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NPJarcade

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A member registered Oct 04, 2016 · View creator page →

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That's awesome that you spent some time farming points, thanks for playing!

I also realised after submitting that you can just leave the game running on the first level to rack up an infiinite number of points - nothing slick about that though..! 

And someone else said the same thing about the hand movements!  It was supposed to just add to the sense of panic and to indicate there's a bear that needs dodging, but completely agree it looks a lot like the Lethal Company dance :D 

Thanks for playing! 

Yeah, maybe I should have added a tutorial about jumping logs and dodging bears! 

Thank you! And glad to hear you enjoyed Thunder Punch last year! :D 
I absolutely loved Fugue Shot last year too!  I will check out your entry for this year too!

Wow!  Thank you for writing such kind feedback - I really appreciate it.  It's so cool to hear that some of my earlier games inspired your art style!  And I've gotta say the art style in your games is top-notch and certainly inspires me right back.

Thanks for adding your thoughts on the game.  I'm glad you got a laugh out of it as I was definitely going for a mix between ridiculous and comical.  I agree the levels get a bit too samey after a while.  Other than the themes, the only difference is the amount of logs that appear, and obviously more and more bears join the gang the longer you play.  I'd love to add more level variety, maybe with some branching paths or hidden routes.

Completely agree about the cabin and upgrade mechanics.  They were a last minute addition but definitely not as developed as I'd have liked.  I wanted there to be a sense of panic as you're searching for upgrades while the bears are breaking down the door, but it's completely random as to which items you'll find.  I think a better solution to the door upgrade would be to have random items you can use to blockade the door and buy yourself a little more time.

Thanks so much for playing, and for the generous feedback! 

Well made and a really polished entry with a unique concept.  I liked how the puzzles get harder while Slimon's story is progressing, and the rhymes between levels were clever and set the theme.  It's well written, very funny and I loved the retro art style, sound and music!  Great job!  

Absolutely insane.  I love the ridiculous concept of trying to keep your celebration going for as long as possible all while the goal keepr is just laying there face down on the floor... then the crowd started booing at one point... and horses appeared for some reason?!  It's just stupid fun.  Nice job! 

So slick, so simple but so addictive - I'll be coming back to this one to try and beat my high score.  Love the chilled out vibes and the rain stopping as you drift through tunnels was a nice touch too!   

SLICK!  This game fits the theme really well.  I like the art style and the upgrade system.  I kept going for the extra cubes as it was fun to have loads of them flying around all over the place.   The hitboxes for the player hitting the ice cubes felt a bit too small and I'd often completely miss them and end up sliding into an enemy instead, but other than that I had a lot of fun. 

Thank you so much!

Thank you! 

With so many entries I think it's difficult to get people playing but really appreciate you giving this a go and glad you liked it :)

Thank you! 

Glad you appreciated the different level themes/music. It was an easy way to mix things up a bit, especially with how repetitive the music can be!

Thanks so much! I'm glad you enjoyed the terror, that's exactly what I was going for :)

Thanks!!

Uh-oh, better get runnin' 

Thanks for playing and for the feedback! 

Hmm, I wonder if you hit Q to pause, then clicked exit by accident?  Unless I left a debug feature in there somewhere!?

And yeah dodging just gives you extra slick points 😎 

Thanks!

Thank you beary much! 

Thanks for playing and thanks for the feedback. 

Good to know about the mouse sensitivity.  Annoyingly I included a variable for that, but didn't get around to adding an in game setting/slider for it! 

Thanks for playing and for the generous feedback. Much appreciated. 

Completely agree the items are easy to miss.  I decided at the last minute to have items hidden around the cabin instead of a simple 'choose upgrade A or upgrade B' as it adds a time pressure to the safe zone and keeps the pace up, but agree it needs a bit more polish. 

Thank you!

Whoa! I didn't expect anyone to get that far but I agree the super soaker is way overpowered (and not properly tested)!  I'd planned to add stronger ghosts so the later tools are more important but I ran out of time so the game isn't properly balanced. 

I'm really glad you enjoyed it though and appreciate the feedback.  Love the thought of ghosts stealing your items, that's an awesome idea. 

Aah thanks for the feedback! 

I absolutely planned for both plantable sentries that shoot water at ghost and a clock to display the time! I just didn't have much time to work on the game so unfortunately both of these were cut.  Good to hear they would have been welcome ideas though! 

I'm glad you had fun!  Thanks for playing :) 

Nice idea for the jam and works well as a one screen game :)  It's quite addictive and might work well as a mobile game! 

I'd have loved some sound effects and maybe some variety to the music as it's gets a bit repetitive after a while.  

Love the artwork!  I think  some goofy sound effect for each character would make the game feel complete.

I couldn't click fast enough once I got to Madam but I like that there are other options to win, and not just to click the mouse inhumanly fast! 

Awesome entry!  This is a hard game but the gameplay is so smooth and easy to pick up and play.  Everything feels so tightly put together and the sprites/animations are fantastic.  You managed to fit so much personality into the tiny player sprite with nice use of squash and stretch too.  

Fun little game.  I would never have figured out the code on my own, but a neat little entry and impressive that you were able to add multiple endings and hidden mechanics with just one screen and one button! 

This is such a great entry!  The puzzles were really clever and you really have to think outside the box to solve them.  You incorporated a lot of variety which keeps the gameplay engaging and interesting.  The artwork and little effects are fantastic too! 

This is really cool and such a unique game for LowRezJam - works really well!  It's fun to just sit and watch the simulation.  I imagine the code behind the faction spreading/fighting for territory is quite complex!  

Really well made :) 

Really loved the artwork!  The environments and sprites are really well made and the animations are great and easily readable for such a low resolution.  I particularly like the way the sludge disappears once you solve the puzzle, it's a nice effect.  

The music is very relaxing and works well with the no-stress/forgiving gameplay.  SFX would definitely make this feel like a very polished game.  

Great job! 

Thank you! 

Thanks! :D

Hey thanks for playing and for the feedback! 

Yeah I feel like the swamp level should follow some easier levels to help players settle in a bit more and get used to the platforming but I didn't have time to make more than two levels in the end...

And completely agree about the platforms.  I had a few issues with the hitboxes so ended up making them too small for the platforms to detect but I'll probably get around this by snapping the princess to the center of the platform when she lands on it. 

My favourite game of the jam so far!  This feels like I've reached the final boss of the game with no continues left and every movement and button press is carefully planned while the stress keeps rising as you get closer and closer to the top!  

I like that you're an almost helpless hero, slowly climbing to the next safe spot while the odds are against you, but the princess is able to fight back.  Navigating the tower while timing your princess orbs all while trying to keep moving keeps the pressure up.  You really nailed the game mechanics - everything feels so carefully considered and tightly planned.

I also love the fake-3D spinning tower.  It reminds me of the final level of Battletoads on the NES which has a similar effect, maybe why I felt so tense playing this game!  Also good idea to randomise the tower for each playthrough so there's no predictable route.  

Really impressed with this one - a perfect little game for the jam. 

My favourite game of the jam so far!  This feels like I've reached the final boss of the game with no continues left and every movement and button press is carefully planned while the stress keeps rising as you get closer and closer to the top!  

I like that you're an almost helpless hero, slowly climbing to the next safe spot while the odds are against you, but the princess is able to fight back.  Navigating the tower while timing your princess orbs all while trying to keep moving keeps the pressure up.  You really nailed the game mechanics - everything feels so carefully considered and tightly planned.

I also love the fake-3D spinning tower.  It reminds me of the final level of Battletoads on the NES which has a similar effect, maybe why I felt so tense playing this game!  Also good idea to randomise the tower for each playthrough so there's no predictable route.  

Really impressed with this one - a perfect little game for the jam. 

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Love how clean that power pitch animation is! 

I like that your weapon of choice is a baseball, it feels so satisfying to pummel robots with a fully charged throw.  The slide mechanic works well too (thank you for adding the little hint on the first puzzle door... that was a nice touch). 

I ran into a bug at the first boss where I think I died at the same time as the sliding animation started so I was stuck in a slide pose with no hp, the boss kept on attacking and I couldn't restart, but I could still throw baseballs! 

Otherwise, great entry and I loved the music, very Megaman! 

Loved this - such a ridiculous concept but it felt great to play and gave me a good laugh.  Drifting felt responsive and the dodging mechanic was a nice touch too.  I agree it doesn't quite feel like a NES game but a neat little game regardless and I liked that you added a proper ending too. 

I also checked out your itch.io page and realise you were the dev behind Veni Vidi Vroom for BigMode Jam!  I think you have a thing for drift-like games huh?  

Awesome stuff all around!  

Oh and I forgot to mention -  this game would DESTROY your thumb if it was played on a NES controller!  Spamming the d-pad on that thing would be very painful :D 

5400 points!  

This was a lot of fun!  Simple to pick up and play but very challenging and addicting.  I like that you can jump and shrink quickly to get out of a tight spot, this really helps to add variety and different playstyles to go for the high score.  

I would have liked to see some power-ups, maybe something that slows down the projectiles temporarily or a score multiplier. 

Wow!  I can't believe how much you were able to fit into a two week game jam!  This game looks, sounds and plays just like a real NES game.  I'm impressed with how strict you were with the NES restrictions too and it really pays off.   Castlevania on the NES is one of my all time favourites so this was hitting all the right spots for me.  The tilesets are incredible with loads of variation and the sprite work is amazing too.  

Really good job! 

This is a pretty perfect NES game!  As soon as the game started it felt so familiar like I was playing the original Zelda.  Easy to pick up and play but the difficulty was just right.  Nice artwork too, simple and readable and in keeping with the NES-aesthetic.  Great entry!

And I particularly loved the itch.io page, how you replicated the style of those NES guidebooks - that was a nice touch!