Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

NeoAwesomeon

327
Posts
1
Topics
8
Followers
7
Following
A member registered Aug 14, 2020 · View creator page →

Creator of

Recent community posts

Yo! Y'all got 2nd in creativity! Super happy for y'all! This was my favorite game from the jam and I'm happy y'all got the recognition you deserved!

Hey, a fellow baseball survival game! I wish I found this during the jam, I loved this game! The gimmick of swapping colors to fight matching enemies was really fun! I do think the camera move speed on controllers needs to be bumped up a bit, but this was very fun! If y'all feel like it, check out my entry, I think you'd like it!

While i liked the art and the concept, this game felt kinda frustrating. There is no way to avoid the cat enemies as far as i can tell unless you try to hang back and shoot them from far away, wasting tons of valuable time. The handling was also a bit overtuned, as I frequently found myself over steering even after small button presses. The main issue with the game is that you dont really feel in control for most of it, but at the sime time, I imagine a lot of these issues only step a lack of time to better refine things. This could be really good, but it does feel like it needs a bit more work.

As weird as the control initially felt, by the time I figured them out, the control of the bus actually felt pretty great! Never reached a point where the timer seemed to matter, which kinda killed the need to go as fast as possible (even though I still did). Honestly the core game here is already really solid, I imagine just having more time to flesh everything out is all the game really needs. Nice work!

Very nice artwork! I can see the concept here of an almost WarioWare like boss fight that sounds pretty interesting on paper. The minigames worked well, save the ring minigame which seemed to be impossible to win, as you run out of time before being able to finish it. Shame y'all ran out of time!

Obviously, the art is great. Outstanding style for sure. However, the gameplay is a bit too one note for my tastes. The game is just a bit too repetitive while the core loop is very simple, leading to it feeling a lot slower than it is. Not bad for your first jam!

I think that'd be the right way to go!

I liked all the menu art, but I feel like the game was a little lacking. It always felt like there were too few cookies around, and I got the feeling that there was just one optimized route I was supposed to take, rather than me getting good at the platforming. I also wasn't a fan of the eating animation locking my movement, it ended up acting as a bit of a set back whenever I got fuel. There's room for improvement here, but I think if y'all had some more time, this had a fun concept to build off of.

That was fantastic! It took a little bit to understand how it worked, but once it clicked I found this game to be wonderful! I haven't seen a rhythm game that makes management the focus of the mechanics rather than direct action. It was refreshing! It helps a lot that the music and art were a joy to witness as well. Marvelous job, you made something great!

This was nice! I got a bit screwed over by some bad luck in the later levels, but I had a nice time until the game ran out of rice. I actually found the act of having to aim ingredients at moving targets instead of just preparing food a nice change of pace from the usual restaurant games. I'd recommend adding in a bit of a weighting system for the food spawns, that way you cant go too long without getting one type of ingredient. Other than that, good job!

(1 edit)

The indicators are invisible in the web version for some unknown reason. I'm looking into how to fix it for a post jam update, but as far as I can tell, this isn't a common issue for godot games. My best guess is that the lag spike that happens is the game refusing to render them. Even then, the game still lets you spawn in a crazy amount of meteors and never has a problem there. Perhaps I'll replace the decals with a mesh for the web port. Feel free to give the download version a shot! Thanks for playing!

While the game was very cute, I had some trouble playing it. It feels like it take a lot of time for the lasso to gain any distance, and it also feels like you attention is split too thin between a timing minigame and aiming where you are going. If you focus on one, it's very hard to do the other. With how fast the lasso minigame can go, you really cant take your eyes off of it for a second. While this issue is rough, there are plenty of ways you could combat it. I'd recommend placing the A/D minigame on the cursor rather than the frog, that way you can easily keep track of both without having to advert your eyes from the other. Loved the art by the way!

I always like time clone puzzle games, and this one slotted into that genre nicely. While I don't think it did anything out of the ordinary for the genre, it was still a good time. I really enjoyed the ice level, it was neat having the final level be more of a planned mad dash to the end than the usual puzzle. Good work.

While it was a bit tricky, after my second attempt to run through the game, I had a good time. I found going up for the first few beers was way easier, as that seemed to be the only part of the map getting harder after a while. While there were a few jumps that felt like i had to damage boost through, the game overall felt well designed and intuitive.

This was really cute and neat! I was only able to make it to level 15 before I got stuck (I can't figure out how to reach the exit after getting the fruit). I think my brain missing one vital piece that would let me pass. The art style is pretty and the music is soothing, if a bit short of a loop. The small quality of life features here and there were also very welcome. Very well made!

Oh man, even after beating the game I'm not 100% sure how it all works. This game was mind bending for sure, but definitely in a good way! For me, it was a very fun trial and error style game that made me really have to experiment to try and figure out how it all works. The art and sound were great, and gave the game a real sense of atmosphere. Fantastic work!

This was super cool! I loved how you kept iterating on the idea more and more as the game went on. Level 12 was a favorite of mine as figuring that one out felt amazing! This is a really fun take on a puzzle game and I enjoyed my time with it. Nice work!

I have no idea how to play this game. The looping mechanic never once worked, effectively trapping me in the tutorial room. 

It is way too easy to softlock yourself in this game. The tight corridors lead you to dying frequently and clogging up the hallways with clutter, and I often found myself getting pushed out of bounds while actively trying to avoid that happening. I think the concept of dying to create helpful structures is cool, but I think the execution could use some refinement.

I couldn't get a handle on this for some reason. I was making tons of pizzas to specification, but not a single order was delivered properly. The looping path of the waiter in combination with the very strict timers on customers also seemed to make it so that even if a pizza was made correctly, the waiter couldn't make the trip in time. Maybe I just encountered a bugged version of the game, but it felt like the design was in conflict, as for whatever reason, I was failing due to things I didn't have control over. Sorry if this is a little harsh.

Very simple, but still a nice experience. I found the yellow square ability to be a little tricky to get a handle on, but I honestly think that can be solved by slowing the game down just a little bit while aiming. I think the concept was solid, though I think I would have liked to see some bigger levels, or at least a final level that made you use everything as a victory lap of sorts. Nice work!

AH, stat's scale with level, that makes a lot more sense. A lot of my lower level runs were lasting quite a while, so that's probably why it felt like it dragged, I was supposed to get my butt kicked harder! I'll definately return for the rematch post jam! Nice work here still!

At first I though the game was a bit too basic, but the moment you get to control 2 powers at once opened up my eyes and the game from there expanded wonderfully. The simple pixel art style and serene music do a great job of complementing each other, and the powers you have flow into each other nicely! It is a wonderful blend puzzle game meets platformer you have here, and I wouldn't be shocked to see this expanded into a bigger game. This is just oozing with potential and I loved it! Great work!

This was wonderfully unique! I've seen a couple games about manipulating gravity in this jam, but this one had such a different take on the concept! I also really appreciate that the rings were optional. Ironically, it made me want to go for them even more because instead of gatekeeping my progress, they felt like a challenge! Very nice design if I may say so. Good work!

Oh man, this game is really tricky, but very cool! The artstyle is obviously amazing, and the gimmick of having to balance multiple tools in order to lasso enemies was a neat change on the formula! That being said I am terrible at this one! Nice work though! You made something really cool!

Well, this is definitely pong on a ring! It's a bit one note, and getting a puck past the enemy doesn't reward you with anything, leading to a stale gameplay loop. It looks and sounds nice though!

While I enjoyed the game for the most part, I think I was just super unlucky. 3 times I got Sarge to a point where the next hit was fatal, and wither got crit for 450 damage and died, or was chipped out due to every move failing. It kinda bogged down the game for me, because I had all the tools to win, only to get crushed by bad luck. But despite all that, the art was good, and I enjoyed learning the game (even though I still have no idea what bear stance does).

Simple but intuitive! The game teaches you everything you need to know the moment you fire your first shot. I love the dynamic of how by the time end game shows up, you're more concerned with not accidentally taking yourself out than you are the enemies. I don't know if there is a way to beat what I am assuming is some kind of boss encounter, as even with how powered up I was, I barely lasted a few seconds. Good stuff overall, nice work!

Not bad, though as someone who plays a lot of platformers, this game felt a bit stiff. I think it is likely due to Sophie's slow movement speed coupled with how most of the movement abilities feel like they have hard limits in what they can do. I did think however that the float felt pretty good. It reminded me of stuff like the heli-pack from the Ratchet and Clank series. While the Jam theme felt a bit weak, the artistic theme felt pretty good. I like the use of vivid colors and I thought the skyboxes looked really cool. Nice job!

While I enjoyed the game at first, racing into battle with BURNING EYES, I had to call it quits. Not because I don't think I could do it, but that the boss just has way too much HP, even after 5 minutes of constantly landing hits and not getting hit, their HP barely budged! I assumed for a while that maybe the staff does less damage, but as far as I can tell, both weapons are pretty ineffective. I'm all for the perseverance style bosses that ask you to get you butt kicked and come back for another round, but the game started to get a bit boring due to how much it dragged on. I think cutting the boss's HP to a point that wouldn't require such a massive time investment would have been nice.
However, I want it to be very clear that this game was well made. The art and music were on point, and the boss's attacks felt fair, if difficult. When the jam is over, I might take another crack at winning this fight, but I'll save that for when I have time to sit down and slowly widdle that purple bar to nothing. Well done overall!

That was really cute! Very simple, but once it clicked on how the high and low pass worked, I had a lot of fun just making some nice sounding tunes. Both the art and the music were on point and had a lot of charm! Nice work y'all!

This was a very cute game. I do wish that the act of driving was a bit more engaging though. I does feel like some of the clowns are necessary for the driving to feel good (Jingles and Poppins ftw), but the presentation was very well done and I enjoyed my time with it! I think my record was just shy of 4 minutes.

Once the lag died down, this game was pleasant. While the core game idea was solid, I do think that the odd way the shops' UI doesn't close and the lack of visual feedback on the train's guns do take it down a peg. I found the game really easy, but in a more zen kind of way (despite all the bombs). The calm music and tropical local actually made it pretty relaxing as I made it all the way to level 45.  Nice work!

This was really neat!  I liked the core idea of applying a looping series of conditions that you yourself can add to! I do think it could use a little more refinement, as I found myself running out of ammo constantly even if I dumped all of my curses in nail increases. I also want to commend the art direction, I haven't seen a game that looks like this one, and I think the scratchy pixel models add a lot of charm! Nice work!

I liked the unique interpretation of the theme!

Thank you so much!

(1 edit)

I liked it. While I found the concept of Vampire Survivors with an ink brush charming, afterplaying it a bit, i think the ideas clashed with each other. The enemies grew so numerous that you can't get close enough to close the loop any more. The lack of feedback when taking damage also made it hard to notice when I was making mistakes. Until I reached that point, I had fun!

I could not figure out how to play this for the life of me. There was no feedback for anything I was doing, no rhythm timings that I could find, and the sound effects overlapped and played seemingly at random, leaving the audio to just be a mess.

A very simple game that has a fun take on ourobouros. I do think that the game could use a bit more in it, as it can be pretty easy to just keep going if you find a good rhythm.

Solid entry! I did feel like the road was a wee bit too thin and lead to a lot of annoying moments of colliding with my clones because I couldn't drive around them. But other than that gripe, I had a good time!