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NewGuyJack

26
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A member registered Jan 20, 2025 · View creator page →

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smartest decision i thinkk yall made was not having a strict "tutorial."  its so much easier to get into a game when you get to play through the mechanics instead of just having a huge wall of text explaining what everything does.  the puzzles got pretty interesting and challenging real quick!  id maybe suggest adding a counter that shows the length of your snake so you know how many segments you are at instead of having to count.  there were a couple puzzles where i needed to eat some black holes/stars to get my snake to be at the right length, and it would have been handy to have a counter to know exactly how many i need to +1 or -1.  awesome game, super polished and enjoyable for the time frame given!  theres some really thoughtful puzzle design in there.

i really like the idea of having to fight "yourself" as a boss.  forces you to make some interesting decisions during the waves (should i stand still and not shoot for as long as i can so i have an easier boss battle? or will i get overrun during the wave if i do that?). i like the variety of weapons and upgrades, and did a few playthroughs to see how each of them played.  the only bug i encountered was that the dialogue box wouldnt go away when i fought myself, which made the bottom part of the screen near unusable.  i think making the space ship a bit smaller could smooth out some gameplay.  its a bullet hell, after all, and there are sometimes so many projectiles on screen that its impossible to weave through them.  you have enough health as is that you can pretty easily tank a few shots during those situations, but i think a smaller but squishy ship would make it a bit more tense.  small suggestions, only because the core gameplay is already so polished and complete.  incredible entry for a jam, well done!

works really nicely as a prototype! congrats on getting your first submission in--no small feat.  i think the core idea of a spinning shooting gallery type game is a really solid one, and one that you could expand upon to make something pretty unique.  all your potential mechanics sound like solid pursuits!  being able to control the frog up and down, and potentially having obstacles that would damage you would be my first suggestions, and a "goal" to move towards.  what if you have to knock down all the targets in a certain amount of loops, while not getting hit more than 3 times? something like that.  all the sprites look fantastic, definitely shows that you spent some time on cleaning them up and getting them just right.  well done!

big fan of this spin on the tower defense genre.  drawing your own paths is way more engaging than just clicking tiles on a map to place towers/units.  the idea of the extra buildings to include in the loop were my favorite addition, and i think itd be really cool to expand on that a bit (riskier buildings further away give extra gold for units, optional upgrades, etc.). love the paired down art style and the medieval map aesthetic, the sfx and music also fit the atmosphere really well.  definitely a game that i would come back to if there were more content added, thanks for making it!

Definitely wanted to add a phase cooldown indicator, but we didn’t quite get around to it sadly. The damage sound, I agree, is a bit out of place. The centipede is a unique model! The shell and legs were made as modular pieces in Blender, and then fit together along the curve in Godot. Thanks for the feedback, and I appreciate you playing! 

this is an incredible game for a game jam, no exaggeration.  i usually expect to a good game for 15-30 minutes, and im happy if it holds me for that long and i have fun.  i just sunk over two hours into this, it hooked me that much.  absolutely crazy stuff, something about this formula just clicks near perfectly.  couldnt get three stars on 10. traffic lights and 17. diamond island, im dying to see those solutions lol.  i hope you keep adding levels cause i will come back to play those.  insane stuff dude, i love it

creating the music would have been impressive enough for four days. its a tight time constraint, but yall did great within the confines.  im only wishing for more cause i want to play more!

I gotcha I gotcha.  It was a minor issue, and didn't impact that game too much.  I died mostly by thinking id save time by dodging spikes instead of dreaming them away, but instead id die like five times and lose a lot more than 1 hour :)

Big fan, love that you're able to influence the "loop" across your different playthroughs.  Even gives a little bit of a corpse run vibe, where i was getting stressed that i was gonna hit a spike after getting so far down the path that i had created.  the difference in visuals between the levels was great--always felt cohesive, but like you had entered a new environment.  only issue for me was that the spike collision was a bit finnicky; are you supposed to be able to walk through them? if there was a spike at the end of a platform, it would kill me immediately after i walked through it and started falling down (i assume the collision is toggle if the player is falling). regardless, i was able to learn and play around it! platformers arent really my thing, but i loved the twist enough to make it to the end.  awesome job!

piano track was a banger.  the idea of having two rings was a really good spin on the rhythm game genre! added a layer of complexity but everything still lined up with the beat which was cool.  itd be cool to see even more rings added (or maybe another circle that you have to do with your right hand?), though its already got a fair amount of difficulty with just the two!  a combo meter would also be fun to see.  really well designed, had a blast after getting my ass kicked on the first few go arounds, but the fact that it feels intuitive after a few plays is a testament to yalls tight design.  awesome job

i appreciate it! leaned pretty heavily into the hellish atmosphere. thanks for checking it out :) 

yeah the web version isnt as optimized as it should be sadly :( thanks for downloading, glad you had fun!

Visual indicator for a phase cooldown was definitely on the list, but couldn't quite get around to it.  Glad you noticed the gameplay differences between the two sides, thanks for checking it out!

love the dedication to the artwork and all the sprites of the gnomes.  even the silly 2 frame animations go a really long way.  took a bit of getting used to to figure out what to do (and im still not sure if the miner cards are behaving correctly? the double production/dog food didnt seem to do anything). i think a tutorial in game might be beneficial, but the info page is pretty expansive so i figured everything out there.  F5 for reset also didnt work for me.  only giving criticism cause the rest of the game was so good.  love the inclusion of cutscenes, this has an insane amount of polish on it for only four days. yall should be proud!

Thought I was the kid at first and didn't realize what was happening--pleasantly surprised when i was the devil instead! actually a bit astounded this was concocted in four days, super impressed with everything from idea, to music, to visuals.  the last dude is already in my most hated bosses ever--YOURE a joke, not me

all the core mechanics are there--visuals, audio, and idea smash it out of the park.  i think there are some small changes that might improve the clarity (screen shake was a bit intense, the push back on the player from firing might have been too high, couldn't exactly tell what the spells were doing).  i love the idea of the rotating spell wheel, and using time as a health reserve was an awesome mechanic.  crazy that yall got this done in the time period, very impressed!

wasnt sleepy, caught some fish, was sleepy.  visuals are great and the atmosphere is perfect! music really adds to the environment.  id play a lot more in this setting!

Love the rough look of the visuals--nice colors and texture to them! The atmosphere of the game is great, too, super relaxing.  The music is just jazzy enough to keep it interesting but still chill :) idea is hilarious, biggest macaronni gang rise up

I kind of dug the psuedo janky controls--turn the sensitivity up to the make and then tap on KBM (like a real racing game!). Concept of racing against your ghosts is really cool, and im glad that you added collision to them make it a bit more interesting.  I think the camera could have been zoomed out a bit more to give you more indication of where the turns are coming up, but maybe im just skill issued.  Awesome game, really unique idea

Probably could have beaten it quicker but i wanted to make my factories as optimal as i could :) love the roach with the cigar in his mouth.  No technical issues either which is impressive for a base building type of game, awesome job!

Nice spin on the asteroid/space invader genre--I like the twist on going around in a circle.  It can be a bit hard to control in the beginning (kept getting my right and left mixed up!), but you incorporate it pretty quickly.  I'd be interested to see what other mechanics you had cooking up, but well done on getting a finished product out!  Very challenging to do on your own :) congrats 

Core mechanics work great--you can get into a sort of flow state of jumping and crushing enemies with your sword. I think the minimal art style works really well for this sort of game, it keeps everything clean without any visual clutter.  Only suggestion is to allow players to rebind controls--i found it really weird to have jump next to the weapon buttons, and was prone to misinputting.  I think having it on space would have felt a lot more natural, and solved that issue.  Regardless, game was a lot of fun and i built up some crazy speed!

Cool idea--and the shadow monster controls really nicely.  Some unique graphical choices, im a big fan of the color palette and the pink works great to distinguish it from the rest of the background.  The scrolling news reports are hilarious, i probably spent more time looking at the text that I did that bombs coming right at me! Super polished too, i didnt encounter any issues.  Great work!

Great idea--i like that you get to make a bit of a beat as you upgrade your equipment.  Found myself doing suboptimal builds just because i didnt want to ruin my rhythm.  The scribbly pixel style is refreshing--sets it apart a bit from other games (sidenote: i dig the deceit games intro animation).  I couldn't quite figure out how your health regenerates, but the rest of it was really clear.  Played until i maxed out my kit and could just evaporate the waves, really well done!

This is a flash game I would have played endlessly on armor games back in the day.  Visuals and music are great and hit the perfect atmosphere.  A few minor bugs but the gameplay loop is really solid and gives a refreshing twist on the roguelike points go brrrr genre.  Well done by everyone on the team!

awesome game man, especially for a jam.  super polished and the balance i think is actually pretty spot on.  ive never played slice and dice, not sure how similar it is, but i love this formula for a game.  the combining of dice into new powers and abilities is really smart, and opens up for a lot of replayability.

its only because its so good and feels so polished that the bugs felt like an issue.  entirely a compliment (its a game jam, of course there will be bugs, but because i was so wrapped up in the gameplay and the strategy, i actually cared about the bugs, thats how good the game is).  anyway, theres a bug with rerolling dice on your final reroll.  sometimes, it won't let you select your die and use it, but still gives the "unused dice" warning.  not sure whats happening, but it made juggler runs kind of unusable since the problem cropped up with rerolling more often than not.

phenomenal entry, really impressed with everything. looking forward to your entry in the next jam! :)