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mog13

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A member registered Sep 13, 2020 · View creator page →

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Haha yer, I completely get the struggle, especially in a game jam where there extra time pressure. Tbh I do like the difficulty of the game, it's just I had to stop when I lost the progress because there are so many other games to review. I think if I was just playing this in general I would have been more like "arhghg, right now I _have_ to figure it out"

Is definitely think you should keep the super hard difficulty! I think it's kinda cool to have a difficulty that's really punishing as a challenge for those who want it. I'd maybe go the other way and add an easy for people who don't like a challenge. 

Ohhh thats what the skull does! I was actually thinking 'ohh man if my multiplier didn't reset between rounds my score would be huuuge'... Shame I didn't put to good use 😂. Omg, keeping it a secret fits really well with the arcade theme, that's clever! Maybe if you did a tutorial you could mention it but only vaguely, like, "keep you eyes open for anything else that might make you fight easier" or "rumour has it there's a secret weapon designed to turn the tide of war!"

Really nice puzzle game (that turned into a rage game when i accidentally fell down a hole back to the very start!) 

I really liked the graphics of this game and I cant exactly put my finger on it. They are clean and don't detract from understanding the puzzle, but the layout, textures and world decoration really gave it this sort of atmosphere that took me a little by surprise for a game blocks from the periodic table. 

everything worked well gameplay wise and i enjoyed figuring things out. there was enough variation to build on things the player had already figured out and then change it or push it in a slightly new direction. The controls were tight enough the platforming never felt unfair. unfortunately i couldn't finish it and gave up when i fell back to the beginning (maybe I should be less _salty_ about it).


Overall i feel like you had an interesting idea and executed on it really well with a tight time frame. great job, thanks for sharing! 

nice and simple to understand game executed really well! 

This game really smashed introducing a core mechanic and then each level adding to it to explore different things. The gameplay was simple but felt really nice and led to a really slick experience! Just moving the pen round and connecting dots on their own felt weirdly satisfying. I really liked the added pressure of the monster and the sneaky way to beat it if your not quick enough

The art was nice and and worked well with the theme and I enjoyed the random selection of different obstacles. the little wiggle of all the points was a nice touch too. 

I would have liked to see some background music but I  don't think it detracted too much from the experience. 

nice job, thanks for sharing!

wow I am really terrible at Carrom in both real life and apparently virtual life! This was a nice adaptation of it though and impressive to get it feeling this good in such a short time. The physics really achieved that sort of near floaty feeling you get in real life. 

I thought the sfx worked well but it would add to the cosy feeling to have some background music playing throughout to really cement that kinda chill get lost in it vibe. 

The boards look lovey and the discs are nice too, its a perfect mix of decorative not getting in the way of functional. I think however, because the gameplay visuals are so clean it made the UI feel a little under polished, very utility as opposed to part of the game word (very understandable given the time constraint though) 

Great job getting so many levels in (though no idea how i could manage the later ones when the first three game me enough trouble) and top marks for not blocking them off so those of us who are rubbish at this sort of game still get to play and give the later levels a go! 

Great job, very chill and a nice take on the theme! thanks for sharing! 

I really dig the setting here, what a cool niche to explore like this. 

I think you did really well to take a simple mechanic and make it fit really well to the action happening and have a knock on effect. For a game with only one button I felt like a lot was happening and it ended up feeling quite tense (in a good way) when the car rolled in. The different zones were placed well because it felt so satisfying getting green but I kept _just_ missing, and having the bar sometimes go the other way after you hit kept me on my toes!

I really liked how much character you added to the art. everything looks pretty nice and fits well together but its the little bouncing of the speaker as the drivers words come through and the animation of the player and the spotlight effect that elevate it. 

I enjoyed this and wanted to play again to see if i could do better, but it got a little funky on a replay (i was on race 6/5 then nothing happened). its nothing i don't think a refresh will fix, but I'm determined to do better than p3!!

Overall i think you picked a really interesting idea and executed it well, congrats. thanks for sharing! 

This is really cute and immediately made me smile straight from the lovely little title animation right up until I started yelling because my brain and fingers kept getting confused. I really love that mix of cute and difficult. 

Style wise I feel like this game really shined in its colour pallets. The terrain sprites were quite simple (and stretched) but worked well to clearly and fairly portray danger zones. but the pink and green theme I am so in love with and is what immediately pulled me in from the submissions page! and then each different level has a different skyscape behind it that really makes the whole thing just kinda feel nice to be a part of and let my eyes enjoy. The Chonky and Longky sprites were really nice!  

Gameplay wise I think you made some interesting puzzles and I had quite a few 'aha' moments when I figured out a different approaches to finally reconnect the dinos. as others have said the difficulty at the later levels gets brutal and level 6 ended me, but I think it was pretty fair and managed to show a range of different types of levels, especially for a game jam! 

The music was nice but it restarting every time i dies was pretty frustrating after a while. 

This was a really great entry and based on the other comments (and my own feelings) it looks like people really love the characters (well apart from Strongky!). nice job, thanks for sharing! 

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that was a neat experience! I was not great at it but I like figuring things out and doing better each time! 

The art was very fitting for the theme and everything looked retro and cohesive, I think you did a great job taking a simple aesthetic and running with it, from things like how it was laid out in a very kind of arcade cabinet way (i could definitely see this in a physical arcade) to having the background image on itch replicate the stary background.

The gameplay was pretty complex for what at first seemed like a simple game. The multiplier, the little side guns (Sepiia Units) and of course the main mechanic of avoiding hitting the links felt like they all worked to create a pretty difficult but engaging gameplay loop. As others have said it is a little difficult to get it all without a tutorial, but i think the main points are all covered in the text anyway. The only thing i didn't know what it did was the skull type thing? i shot it and it appeared on the left but I was killed when i was trying to figure it out. The move when they link and swoop down felt very cool and the first time felt impossible but then really good when i anticipated and dodged it the next time. I also tried hard mode and it certainly delivered difficulty!  i could barley survive 10 seconds, but it was cool to see their were different options and they actually had slightly different rules (like i think you lose a life if you hit a linked enemy on hard?).  It was also cool to see a bit of a backstory on the itch page! 

The music fit the rest of the game well and worked with the atmosphere, it really cemented the feel of the game. The rhythmic bleeps of the shots from the side enemies ended up being quite hypnotising.

also I'm always appreciative of an options screen on a game jam game! 
Great work, thanks for sharing! 

Haha yer, I completely empathise with the situation! You also already got so much done for such a short amount of time, it would have felt terrible if you broke something or missed the deadline trying to squeeze sound in in the last 30 mins!

what a charming and ridiculous (in a good way game). You really expertly wielded humour crafting a package that never felt like it was trying too hard to make me laugh but was routinely making me giggle like a child.

The world is just so utterly charming and coherent. The art is nice but its all the little diegetic polish touches are what really sell it. From the main menu launching into the game when you play it, The bounce and tumble of the hat (and losing it), and the main guys eyes staring at the package  following it as its coming to smash him over the head in terror. 

The gameplay was fun and I was surprised just how much the different objects really did feel different. The soccer ball i got into the flow with and really felt like I was mastering it and getting into the groove.... then i was given a microwave and was totally rubbish again 😅. I completed it basically because I was just enjoying seeing the ridiculous objects and feeling how different it made it feel (and genius stroke to let the player pick it, it really fuelled that 'just one more' feel). The little bonus for finishing was funny (the last level) and a great payoff.

I really appreciate how much effort when into accessibility polish given it was a game jam. the settings and credits are always good to see, but i think including a dev console so people can experience everything when they're stuck and busy playing loads of games is a thoughtful and appreciated touch. 

my only real down side was that i kinda wanted to have a go with multiple of the objects attached to me, but i guess that's just a good sign for having a pretty good game feel. 

I think its at precisely this moment below where I was completely sold on the idea and the spirit of the game. What a bizarre, charming, chaotic and overall corker of an entry. Really loved my time with this, thanks for sharing! 


Really polished entry that took some easy to understand ideas and put them together in some unexpectedly difficult but satisfying and fair puzzles! 

Everything in this game felt like it was part of the game, like the art, music, animation, mechanics all felt like the worked together to really feel like a completed/full game.  From the first screen it just felt like a completed product and really made a huge initial impact. 

The polish was phenomenal, from an interactive tutorial, to the little effects places everywhere, the level select and the heart animations when you get the egg back safe. I adored the animations in the flower and chicken, it really oozed character and charm and fit with the whole general feel. 

The level design felt like a good ramp of introducing things and then building them up. I was stuck for a little bit before I had the 'aha' moment that I was being stupid and you can rotate the fans too. In general though I think it was quite tricky but I was really impressed with how fair it felt and how compelled i was to 'just beat this level then ill go back to review'. 

Having a level editor in a jam game is pretty amazing. its cool to be able to play around with it! its a shame i cant save and share the levels... but i guess thats not a hugely impactful feature for a game jam and ill make do with sharing a screenshot of what i spent my time making in your sandbox 🤣(to your engines credit the physics didnt break down _at all_!)

oooo what a cool concept and expansion of an idea! 

To start with it obviously hits the theme 😅but I like that you used it in terms of a game that already exists, so it doesn't feel like it was shoe horned in,  and then subverted the expected rules. and i gotta say it definitely improves connect 4! 

visually its very interesting. I like how the actual game elements are kept simple but then the Balatro style background is mesmerising (its also a nice touch that majority colour in the bg changes each turn). I think it was a really good choice because it keeps the game immediately readable and understandable but then you can see the polish you added on top with the wavy rainbow 'choose a modifier' and the effects when you play modifiers. 

It was a pleasant surprise to see an AI opponent option for a game jam, and it did a pretty good job against me most the time. 

Its a shame there is no sound because given how well the other polish is added i think it would have provided even more impact, but I think you did good to focus on nailing the bits you did present rather than losing some of it by spreading yourself thin.

really cool concept that feels like it explored something different, good job and nice entry. thankyou!

What a cool aesthetic! I love the idea and I love how it fits the theme. Its one of those interpretations that completely answers the theme but in a way where it doesn't feel forced of gimmicky. 

The graphics are simple but nice and fit the theme. The colours are all lovely and I am weirdly protective of the little data packets/viruses zipping across the connections. the mechanic in general feels really nice to look at as you build up a network and watch everything flow through. Its always really visually pleasing to watch more of the screen turn your colour as the enemy struggles to catch up! 

The gameplay feels strategic and interesting and I can see this building up and could make quite a deep and complex puzzle game. something that is really easy to understand but satisfying to master. 

I think my two areas for improvement would be

- a way to reset the level. ( i struggled with the 3rd level and wanted to try again but had to replay everything).

-more!!!! (either i was doing something wrong or i believe the 3rd level is the last one?) I got to the end and wanted more, which i guess is a good thing in a game jam game! 


Overall I think this was a great concept and really satisfying to play around with. great entry,  thanks for sharing it with us! 

Great entry and a lot of fun.
First thing  I noticed from the screenshots is everything is really cohesive. They style works and everything fits together. Just from looking at the screenshots you can tell what's going on and what the game is about. 

The graphics feel very intentional with the deep red colour pallet and slightly retro vibes. Despite being quite harsh (which fits the game) I feel like they are pretty pleasing to look at and don't distract form the game. The added polish really shines with the effects when enemies die, the trails the player and enemies leave and the different movement styles (like the dodging of  the mid size ones) adding to the gameplay. 

In terms of gameplay I have some good news and some bad news... 
The good news is It feels really nice. Having a couple of different enemy types lead to some really nice feeling emergent behaviour. The way the small, mid and big enemies would end up surrounding me and their different attacks working symbiotically really made for some hectic gameplay. The central mechanic of connecting ammo and health was difficult to remember for me at first because I'm used to just approaching games like this as 'spray and pray', but once i was used to it, it really added and element of strategy. I started to plan a route that would let me unload my entire health and be never a battery as soon as I needed it.

The bad news is..... I beat your score! 5350

Overall it was a really solid entry and a great experience. The enemy behaviour and the fluid gameplay and strategy mixed with fast paced action gave me very ;Geometry Wars' vibes (which i love). Thanks for sharing and great job! 


ohh wow! thankyou that's so great to hear, I'm glad you enjoyed it!  

I appreciate you giving my game a go (twice!), thanks! 

thankyou so much, what lovely words to wake up to! 

I especially appreciate the comments about the tutorial! It can sometimes feel like so much extra effort, so I'm doubly glad to hear it counts as bonus points in your book!  😅

Thanks for giving my game a go! 

I feel like you absolutley nailed the feeling of this one. The armopshere, lighting and monster AI really, realllly sold  that alone in the mountains, clutchign your gun with a few bullets left and nerviously firing at antyhign that moves sort of feeling. I know some people have said about the controls, and i sort of get it, but on the other hand i found it added to it. As a lot of people said its initally confusing, but pretty easy to understand when you walk around for a while. However, when the monster spies you and chargers it makes you panic and the slightly unconventonal control system feels like fumblig with the gun. There were a coupel of times i tunrned the torch of or spun round when i didnt mean to but it felt like my character (and me) were reacting realisticly to what would happen in the situation. 

It was very creepy and really well implemented. I did find it very hard and it was punishing to be sent back when i died because it was a little hard to know if i had discovered everything or whether i should venture out again (which took quite a while to get back to where i was) 

Overall i thought this was a fantastic entry and i really enjoyed the experience. Thanks for the submission! 

Great job for a first game!! you got loads of solid systems in and the core loop worked perfectly for me! 

It is simple but there is some really good foundations in this game. It looks like you are already experimenting with lighting and post processing which made things feels more forboding and spooky. Although the models were quite basic i feel like you made points of interest on the map and all th peppers were hidden somewhere interesting with something to look at, i think there were even a few easter eggs tucked away. 

The sfx were a little silly but fun and the first one definitly did give me a jump because it was unexpected. 

You did a great job drawring people in as it looks like a lot of people wanted to play from the name and the image, it certainly worked on me and by the comments a lot of other people too! 

Overall i think you did a great job getting everything done. you asked for game dev tips in the description and mine would be this: 

you finished something in a timeframe which is amazing. you created a bunch of systems and they worked together to make a playable and competable game loop! build of the things you learnt here, each time you  use a similar system it will be easier so try to expand on it and focus on why you are using it. each time you make something try to add or push your knowledge of it, or really consider what it brings to the experience. 

For instance, in this game you made a controllable torch! next time you will find it even easier so you can refine how it works and try and make the background darker, or give it a flickering effect or see if you can add a volumetric effect to the light beam. 

Another example is the UI. You have the controls in there and have the pepper counter all hooked up in working so you achieved everything needed for this game and probably learnt a bunch. Next time push yourself to use all that new knowledge and see if you can make a button that shows the controls and then hides them when another is pressed. 

If you keep practising it will build up to be better and better, especially if your achieving this with your first game. great job, keep going!

Loved it even though i constantly felt like an idiot when i solved the puzzles and saw realised how long they took me. 

The atmosphere was really unsettling and palpable in this game and i loved that you tackled the horror from a less on the nose direction. It felt moody and queitly unsettling in a way that jump scares dont deliver. I felt like it was exploring something and making me think (not just about the puzzles). I dont really know what conclusions i've come to yet but Im really impressed a game jam game has sat with me like this at all. 

I saw in another comment you used a custom engine with three.js !? this entry would be impressive if you have used Unity, but to achieve this all in a limited time in Three js is amazing, congrats. 

Great job, really solid entry and definitly something i will be pondering for the rest of the night. 

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I hated this, I was on edge constantly 🤣, Really great polished entry and just nailed the whole package. 

The are was great, it gave me such a strong nostalgic feeling, if i wasnt constantly sweating ti felt like i was back as a kid playign N64 or ps1. The art style was supported by really nice effects, from the fog to the catch sequences and talking to grandma. 

The music and audio was used to good effect and stresfull. that scream and head til genuinly got me. 

It really feels like you nailed down what you went for, eveything works well together and theres a lot of extra little touches (i liked all the interactables in grandmas house). This really felt like a finished thing, not a game jam entry.  You nailed the pacing and game feel. 

My issue was i could never get lal the things, i got real close a couple of times and then paniced, which is i guess a sign of a horror game done well. I would have loved to finish but i have already been distracted form voiting for other games much longer than i intended! I will probably be back when i have voted some more just to see if i can beat it. 

Great job, thanks for sharing.

I feel like i did pretty well for my first shift!

This game was super charming and had bundles of polish. The art of was top tier and felt such a joy to interact with. It was very well implemented and the world felt full and rich and the interaction prompts etc felt coherant with the rest of the game. I especially loved little touched like the candy raining down on the complete screen. 

The ghosts, the sweets and the main character were all burtsting with personality and I wanted to know more. the music  added to the sort of intrguing charm of it all.

Everything worked well and the gameplay loop was fairly simple but elevated with all the polish. If there was a little more complexity i could see this being a really charming little time killer i came back to (especially around haloween).

Congrats on making such a well rounded polished final product for a game jam! its a great entry and im glad i got to play! thanks!

This was a fun experience, you really managed to create a lot and also add a lot of polish. 

The art style started simple but everything was charming and really fit the vibe of the rest of the game. However, when it split into 3d it really elevated it and it felt like you had a really clear and strong deisgn theme for the game. You made what was there really work and the bits of extra added attention with all the vfx or unique perspectives or implementations really raised it even a step further.  I think it says a lot that you managed to pack so much personality into the ghosts! 

The music was so effective. When i started i thought 'this is pretty cool, love the chip tunes' but when i continued playing it was the way you packaged everything together that really blew me away. the music transitions made some of the cutscenes really puncy and was super effective when the battle scene started. 

Finally i wanted to say the writing and humour was a lot of fun. It didnt take itself too seriously and was very effective at setting the tone and giving the game an identity that the rest of the parts could work with.

I feel like this game was a masterclass in how to really wield differnt things to make something shine even when you have limited resources (like time in a game jam). the biggest downside was that i wanted more and it felt like it was a small part of a larger thing (which i guess it is), however im already impressed with how much you achieved for a game jam so i cant really ask for much more 😅. 

Great job, well done!

This was an interesting concept and a fun idea.

I struggled with the rhytm parrying. The music and the visual queues were a really ncie touch, but i think there was just too much lag between my wirless keyboard and the game for my brain to compensate on. The system clearly works as i could see it could track 'late', 'early' and even occasionaly the correct one for me 😅I think maybe in a future iteration some sort of callibration option would work wonders. 

I noticed you credited the "art" with quotation marks in the description. obviously it is a simple style, but i think it worked well together and you made a good choice to keep it simple than try for a style that wouldnt work or wouldnt be able to stay consistent. I tihnk you took a simple style and used polish to make it feel more intentional and breathe. 

I think this was a great entry and I am super impressed you managed to make a rhytm game in a game jam 🤯it was fun, interesting and the beat is still stuck in my head whilst writing this.Great work!

I feel like this really hit the horror mark for me. It built at almost the perfect pace, going from unsettling to uncomfortable to starting to question myself at the perfect rate and im really glad you managed to complete the full story/game in the jam. I feel like you really explored with and delivered horror without relying on stereotypes or jump scares. There were so many little uncomfortable bits that forced you to just feel a little off or think about somethign uncomfortable without being too direct with the player. 

The art was a joy, it was coherant and the asthetic was absolutley nailed for what the game was trying to do. The 3d atmosphere felt right and had some nice touches (especially  the head falling off) and did a good job of not working against the game but creating a distinct sense of differtentness, like it was clear it was the 'real world'. The 2s art was great with the main character being super expressive and having bundles of personality through many differnt channels from the vfx to tthe writing. The background were also good and really consistent for selling this feeling of being stuck in a game world. 

The music was a little weak i think. The drone was unsettling but without much else to contrast it was a little distracting. The beeping when there was an error was super loud, which did alarm me, but then annoyed me 😅.

My biggest critisism was not being able to skip the text (like being able to skip the animating in) or speed it up in anyway. I know it creates a slow burn but i was finding myself becoming impatient and being a little less immersed because i was waiting to be able to continue. but i think in the grand sceme of things thats a pretty impressive thing to be the issue in a game jam game.

Overall i think the concept was really strong and amazingly well executed to get it all together for the jam! really creative, intriguing and fun. congrats and thankyou!

This was a great entry and i enjoyed playing it! 

Thankyou for providinf options for volumes! its always a welcome surprise in jam games! 

The art in your game was lovely, it was cohesive and fit the world really nicely also caryriong over to menus, vfx, your itch image and everthing inbetween. The lighting and vignette gave it a great moody feel that really fit the action of the game. The vfx like when the hands were getting close was a nice touch that made an already scarything even more pressureful and tense. I also really appreciated all the little touches (like the swipe in and out on scene change or the animation feel of the enemies pinging towards me, or the sfx and copy when you die). 

The music was great and the whole sound design fit well. the start music was partiocularly striking to me as it didnt feel like a steriotypical horror sounding track but it really drew me in and intreiguied me. There was something beautiful but melancholic about it. The audio in this game really supported the rest well

I was sad when my time with this game was over, however the ending was really punchy especially for a game jam, it really hit, great job.

Nioce work, great submission!

Wow, i feel like you absolutrley nailed the tense and creepy atmosphere of the ps1 era resident evil games. such a joy and surprise to find in a game jam entry, it felt really really good. 

The biggest issue i had is I cant progress very far. I know im missing _something_ but I just cant figure out what! I can get some bullets and kill the creepy thing but just cant figure out where to go or where to find keycards etc. I think this is completley on me and i know im being stupid😅I have not let this effect the rating though, as its a me problem and what i can see and do is really well polished.  I would personally appreciate it if you could ping me and unblock me though as i genuinly just want to see more. 

The sound design was good, everything felt foreboding, layered and reactive to what was happening. some of the sfx were a little loud, but in someways that kind of helped build the tension. the noise from the creature added to its discomfort too. 

The visuals were very well done, it lived and breathed that really distinct psx era. everything felt cohesive and you really made the style sing. The effects on the monster were particularly impressive, it felt very cool and otherworldy adding the how unsettling it was.  

The world building, both in game and in the description etc was niocely pulled together and really makes it feel like there is a world and lore i want to know more of. its intriguing from the get go and really draws you in. 

Overall, this invoked a feeling i havnt really had since resident evil 1 came out and as a kid i snuck into my brothers room when he was away to play it. what an awesome experience, you crushed it. well done and thankyou!

I think i should quit and be a spotligt operator, i was unstopable! 

This was really fun and unique, i loved the idea and how much you polished a simple loop to make it engaging. The lighting and outline shader were nice ways to give visual feedback on things and touched=s like everyone stopping, the lights goign orange and the bar refilling between songs felt really good. 

I felt like it was a little easy or could have maybe ramped up in difficulty faster. The presentation was so nice i felt like its something i could get lost in if there was a little more challenge to it. 

This felt really well polished! Everything had a keen attention to detail from the easing between animations, the choice of UI and the crowd dancing which brought a lot of life to the game. 

Great idea and nice job on the theme! congrats and thanks for submitting! 

The theme in this really hits the brief even to the point of the messaging of the level you cant play and the time being 'recording'

Once i got the hang of it i was unstopable kiteing the enemies around and dispatching them! I saw that you didnt make the art/music but i think you picked things well and they all worked well together and there was a nice variety. 

I liked it, nice work! 

unfortunatly I seem to be a victim of the spawning bug too (web version). However, its a game jam and these things happen and you provided other platforms, so I dont want to penalise you for it (and will try my best to extrapolate from what i was able to play :) )

I liked the vibe, it was fun and a little silly (in a good way), which suited being an animated pencil! The sfx and music fit nicely and everything worked together. I appreciated having instructions on how to do everthing (can be rare in game jams 😅) especially as you had to cater for mobile users too! 


EDIT!

I managed to get it working without the bug! I think it might have to do with playing the web build in full screen mode? I restarted and didnt fullscreen and the platforms all spawned much more nicely! 

Im glad i got this to work because even when it wasnt it was obvious some work had gone into it, there are lots of nice little touches (the way the penciel moves and shakes) and i could see the vision even when i couldnt get it to work. 

With the working version i got into the 50s i think! which, there is a speed up around 30 which is killer. Its got that high score element to it where you think 'ahh if i just try again im sure i can beat that!'. I would in the future love to see my high score on the game over page as i was often so focused on doging and weaving i want paying attention to what score i was on and then would die and not know. 

Great job, sorry you've been effected by the curse of the web build! but im really glad you submitted because that was fun! 

This was really interesting. I loved the approach to world building here and the sort of 'cursed monkey paw' in all my decisions. the constant 'yes you fixed X but it caused Y' as it upped the stakes into ever more and more crazy and ridiculous ways was really enjoyable. 

I feel like you really nailed the themeing and identity you were going for here. it felt satirical and off the wall and a litttle mad but used that humour to deliver something quite thought provoking and interesting (especially given my ending). Each step had some differnt joke, delivery or polish to keep me interested and wanting to see the outcome of my next move. Some personal favourites were #carbageddon, napresistance cells and the news tickers. All the little touches made it feel very immersive.

Overall I think this was a really good entry that I throroughly enjoyed my time playing. 

Have you ever wanted to skate across the world, have you ever wanted to avoid comically large cacti

Finally, somone who gets it 😅

This was a unique and interesting mechanic which also implemented the theme quite well im my opinion. It is a little basic, but actually a little addicting when you get into the flow of it, I ended up playing many more times than I thought i would because I wanted to beat my score. Its one of those games where if there was a leaderboard I would keep going till i managed to get  on it. 

I thought this was really unique as a game and a great job for your first official game jam! I know you know because you commented it, but with some sound effects and music this could be a really solid micro game like super hexagon. 

Great job, thanks for the submission!

This was an interesting mechanic. I feel like you end up in a flow state and everthing feels really good! 

I wish there was some protection for accidentally clicking on the upgrade screen. I would be so focused on not being hit that i would accidentally click throuhg it quite a bit 😅.

Theres a really solid loop here and as you said you are going to continue working on it im excited to see where that will go! nice job, well done! 

hah, this was a fun and enjoyably silly game. 

Immediatly drawn in by the name and it deliverd exactly what i thought. I did not last long before being fired and did not even get _that_ many followers.

Every interaction offered something a little differnt and delivered in the same whacky sense of humour made the whole game feel like an cohesive experience. The art style worked well with the game and gave a coherant identity working well together. 

thanks for the submission and making me chuckle! nice work!

This was an interesting game and a interesting setting and idea. 

In my playthrough i survived with just the children but the mum got killed by geese 🤣.

The gameplay is simple (as is the nature of this genre) and well implemented and compelling. Its impressive you managed to make multiple endings in such a short time frame and the events and flavour text were all interesting and well done. 

I feel like this game has a really good sense of identity. All the parts work well together to combine into this experience that is fun, compelling and well themed. its a little tounge in cheek but never so silly that its not still interesting. I think you really did well walking the line with that and it paid off! 

The ggraphics and audio worked well together and the music was a good choice. I especially likes some of the characters reactions to things and how they were drawn (like the daughter going crazy). 

Very ambitious entry and i think you really pulled it off, thanks! 

Theres a solid base and a lot of impressive stuff to implement given the time constraints! The core loop of wave, defend, pray works really well and its obvious where you could go with the idea (differnt prayers/statues to upgrade differnt things, more enemies, more weapons), but Game jams are such a crunch that i think you did a good job to get the core working. 

Fighting the wolves felt satisfying by trying to bunch them up and shred throuhg them, especially once my firing speed was upgraded! 

nice job, well done! 

I feel pretty proud of my score 😤

This was a fun idea and though it started simply it soon got wildly chaotic and i was just smiting everything and desperatly trying to avoid the skulls! everything worked well together and felt like one cohesive experience which i think you did a really good job on. It also felt really fun to be zeus and hurl thunder bolts around, though i think that could have used even more juice (screenshake, sfx, particles) to really sell the feeling, but thats a tough ask in such a short time period. 

This is the type of game that with a highscore table i would keep playing just to try and get on it! (again, pretty impossible given the time period, but definitly shows the solid base you achieved!)

Overall i loved the idea and had fun playing, thanks for the submission! 

There is a simple really interesting framework here with lots of systems ready for a more full game. 

There is loads of nice bits of polish, like the music notes, the way the van bumps up and down when it moves and the seperate reversing and drivng audio. Also the driving and world spinning mechanic in general is really cool and well implemented. I feel like there is a really solid groundwork here and id want to play a more fleshed out version of it!

Cool idea and lots of great implementation, thanks for your submission! 

ooooooooo, very disconcerting and atmospheric! I dont want to give much away but I liked the ending i got, it really made me think and changed what i thought of the game.

I see that this is your first 3d game? if so you really nailed it in my opinion! The atmosphere, the suspense and lots of little touches kept me on the edge of my seat. The assets all worked well together and you made the most of them, The audio really worked with ther more simple graphics to make it feel like an isolated and unconfortable linimal space. Then things like the notes, thoughts and the way each day started were extra touches that added to the immersion. 

The audio was really well done and used to great effect. everything felt unnerving. 

I thought the pacing was very well done, especially for a game jam! everything felt like i was lost of confused just long enough before i figured it out. 

Overal a really good entry (even if it made me uncomfortable). I can see how much you put into this and it really shines through! 

Also, thankyou for putting a volume control option in! thats always super appreciated in game jams! 

Thanks for making this, good job!

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I really enjoyed playing this, thanks! 

The core gasmeplay was simple to pick up but the very frustrating (in a good way) as i realised i am terrible at typing 😅. I liked how all the words were themed nad there was enough variety to keep me guessing (and tried to pre-empt a lot.... whcih caused a lot of loses!) 

The sound and feedback gave it quite a lot of juice which made the mechanic feel really good, it felt satisfying to type. The fail music was a ncie touch and it was well done to let the player quickly restart.... it meant i spent way more time 'just giving it one more go' than i intended to when i started!  
Tthe themeing and graphics were really charming and cohesive, everything felt like it belonged together and worked well with the only exception maybe being the timer bar (and the rouge "new text").  However, one of the sentances was about this being your first game, which if thats true is incredible and you really smashed it with this! Unitys UI is a pain when your used to it so just getting it working in a first game is a feat!

Also thankyou for adding a volume control! its always appreciated!

Great work, cheers!

Sorry. Try it now?