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onthezero

135
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21
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103
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A member registered Jan 03, 2017 · View creator page →

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Oop my bad! I see it now

Reminds me of I Am Bread. I would love to see more bespoke movement for the various items.

Unfortunately ran into a lot of technical issues. Couldn't progress to the next level. Camera constantly blocked by walls and objects. Possessed items not moving.

Really polished, love a jam with robust menu options and settings. The UI has a consistency that goes a long way to help that.

Loved the hands coming in off screen, almost has a muppets vibe. The physicality of everything is fun, would love to see that expanded. The credits being an item is a nice touch.

Wasn't quite clear on if I was playing right, the bar at the top kind of implies I should look to grab specific items but I just grabbed everything and it seemed to work out?

I liked the voice acting. I didn't quite understand the dolphin part? Is the dolphin controlling the alien? Would love to see the ship move a bit faster by default.

Impressed by how much was done with the week time limit. Took me a minute to wrap my head fully around the haggling mechanic. Reminds me of an episode of Rick and Morty where the devil is selling cursed items.

Ran into a bug where when starting new runs it would not properly reset, increasing the daily cost and my starting money even though I was on day 1. Required a full restart to get around.

Truly capturing what if feels like to experience layoffs, a monster comes into your office and starts devouring your coworkers. 10/10

Is there a reason to not chew immediately? I found myself just mashing eat and chew.

Loved it! The art is great and the turn is fun.

Would love a tutorial though, or even some details on the game page about controls.

Neat! Lots of whimsy. I would love to see this with a Luigi's Mansion style vacuum, sucking up all the small knick knacks. 

I think it could be tuned a bit to encourage deeper exploration of the house, the walls are so valuable that there wasn't much reason to go for anything else.

Really well done, love the name and the stealing mechanic especially.

I enjoyed the feeling of sinking a package from across the room. It definitely starts to feel chaotic the further you get. Controls felt a bit unresponsive though, the walking in particular could be snappier.

The introduction of new shapes for the pieces and bags is well done, the difficult scaling is on point. I also think the vibe and aesthetic is super consistent and charming, and I enjoy how the bags concepts change as you progress.

I wasn't a huge fan of the grid disappearing. It felt like a minor inconvenience since I could just hover my mouse over it, as opposed to an actual obstacle or new challenge to overcome. I think conceptually it could work though, with some tuning.

Really great entry and take on the concept overall though, could definitely see this fleshed out into a full game.

Ooh-rah! Could not have said it better myself! Now… drop and give me twenty, SOLDIER!

WAAAAAAAAAIT! I almost forgot... to say thank you! Ooh Rah!

Really impressed by how much is in this for a game made in a week. Wasn't always clear what I should be doing, though I still enjoyed wondering around talking to people on the ship.

Love it! Reminds me of Motherload. Really fun loop going from mining to being the giant worm. Would like to see this expanded into a larger title!

I really like the look and the vibe, flying through a dream while trying to remain calm. I found the controls to be unintuitive and would love to see some more work done to tighten them up and explain them. Visual indicators could help, though I like the minimal HUD and think that should be maintained!

Really cool concept that I could see fleshed out into a larger project. Would love to see the mechanics really tightened and tuned to perfection and I could see this kinda of movement based mining game being a blast. Well done!

This genuinely made me laugh out loud. Reminds me of games like QWOP or Surgeon Simulator in that the joy is in the kind of awkward and goofy movement. Really well done and probably my favorite entry so far.

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Ooh Rah!

Great job making your first game! That is a huge accomplishment and I hope you keep making more.

Some constructive criticism:

  • Transitions are rough, the camera snaps into place when the player moves out of bounds. For this to work the camera movement should have a logic that can be followed. I.E. the player character touches bottom of screen and transitions to a new screen, the player character should enter from the same X axis at the top. 
  • Sometimes the camera follows and other times it snaps to a position. Pick one so it is not so jarring

Hell yeah Soldier, I will see you in the Valley of Death! Ooh Rah!

Meat wagon! Great game with a lot of style.

Lock and load Soldier, you are clearly one of our brightest. We need you to secure our freedom!

Cute. Needs a counter or timer for rounds though! Well done overall though.

Soldier! I am recommending you for a promotion to special forces!

I loved this. I really like the radio control mechanics. Could genuinely see this made into something much longer. There is some cheese that would need to be addressed, pretty easy to brute force some levels, but its a great proof of concept!

Ten hut! You earned a purple heart for this one Soldier!

Great art, wow. Sound design and just the aesthetic overall is well done.

Font is a bit blurry, would be nice if it were crisper.

Loved that failing a dialogue did not mean instant failure.

Sarge appreciates your comment Soldier!

I struggled to figure out what to do, game is very ambitious for a jam! Think the help section couldn't be edited, a wall of can be very daunting

Soldier! I almost forgot... to say thank you!

Great audio and graphics. I'm a sucker for the low res look.

OOH RAH, Thanks for playing Soldier!

Managed to get to level 4 without moving. I like the screen shake, though when there were more enemies and it was happening more frequently it was a bit too much.

Would have loved to see a hook to differentiate it from similar games.

Ten hut! You’ll earn a Purple Heart for this one, Soldier!

Ooo-rah! Appreciate the kind words, Soldier!

Thanks for playing, Soldier!

Thanks! I agree about the overlapping windows, if I kept working on this the first thing I would do is rebuild that system to address several issues, that being one of them.

Definitely a mind bender, difficult to think about both tetris and my positioning simultaneously (in a good way). A neat concept. I'd like to see it lean towards differentiating itself from tetris a bit more, with goals that aren't the normal tetris ones and really make the 3D aspect important.

Great entry, well done.

The window scaling was definitely a pain and a bit of hack since the character was basically always moving between new screen spaces that used different coordinates. Definitely the first thing I'd address if I kept working on the game.

Jumps are directly proportional to your height, so the smaller you are the smaller the jumps. Could probably use a bit more fine tuning.

Thank you for playing!