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NeatNeet

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A member registered Dec 10, 2018 · View creator page →

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I find the controls (esp the reloading) fun actually so very epic game. Also, the in-game font is a font I loved using a while and forgot its name so can you tell me lmao?

o wow that was sickkk

Santa shall smash naughty kids with his hammer.

I’m quirky like that.

It displayed “HUNK” when I played it so idkkkkkk? ;)

PREACH.

The concept is just plain genius. (Although inefficient if Santa still wants those children to receive their well-earned gifts. -3- ) The explosion and music were nice, esp when the song speeds up the more you screw up gifts. The balancing felt a bit unresponsive to me. If it were though, the game would be really simple to just only do things when Santa's bar is full and both elves are present, so more obstacles would be needed at that point.

I giggled a bit when I made Grinch cry. (It's the Grinch, right? I'm not sure) The game works perfectly but frankly lacks character. Music, animations, and setup stories could go a long way to make help stand out despite simple mechanics.

I think the art style's very strong here, really pushing out the laid-back and cozy vibe. Took me a bit to understand the crafting but things got rolling after that. Really appreciate that you spent time and care with the physics and collision since they could really hamper the game if janky.

That was smooth to play. Tell me if I'm wrong but you only get ammo from delivering gifts to houses, right? With that rate, I had to conserve ammo too much for these kinds of games IMO. (I like shooting.) It's also funny that you can actually take damage from your own gifts lmao.

I like the concept but the anvil physics is wonky. And if it's intended to be the main gameplay then I think Krampus should've been allowed to move faster while holding the anvil.

This looks like an abstract Vaporwave album cover.

The anvil ejecting sound effect is a little risque and made me question where the anvil is coming out from but I'll not inquire further about the science behind this. Irritated me a bit that it's not left-click despite being the only action in the game haha.

Oof, the angst is real in this one. The visuals and animations are fantastic. If you had customized to text box and font to have the pixel aesthetics as well then it'd be perfect!

I realllyyyy like Santa's sprite, he was so dynamic. The little slippery control added to the challenge IMO and is fun with wider platforms. When it comes to narrower/one-block ones that can make it a bit infuriating. The soundscape here is solid overall too, I just wish the music was a bit more intense lmao since this reminds me a bit of Celeste.

THAT PINK BEAR IS A SAVAGE. Anyway, this was a fun beat em up. I understand the time constraint but adding simple effects like more THUNKING sfxs and screen shakes could really spice things up for these kinds of games.

Thank you! Also OMGGG HAHA so! As for the dialogue system, I actually failed to implement it in Godot after trying for 3 days. To finish this I switched to using Renpy. There were a bunch of VN tutorials for Godot 3.X that reads the dialogue from .json files but since I started my game on Godot 4 and it changed how reading .json behaves, I couldn't make it work.

The only weird thing I did with Renpy was adding the speaking sound. This isn't the best way to do it but with a limited time I simply made it play the sound as a loop whenever the text is still in the "showing" state. 2 bugs however is that it won't follow the pace of a slower text speed and if the player pauses the game while it's still showing then the sound will also be there.


(PS yes im the most musician of all time :3)

So I put one of the Omega Flowey faces onto Frisk... : r/Undertale

Would've been 10/10 if the metal pipe falling sound effect is played every time an anvil is dropped onto a house.

(Also, am I the only one who thinks Santa's sprite looks like a cat? A cat Santa?)

I can't find the Gingerbread. :P

At first, I was a dumb dumb and didn't know how this worked until I saw the helping Elf and was like "oooooohhhhhhhhhhhhhhh." I certainly think the crafting recipe should be in the help/tutorial section on the main menu or smth like that.

I don't have much to add other than what the previous two have said. I'm just here to say that I like Santa belly jiggle physics.

This was a massacre lmao. Those poor snowmen.

Thx! And yeah, I'm most at home with audio stuff!

Yeah, I get that. There wasn't a lot of time so that was a good move.

This is like 50 unexpected turns condensed into a 3-minute gameplay and it's awesome. It has a quirky feel while still keeping enough horror atmosphere for me to take it a bit seriously as well. The sound design is also nice. Gotta admit that I giggled when the anvil just started moving towards me, I wish more small horror games do things goofy things like this.

I'M GLAD YOU'RE SPOOKED.

Okay, this is awesome but man do you gotta smash that space bar haha! The overall vibe is great, very Christmassy and I liked the little goofiness in the music. My only gripe would be to make one press of space jump higher, maybe closer to Flappy Bird kind of deal. Cuz falling would allow you to dodge the birds faster than trying to maneuver over them right? Helps make the coins lower on the screen more worthy to risk for. Santa could also be further to the left too, if that makes it too easy then you can still increase the speed, think that'd make it feel more intense as well.

Overall beri vute. :3

Agree with Lobo here, the aesthetic and animations are insane! I love the little detail where Santa's ear kinda bulges when he hears the bell. I think it could get more interesting if there were more ways to mess up the gifts than hitting the anvil an incorrect amount of times.

Bruh, this was disorientating for me lmao. The graphics has a lot going on so I couldn't really make out the target and stuff like that. Certain sound effects were WAYYY too loud compared to other ones. Perhaps a clearer tutorial/explanation can help.

I did like the music choice. And if less chaotic, the graphic could be a nice aesthetic. The menu is cool too.

Huh, wait I'm confused. I can pick and place stuff but couldn't hammer to combine them or turn them to become the desired items at all! I haven't rated yet dun worry.

It took a bit of upgrades to get going but man the aerodynamics on this anvil is insane. It should've caught fire years ago but it didn't!

F!?!?!? BUT I THOUGHT I DID OKAY!

Anyway, it's a neat concept. I liked the poems but since the game relies heavily on reading them, I would've made the texts easier to read. I had to look at the floor to read them without squinting. I think making the text white with a black outline would fix the problem. I've also played a lot of jam games where you're a tiny character jumping on huge maps and such and all of them were such a NIGHTMARE to parkour around, I'm super glad it isn't the case here.

Took me 4 tries to beat him haha.

This is the epitome of a simple idea done perfectly. Gameplay was solid in every way. The sound department was good too. Just the right loudness balance between music and sfxs. The song, although stock, is a great choice and doesn't feel out of place in any way. It put pressure on me too, a short experience that got my blood pumping. Definitely one of the more enjoyable games here so far!

So uhh I killed Santa but nothing happened, it's just like The Cheetahmen lmao.

I initially (and still do a bit) like the Earn to Die/Hill Climb Racing farming element here but the walking back to where you die part is tedious since there'll be nothing to do on the way then. So I wish our elf here was a bit faster. The intro is funny too, went from 1 to a psychotic 1,000 real quick. The cookie Shuriken seems to be the meta here. It's extremely easy to leverage platforms and find a safe position with a kite route to throw em at enemies. So that's the only I upgraded. There weren't any strong incentives to use the other weapons for me.

Oh, I forgot to mention, please zip your game next time too. It helps with download time!

I feel like it'd be more fun as a "spammy" type of game. Currently, the time it takes to fade to color your thing and fade again to see the tree is longer than the crafting itself.

Perhaps if the tree was inside, and the balls went on it right away with the colors automatically randomized. Then each decoration gradually requires more scores to craft. The game would feel less dragged out and become a competition of "I TURNED MY TREE INTO GRAPES."

Noice. That's simple and fun. IMO, the timer should run out a bit quicker since the levels get repeated rather early on. The sound effects were also quiet compared to the music, the music is a bop though.

I also find it funny that I can craft presents while Santa is in midair and he'd just float there.

Neat idea, it's nostalgic like those old flash games you pull up at school to play with your bros. Would've been even better with a friend but I have no friend it's joever.

THAT ENDING WAS A PUNCH IN THE GUT. Very cool gameplay with a short but complete story. I like how the candle on the wall is there to you how much time has passed and you understand why the candles were used as symbols instead of something like a clock when the ending hits. The music has just the right amount of chill as well. Only complaint is how the wind sound doesn't loop properly but that's nitpicking. Impressive Jamming bro.

Very Christmas. Gameplay felt smooth and responsive, I just wish there were explanations on how you charge up your special attack. Although I always turn it off, the motion blur is fun in this one since I could make Santa look like he's having a seizure.

Tell me if I'm wrong but when you start the game, there seem to be 2 songs playing at the same time?

"Eating a whole spoonful of wasabi with vodka at the same time" is a cool sound design idea I might just steal that in the future lmao.

Thanks, I know since I'm using Renpy and not good at programming that I should try to make it up from the art department which I'm more accustomed to. Music/Sound is my forte so I'm glad you like the SFXs.