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mvn

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A member registered Jun 11, 2021 · View creator page →

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Awesome idea! Unfortunately, when my grid first scaled up, none of the cities would complete for some reason. Reading the other comment, it's perhaps due to the fact that I had an incomplete building at the first scale-up, and thus couldn't complete the building.

I'd love to see this become some sort of idle game in the future.

Reminds me a ton of Papers Please. It's a good, relaxing little game.

Really intriguing concept with a great art direction - I'd love to see this become a full story game, similar to Ace Attorney. Unfortunately, I couldn't quite get the hang of which evidence corresponded to the defendant's claim, but I'm mainly chalking that up to a lack of intelligence on my side.

It both surprises and warms me to see how so many people went the Anubis route. Vaporwave Egypt is a style I'd never expect, yet it blends together really well. The gameplay itself is fine, but I thought it could do with maybe a score system - perhaps, the more balanced you keep your scale and the more blocks you have in the level, the higher score you get?

Well-done entry. Great work.

Good concept with a visual style that's simple but works. Gameplay is a bit iffy - movement feels sticky for some reason, and either my game is bugging and booting back to the main menu on a level earlier than it should or none of the levels use the aspect ratio mechanic at all.

As a jam submission, it's not bad at all. With some work to make the gameplay smoother, it could also make a decent small-scale release outside the jam.

Really awesome work! Though it's not quite my kind of game, it's got a good gameplay loop and and awesome aesthetic. Unfortunately I ran into a situation where one of the bigger ones kept circling me, making intentional suicide the only way to leave.

Honestly, with a lot of work, I could see this becoming a small full release.

Thank you so much! Long time no see. I’ll make sure to check out your submission soon ^-^

Though size-changing platformers aren't quite completely original, I think something like this has potential for future development. Only thing I'd wish for is faster box-pushing when overweight, and also a few levels that really get into the concept and make you think.

Wholly unique concept! Stylistically, I like the polished minimalism because it really helps you focus on the puzzle. The only thing I'd want is the ability to delete blocks individually instead of having to reset the whole puzzle, but it is otherwise a creative and fun idea.

It's a bit buggy (or I'm just dumb), but otherwise a neat concept. I've seen resizing windows been done before for this jam, but leaning into the theme by having the game take place on its own desktop is very original.

Admittedly, we didn't explain this very well in the game. Pressing Q will kill you but leave a zombie where you died, which you can use as a platform to reach places you otherwise could not.

This is-

This one is just perfect.

It has one of the most unique approaches I've seen to the theme. The gameplay is simplistic (and therefore there's nothing to break) and fun, and the art style is clean and pleasant to look at. I especially like the little touch with the red guiding laser for your projectiles.

Well done.

The idea is definitely unique and well made. However, horde health is kinda broken which made it hard to play the game and know how close I was to progressing.

Stunning job.

The idea of joining together light is genius, IMO. The gameplay is solid as well, and the art style is simplistic and clean. I'd actually really like to see this become a full-fledged release, one day.

I like the game. Art style is neat, gameplay is simplistic yet fun and the idea is definitely unique.

Job well done.

The controls are easy and feel solid. The idea, although consisting of "two people joined together" which has been done to death, is still clever with how it uses "reflections" and player-swapping. The art style is beautiful.

Interesting take on the theme. I like it.

Has a few bugs, but I'll excuse them since this is a game jam and bugs are bound to happen. The controls are simple so there's not much to complain about there. The puzzles are well-made as well.

Good work.

This is one of the most fleshed-out games I've played.

The gameplay feels solid and well-made. The idea is absolutely genius IMO. The art is really good for a 48-hour game jam. There's really nothing I can complain about too much.

Absolutely stunning job. Well done

This is one of the most well-made games I've played for this game jam.

The idea of two players controlled by the same controls has been done to death, but this game takes that idea and builds on it to make it a better mechanic.

This is one of the most well-made games I've played for this game jam.

The idea of two players controlled by the same controls has been done to death, but this game takes that idea and builds on it to make it a better mechanic.

I absolutely love "dumb fun" games like these

Idea of having two people move at once is very common, but this game saves itself from becoming bland by implementing the idea of red-eye and blue-eye bots. Controls feel nice, graphics are good, lack of a restart button slightly tilts me on some levels, though.

Good work for the jam.

The concept and graphics are top-notch, but the gameplay could use a little fine-tuning. Using the grappling hook is frustrating a little, but I got the hang of it eventually. Great work for 48 hours.

I'm not one to usually play visual novels but I like what this one does.

FUN - Visual Novel; just click to advance the game. It has a resource management system, but with only five time periods, you don't really have many opportunities to think about "the long game".

ORIGINALITY - This game took the story-telling route for the theme. Not only that, but it used a real-life scenario we are all going through for that story-telling route, which makes it relatable for most, if not all of us.

PRESENTATION - The pixel art, although simplistic, feels great.

Thought this was a troll submission at first from the title. But no, it's a serious game.

FUN - Puzzle games are not my cup of tea, but I thought the game was pleasant to play. Subtracting some points for confusing mechanics that aren't explained in game and are only explained on the game page.

ORIGINALITY - dzgrckzgbzdg does a great spin on the jam theme, and even though "two things connected by a chain or line" is pretty common, dzgrckzgbzdg uses it cleverly by making the "two things" and the "chain or line" work together to navigate the levels.

PRESENTATION - I adore this art style. It's unique, it works well, and overall it's just well-done. I'm a sucker for games that have unique art styles like this one.

Fun - Simplistic concepts made complex through the use of physics. I enjoyed wrangling this ball-and-chain under my control through each level.

Originality - Linking two objects or players together with a chain is a common approach to the jam theme, but I like this game's spin on it.

Presentation - Simplicity over all else. I like it.

This game aims for simplicity, and I think it does it well. The gameplay is simple yet incredibly enjoyable, and the graphics are simple and easy on the eyes. I like the game's approach to the theme as well.

Puzzle games are not my cup of tea, but I enjoy this game's unique spin on the jam theme. It handles well and the graphics are simple (which earns a good amount of points in my book).

Puzzle games are not my cup of tea, but I enjoy this game's unique spin on the jam theme. It handles well and the graphics are simple (which earns a good amount of points in my book).

Thank you for feedback.

-Agreed on this. I feel like I should go back and fine-tune the gravity level, but the deadline's already past so it's too late for that.

-The dash is heavily inspired by how Hollow Knight implements it. Actually, the game takes a page out of a lot of other games.

-To be honest, the difficulty was very much unintended, and I only noticed it at the very end of the game jam when I finally went in to implement a death system. However, I seem to pride myself on the fact that my submission is difficult, and if I ever went back to revise this game I would make sure to bring over the difficulty (although probably toning it down a little).

-I procrastinated on the menu until the very last moment and the quality sure did suffer for it.

Yeah, by the time I got to level creation I realized that the player movement was both too slow and too buggy to fit with a lot of the levels, which I think is half of why this game is so unintentionally difficult. I'm pretty sure the Spikes level is straight-up impossible because the spike hitboxes are bugged.

Not the best in terms of presentation but the idea itself is just dumb fun and I love it

Yeah, if I had the time I would've gone back to add an option for difficulty levels or a "quick death" screen.

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This is a good one. I didn't understand the mechanic when I first played it, but when I did I really enjoyed it.

One critique I have is that the planet orbits don't have that much of an effect on movement, and I really would like to have them be more physics-based (by that I mean they can fling you instead of just dropping you).

Love games with an art style like this. Although not challenging, it's definitely fun and relaxing.

I like this one.

The concept is fun; you throw a ball and then use it to haul yourself up ledges. The game has a good way of implementing this concept, and the only complaint I can think about is the lack of sprite animation.

Thank you for the feedback.

I was originally gonna add features like level restarts, as well as a settings page for difficulty modifying or "quick death-screen", but I was lazy with my project and a lot of it was put together last second (which is why I was surprised when you said the title screen was put together well).

To be honest, the hard difficulty wasn't meant to be there in the first place, but I never noticed until I implemented an actual death mechanic (which was right at the end).

I plan on revisiting this project later on to make it better, so again, thank you for this feedback.

First of all, gorgeous graphics.

Although I didn't get far since I'm on a touchpad which is inferior in nearly every way to a mouse, the gameplay was fun. I especially liked the theme of taking control of your enemies.

One complaint I have is a massive slowdown from taking damage, but I assume that it's a bug so I'm dismissing it since most game jam entries are bound to be buggy.

First of all, gorgeous graphics.

Although I didn't get far since I'm on a touchpad which is inferior in nearly every way to a mouse, the gameplay was fun. I especially liked the theme of taking control of your enemies.

One complaint I have is a massive slowdown from taking damage, but I assume that it's a bug so I'm dismissing it since most game jam entries are bound to be buggy.

Short, but very fun. Although the idea of controlling two characters at once has been done to death  before, this one makes it unique with the way the penguins move.