Skip to main content

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

Obe Dot

61
Posts
5
Topics
6
Followers
5
Following
A member registered Feb 25, 2022 · View creator page →

Creator of

Recent community posts

Oh, sorry I missed that.

The sound effects are pretty much perfect for this game, even though they’re simple. Maaybe you could add background music but… The visuals are simple but I like them. Is this inspired by Deltarune’s flowery fight? It definitely uses the mechanic well and the bullet patterns are fun. I found it difficult so I didn’t completely finish the game.

The viewport size is tiny by default, but that’s not a huge deal since I can resize it anyway. The idea of it being a tower defense game is cool and fits the theme well enough. The dynamic lighting was a liiiitle bit excessive. I didn’t understand what switching the modes did, it felt like it was exactly the same. It’s well made and the gameplay is simple.

For any platformer game, you should really add variable jump height, input buffering, and coyote time at least. It’s okay for this though because it was only made in 3 hours. The camera shake is a very good start to game juice though.

I really liked the camera panning between levels. I didn’t really understand the ball mode and dashing, so the game could have had a tutorial at the beginning. The mechanic itself was great though, and very creative. There was no ending screen, which was disappointing.

Also there was no audio that I could hear unfortunately.

Very creative interpretation of the theme. There was no audio unfortunately, or none that I could hear. I wish there was some more game juice and maybe a better tutorial. The visuals are good, but the ai generated capsule art kind of ruined it for me.

I’d recommend power ups earlier on in the game. The movement could be better, but it’s alright. It’s a nice interpretation of the theme.

Very funny song, and premise of the game. It’s fun, but the movement doesn’t feel that satisfying, and the green highlight of the middle section is misaligned.

Thanks for the video!

Really fun to learn all the attack patterns and finally beat the boss. The music is great, but the some of the sound effects are anonying.

The itch.io page is quite hard to read.

I didn’t have anyone to play the game with, so I didn’t really experience the full game. I tried to play just by myself, but I kept walking around and didn’t know what to do. The music is great and the sound effects too.

Thanks for the feedback! I’m working on a full version right now actually, and jump buffering and coyote time are my top priorities.

I’m actually working on a “full version” right now! Probably not going to have more than like 5 levels though.

The concept of the mechanic is good and it’s fun to use. I didn’t play the whole game, but it looks cool.

Wow! This was really challenging but fun! The attacks are telegraphed in a way that makes sense, and the pacing of the fight is pretty good. I like the music and the visuals. The beeping noise was kind of annoying, especially when it kept playing at the end even after I had won.

The gameplay mechanic is really creative and it’s fun to use. The music, sound effects, and art style are all impressive. The camera movement is also good. The level design is very well paced and introduces new ideas in a fun way. The movement is smooth and responsive.

There were a few bugs, for example, running out of sand while on a moving platform. Sometimes I ran out of sand but I didn’t understand why. Maybe it ran out too fast. I found the game to be too hard for me, so I only got up to the 4th level.

The music and artwork is good The game was laggy and I couldn’t figure out what to do at first.

This game is awesome! The music is great, and the animation is really good! The level design is also fun. The story is compelling, and it’s one of the main reasons I stuck around to the end.

However, I got stuck on the screen that said “I want to carry on.” Clicking the screen did nothing. The game could use some input buffering and coyote time. The precise timing made the game harder without being that much more fun. Also variable jump height. A death animation would be good. I sometimes found it frustrating that there were no checkpoints, and I had to go all the way back to the beginning of the level when I died. I think you could add paralaxing backgrounds because it would make it more interesting to look at. A fullscreen button would be nice, but it’s not absolutely a must. Sometimes, I can’t see where I’m going to fall before I jump due to the camera always aiming above the player, so I fell on spikes a lot.

No worries, you only had 3 hours anyway

Also, I just noticed that later into the game there’s actually upgrades, which is cool. But I wish they were introduced earlier.

Oh yeah no problem. 3 hours is a real short amount of time, nobody expects it to be perfect

The concept of the game is good and it’s kinda fun. The artstyle is good and I like the 3d models.

The camera doesn’t frame the gameplay well at all times. Make sure that the player can never go off screen, and the the player can see what they’re fighting. The sound effects are kind of annoying. There’s not enough candy compared to vegetables. Taking damage doesn’t feel very significant, and killing vegetables also isn’t very clearly communicated. The game would benefit from some game juice. Power shoot takes too long to get and isn’t actually that effective at killing vegetables. Maybe you could make the vegetables shoot you, which would make the game more interesting. Also more types of vegetables maybe.

This is a very creative approach to the theme, and it’s definitely fun.

Q, E, and R appear to do nothing at the start of the game, before I’ve bonded to anything. A more dedicated tutorial that guides you a little more directly would be helpful for helping players understand how chemistry works here, particularly with how the orientation of the atoms has to align in order to bond. It’s an important mechanic to have, but it should just be explained better. When all of your outer atoms are filled, you can’t bond with anything new, and I feel like there should be a special screen for that. The movement could benefit from some acceleration/deceleration. The capsule art looks ai generated to me, and there was no ai disclosure. You might also want to add some sound effects, music, and game juice.

The gameplay concept is fun! There’s too much text on screen during gameplay which makes the game confusing. I also don’t get to see the candy get dropped into the chute, so it feels like my input didn’t do anything. There’s also no sound effects. I hate to say it, but the use of generative ai here makes the game feel really low effort.

The game is hilarious and it’s actually a good cover of “Flower Man”! The concept of the game is pretty fun. I like how the game gets faster as it goes on. When I’m going through the middle, the green section that lets me pass is misaligned. The A and D keys don’t seem to actually do anything. I’m not sure how the title, “Sugar Minor” exactly relates to the game, you could’ve made some kind of play on “Flowery” or “Jarona”, idk. I’m not sure what that beam of yellow light does or means.

The main gameplay mechanic is fun and interesting. I find it very hard to tell what’s going on at some times visually. I played for a few seconds and got hit with this wall of… oranges? I couldn’t figure out how to get past it so I had to refresh the page. I think I was supposed to eat some fruits but not others, but nothing in the game told me that clearly.

The progression of the game is well made and pretty fun. The music and sound effects are good as well. The premise of the game is problematic, but I guess it technically fits the theme… The use of inconsistent pixel sizes does not appeal to me and makes it look especially low quality, but the drawings and animations themselves are decent.

Great use of the theme! The music and sound effects are both very good. One thing you could do is maybe make it go faster the longer you play, and make it more satisfying to collect a coin. The thing that tells you how many coins you have is pretty hard to read. The movement feels a little janky.

Yeah!!!

(2 edits)

Super Orbital is a 2D precision platformer where you can toggle gravity midair, throw wrenches to control your momentum, and orbit black holes to slingshot around the level.

Play SuperOrbital

Trailer:

This is such a cool and funny game lol

I like the art style

I like this sprite

The visual effects are awesome. I do feel a little bit of input lag though.

Oh wow, Pencil Perils 1 was amazing. I can’t wait for the sequel.

No

Anyone get below 8?

Yeah, maybe ctrl or shift would be better

like geometry dash yeah that is good idea

dont pls its to good to be money