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Oggie Rock

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A member registered 5 days ago

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Very cool! The dynamic building of the ship was great and the art was very well done. While I think the idea of being able to assign keys to different parts of the ship is cool in theory, but in practice it got very confusing quick as I spiralled out of control after putting too much power into my a key haha. I think having a default level of thrust to wsad and adding engines to the ship modifying the power of those keys would alleviate the initial build time / get the player into the game quicker. This would also hopefully have the follow on effect of making losing parts of your ship in fights a little less painful - perhaps even allowing you to quickly grab and attach parts on the fly? Lots to build on here though, great work!

Very cute! I'd have loved it if the game gave you some feedback on if you made a mistake typing, for example hearing a clicking sound, or the word your typing in over the outlaws head flashing or something. Alternately I should just be better at typing ahah. Other than that, pretty solid! Great work!

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Really enjoyed it! The mechanic of hoovering stuff up was a fun twist on the "survivors" style combat. While I never really built a strategy around what I was hoovering up, with some tweaks I could really see selectively choosing to hoover stuff up in situations being very fun, though just grabbing everything I could was already fun so *shrug* haha. The upgrade screen worked, but constantly had me accidently buying an upgrade each time the round ended - perhaps a short "Returning to shop" screen might help alleviate that. But yeah, real fun - great work!

Good job! It took me a bit to figure out what I was looking for in regards to who I had to shoot, but I got there. Perhaps giving the player a list of things to look out for and giving the capsules you need to shoot some different behaviours (jumping on the spot, spinning, ext.) just to make them stick out a tiny bit more from the crowd and clue the player into the objective more easily.  

Fun little seek n' shoot. I'd have liked the capsules to have a bit of separation from the wall, or even just a different face icon to make it easier to tell if they're hiding their face or not. Level 3 where the bandit had the zoomies made me glad I had infinite ammo, haha - nice change of pace. I randomly lucked into the secret room, perhaps a little more of a call out (a suspicious arrow or something, a note left by the bandit on the level, ext) might have made it a tad less random to find. Overall I had a good time though, good work! 

I love a good cosy game! The look of the game is charming and I enjoyed the sound direction (the he~llo's made me laugh). I think I may have planted over the top of my grown plants, rather than collect them - it was a little tough to tell if they were full grown or not - perhaps a small sparkle effect when they can be collected? Or maybe just a "are you sure you want to plant over that?" pop up if you try to sow seeds on an area with a plant. I can see the challenge of trying to memorize the plants by sight as the game goes on. I'll echo other people here and say that it'd be nice to have the requests present on screen. All that said, I love the take on the theme  - good work! 

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Good to see a wild guns tribute in the bounty jam! Art was pretty adorable and the cartwheeling was cool to use. I'd have liked the enemies to stick around a little longer, but it does keep the pace of the game brisk. A fun entry! 

Had the same scaling issue, but made it work thanks to a big screen. Liked the cylinder system for the revolver, that could actually lead to some fun deviations from the deck builder format if you expanded on it I think (For example, spinning the chamber, enemies putting in bad bullets, gun getting jammed, ext). I'd have liked a bit more feedback between turns, for example calling-out damage your taking visually / the enemy glowing red to indicate successful damage. I honestly didn't realize you could buy new cards until I looked at the other reviews haha - perhaps forcing the player to the shop between bounties might be a call. Either way, great job everyone :D

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Congrats on your first Jam! The game plays fine and the art gets things across, (which is always a win in my book haha). The hurt sounds were a bit too intense and a little incongruous with the robot(?) vibe, perhaps some spark effects would have sold it a bit more. I think the next thing to shoot for in your next jam is try to get a hook going - something small to mix things up from level to level. Looking forward to what you do next time!

Really liked the theme! Music was a bit dramatic for the theme I think, but i suppose collecting bones is serious business for a dog. Speaking of dogs, I'd have loved to see you play into that a bit more, maybe some blocks you can dig into - a bark button, ext - but it was a fun quick platform experience.  Good job! 

Enjoyed it! Music was fitting, and kind of a bop when the shark showed up. The escalating health on the doors was interesting, but kind of locked you into pushing your damage as much as possible. The resurrection ended up not being super useful with it only taking you back to 1 hp. Shooting the doors to get at the goods inside was a natural way to gate the juicy xp rewards, but a tad uninteresting compared to shooting the people coming after you. I'd love to see the rooms guarded by the sharks men instead to make breaking into a room a little more exciting. Keep them locked to the room so the player can bite off more than they can chew perhaps? Art was nice too, loved the pistol spin. 

Great work! 


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Fun little escape room! Glad to see some pirate representation what with all the cowboys haha. I will admit, It absolutely took me too long to figure out the scribbles, but the hint system set me right. Game had the right atmosphere and the time pressure kept things tense. Nice work :D

Nice little mystery here! It was fun having all the characters be voiced, did add a bit to them. The game is very zoomed out, and the townsfolk are rather small, which makes remembering who you are going to "j'accuse!" tough to remember though. I'd love to shrink the town in a bit and pull the camera in a bit closer, to feel a bit more connected with everyone. 

The ui was a bit tough to get to grips with, but I got there. I think if you added a on screen reminder of what you have equipped that doesn't go away would help. It might be worth considering experimenting with a dialogue system if you decide to make anything similar next time, to simplify the player interactions.

At any rate good work :D 

Also that skeleton was mean :P

Loved the flick-em up style gameplay! All the art was great and some of the turns had some great head scratching moments. The choice between crew-members also had a real effect on the strategy, which was cool to see! Overall just a really well put together little package! 

Great job :D

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Hey everyone! We've noticed a last minute bug that slipped by - after the third delivery, the next notification will crash the game. We've worked out what is causing it, so we're making a ticket to hopefully put in a fix for it! 

This crash may not happen on some browsers, which is how this slipped through, haha.