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Monkeyasaurus

144
Posts
3
Topics
16
Followers
12
Following
A member registered May 04, 2020 · View creator page →

Creator of

Recent community posts

Thanks!

Thanks for playing, I agree, the spiny guy is truly the goat. Such a shame he had to be murdered, if any deserved life it was him. More seriously though a community vote would have been great.

Thanks a bunch for playing and feedback, movement could have be expanded on.

Thank you!

I like the momentum style movement, my feedback would be that the spaceship's turning felt sluggish which made it hard not to go flying away. Things got chaotic pretty quickly which I thought was cool.

I enjoyed clicking a lot of buttons. Could have benefited from more incentive e.g. score system.

Really creative and challenging + neat music.

Real nice stuff, art was great(Especially the flip between black and white when under the tide). The piercing projectiles and slight jump on shooting were interesting mechanics that fit very well, I really liked lining up the perfect shots.

Thank you so much(That's just the price that you've got to pay you know)! 

I never quit gambling. Excellent juice although not much gameplay and a ton of sensory overload. My eyes hurt from constant white flashing.

Yep the intro is quite an exposition dump. We wanted to interpret the theme narratively as well as through the gameplay, so we decided for the main character to be living from high to high. To accomplish that and maneuver the plot from the ending of Breaking Legs 1 to the setting of this sequel, it ended up getting quite lengthy. I think we could have potentially trimmed it down a lot further If we didn't try to accomplish both of these goals in just the intro cutscene. Thanks a bunch for playing and providing some unique feedback!

Interesting concept, I think that the controls were to complicated and by holding A and Q I was able to spin left, I managed to escape the background and ground although the ground collision remained.

Seems cool however I continuously got stuck on the first display of the canned food supply after choosing any peak.

Thanks for playing, glad to hear to love the combat and movement! There are definitely some bugs such as the health bar in combat displaying incorrectly until first damage, you've got a good eye to notice that. Given the scope of the game, we were a bit tight and didn't have as much time to test as we would have liked.

Creative use of theme, although the puzzles felt a bit unintuitive. I did beat the game although because I got stuck in wall and then the win screen appeared.

Thanks for playing!

5 STARS! Thank you so much! Difficulty seems to be inconstant for players.  Since precise timing is a requirement players with/without a lot of experience with that might find the difficulty to be quite easy or hard. I think more playtesting could've evened it out a little more. Thanks also for the feedback, info about different moves would have been a helpful addition. We did tried implementing this, however the '\n' character for new lines would not work specifically for the move description. The issue was weird so we had to scrap it due to time constraint.

Wow, thanks so much for playing through the whole game! In terms of skill we tried to keep it easy because most people won't play difficult jam games for long(Something we learnt the hard way from Breaking Legs 1). I like the interpretation of the infinite void, although we intended it to intended to be a north American forest to tie everything back to the intro cutscene. We didn't have anytime to add anything other than grass so it isn't really conveyed. Your team's game was also really cool, pretty funny we both decided to make top down RPG sequels to our last WHS jam games.

Really amazing art, although player felt a little out of place. The interpretation of the theme is also creative and well executed. I found it difficult to kill birds on the top of lighthouse, would be cool for the player to have more vertical maneuverability.  I also found the game quite difficult until exiting and entering the light house repeatedly to get infinite HRs currency.

Really impressive game. Feedback would be that controls felt quite difficult. Wilhelm scream is always a good addition.

Really innovative game. Use of the theme is quite literal and that is quite creative. Quite easy and simple, so it might have been nice to add in more mechanics for some complexity. Not sure if it was intentional, but it was very fun to build around the mountain.

Yes, we made some spelling mistakes and did not have time to fix them after submitting. FYI the term 'Gamber' was an intentional spelling mistake throughout the game. We were kind of tired by the end and somehow found that funny. Thanks a ton for the five stars!

Cool game however restrained by locking to my left monitor and scaling incorrectly with resolution.

Fantastic art, I enjoyed the abilities as well. It would have been nice to display the controls for the abilities more clearly in the game itself.

Not what I was expecting! Clouds in the background were cool.

Nice combat, I liked how every action tied back to the energy bar. Maybe some form of healing could have been included. Overall pretty good!

Nice gliding mechanic. Jump felt a bit weighty, could have been nice for it to be floatier.

Cool art style. Going back to the start felt too punishing. I think a longer explanation would have been beneficial, not really sure how the recharge station works.

Absolutely insane art, music and bosses. Are you sure this was in seven days??!?

Really cool story with non-linear structure.  The style reminds me a lot of Dagon and Call of Cthulhu.

The combination of platforming and story was also really enjoyable. Something to note was that it was slightly annoying to use only horizontal keys to navigate between interaction options. Overall really creative and awesome game, great job!

The idea of no acceleration mid-air is cool mechanic, the movement fits well for speedrunning. I became a bit frustrated losing progress repeatedly. The clouds moving in the background were a cool touch.

I know, bob gave him the better of his two wooden spoons and he still chose to destroy it.

I can't beleive he borrowed a wooden spoon from bob only to cut it in half.

Very cool visuals and atmosphere. Movement felt a bit slippery which I didn't really like, I think that the game would also benefit from some more explanation. E.g. I got stuck very quickly because I didn't know there was a double jump. I also liked the detail of particles dripping from the Tuberat whilst on the ceiling.

Thanks for playing, Foddian is a term used for games similar to Getting Over It With Bennet Foddy.

Very epic game and cool concept, nice massive jump move when pressing 'W' and 'Space' at the exact same time. doesn't seem intentional but it was quite fun and I managed to escape the map with it.

Rated!

Very fun and cool, good job!

Rated!

Very fun, cool take on the storm, however I felt the time between storms was too short. I also really liked the upgrades. 

Overall great work!