make more introductory stages to easy in the learning curve which looks like it worked out well but we ran out of time to make the more complicated end game ones.

An fun idea and the art style is very nice and polished. Some of the sounds were quite harsh though and turning down "sounds" in options did not seem to effect stuff like speech volume but that may just be personal preference.  

The gameplay is interesting but the unforgiving nature and the fact that you have to do levels many times over quickly becomes repetitive. The puzzles were fun to figure out but getting to them to a lot of time and messing up meant waiting a long time to try again.

The atmosphere was well done. It would have been scarier if the enemies roamed around instead of sitting in the same spot though.

Very cool idea and execution. Gameplay is very difficult though. I gave up some time after trying the inversion part a dozen times. Perhaps being more generous with the save points would have been good.

This was not something I was expecting from a game jam. The writing is riveting and the atmosphere incredible. 

Fun game. The controls are somewhat difficult to master and I'm unsure of the usefulness of using R to target enemies. Maybe if it would help with piloting or aiming to wards that locked on enemy.

Thank you. The panel interaction is a little buggy if you are inside it when you start dashing. It tries to go up and down at the same time and maybe looks like it goes the wrong way. It should work if you are away from it and dash into it.

Very interesting game. It was hard to figure out which way was down at times and where you can stand and jump and where you fall but perhaps that's the intention. The movement was very floaty and I think I would like it better if it was faster with perhaps some movement mechanics to help offset the difficulty in navigating the terrain. 

Really interesting game but I can't really figure out the strategy. If you just keep linking cards it seems to give you maximum points. The art and sounds are really cool.

Love the art of the game but the music was a little harsh. If there was a way to turn it down it would be nice.

Absolutely gorgeous art. It and the music was very cohesive in giving a nice retro feel. 

Nice idea and good fit for the theme. The gameplay became a little repetitive as it seems that breaking vases and glasses is the only way to get chaos and they are always in the same spot. Also the throw powered up a little slowly I think.

Really nice looking and well polished game. Personally I found the lack of aiming and shooting to be somewhat boring though as the only control you have is movement. Also it seems that there is no reward for killing enemies and it's quite slow to do so especially at the start so ignoring all of them and running through  the level seems to be the only strategy.

The game was quite frustrating not simply because the controls kept changing but also because the attack range was so short and also attacking was so inconsistent. I don't know if the game was eating inputs or there was also a random delay between attacks but it constantly wouldn't attack when I tried to do it.

A nice idea overall though.

Nice job. The graphics and sound was minimalistic and clean. 

Nice audio and visual design. Although it became a little cluttered at times. I wish you had more control over the attacks like aiming it instead of just clicking on the enemies though.

Wow, this game was a trip. I loved every minute and I appreciate the design choice such and not making the player restart on death.

The graphics were cool but became distracting especially since background and foreground objects were hard to tell apart. I couldn't get past the first jump on the second level either. I'm not sure if I missed something but if so there were no instructions. 

Very interesting concept, I found it easy to figure out what to do to progress but the control were quite clunky. The aiming was very floaty, the jump windows were kinda small and crouching under the ledge got me stuck a bunch of times and pressing crouch repeatedly seemed to close the window for some reason.

Nevertheless it as  cool and unique experience. 

Simple but very nice and clean looking. The winning strategy seems to be to wildly spin in all direction while shooting to see enemies coming up which is kind of disorienting. Maybe instead of shooting giving light you had to choose between light and shooting.

Solid start to a platformer. Unfortunately I got stuck in the floor sometime after learning walljump.

PS: Cool secret dancing baby.

Quite difficult to play as the enemies easily trap you. Also both enemies and the player don't do a lot of damage. It might be more fun if they both died quicker.