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OVERTIME

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A member registered Jun 11, 2021 · View creator page →

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The game is very well-balanced and addictive. Although there are a few enemy types, it provides great variety in gameplay. Would love to see more features added to the game as it already has a basis for something I would play regularly. I appreciate the retro-inspired gameplay.

The movement and the graphics are very energetic and impactful. The idea of exploring the systems of the body as levels was also an interesting concept. It was a fun game to explore, but it was difficult to understand what the next objective was. Had a fun time playing!

The presentation here is magnificent. I really liked how you could read the story and do the gameplay at the same time, and progress through both without waiting, great feature. One thing I would say is that walking can be kind of slow, and a sprint button could make backtracking and exploring more engaging. Great work!

The graphics on this really caught my eye, the 3D pixelated look is unique and interesting! It reminded me a lot of Crypt of the Necrodancer, although the attack mechanisms were hard to understand at first. Nice work!

The graphics and the theme of the game were very satisfying. The intro with the waterfall sound effect really stood out and set the tone. Everything was super polished with the minor exception of the underwater movement which could feel slow. Very good game overall.

Hilarious concept! The game mechanic of you growing larger leads to some fun planning challenges, where you mine in a way so as to not get stuck. The reset mechanic didn't really work when I got stuck sometimes, but otherwise a good experience!

Haha the paperclip cursor was really fun to make, glad you like it. There's alot that wasn't communicated due to time shortage, as well as general balancing like ore spawning. The way you get currency is by picking up ore and returning to the platform. Thanks for playing and giving feedback!

Thanks for playing, glad you enjoyed it! There are a lot of game elements not communicated well due to a time shortage, one of these being the challenge of creating paths back to the surface. Thanks for the feedback.

Those are good suggestions! We didn't want to overcomplicate the environment so that you could discern enemies from the environment (the nokia design space made this a challenge ;) ). The powerups probably would've spiced up the game a bit more, good to know for next time! I spent a while trying to fix the rendering and physics of entities warping from one side of the map to the other, but just didn't have the time to pull it off unfortunately.

Thanks for playing, and glad you enjoyed!

Thanks for playing!

Here are the rules of the game, taken from the main game page:

OBJECTIVE

survive the zombie apocalypse with your kitted out muscle car!

Accelerate to gain heat, and use it to burn the zombies when you drift.

Their numbers grow, as does your cars speed. 

DRIFT. INCINERATE. SURVIVE.

CONTROLS

[W][A][S][D] (tap) - change directions, initiate DRIFT

[W][A][S][D] (hold) - slow down, release to speed up again

[SPACE] - when heat gauge full, create a defensive ring of fire

Get hit once, no biggie, you heal in 3 seconds.

Get hit twice, yes biggie, GAME OVER!

Thanks for playing, glad you enjoyed! I'll make a comment to let people know the rules of the game.

Amazing short story, every single pixel feels hand crafted. From the title animation to the swirling algae, to the dithered streetlights turning you dark. The music is thematic and fits well, and the use of SFX is top notch.

For a game with only 4000 pixels, it tells an engrossing and brutal story.

Excellent submission, thank you!

Wow! Everything about this is awesome!

The concept is super innovative, and all the mechanics work as one would expect them to. I especially like the quality of life changes like having the arrow keys move blocks in the expected way. Great implementation!

This version of tetris also lets you pull off some big brain plays by slotting blocks into the sides of the square, awesome stuff!

Score of 65,000. Nice version of breakout! I like how the game speeds up, it ends up being really challenging!

I really liked the freeze mechanic here, using it to manage lots of enemies on screen was fun! I got a score of 65.

Immediately understood how the game worked, intuitive simple and clean! I got a score of 1450.

Woah this was super intuitive to play! Great UI and simple, recognizable hand shapes made it easy to get the hang of. I got a score of 90, at the end it got hard to keep up, so good job on the scaling as well!

Thanks a ton for making a video about our game!! The game's a little rough around the edges for sure but it's always fun watching people figure out the mechanics. As for the rocket ability, it activates when you switch dimensions into a wall, so if you switch dimensions and end up in a wall you get boosted. That's something we definitely should have communicated better, lessons for next time!

Thank you!

Thanks!

Unfortunately, not really. We had plans for graphics options but those got cut for the sake of time (Game jam submission). Sorry :(

Thanks!!

Thanks for the comment! Yeah, QOL (I think that's QOL..?) changes like that are some of the things we talked about, but we were more focused on finishing the levels.  Difficulty was also one of those things that get very hard to gauge after testing a level 500 times xD, definitely some stuff to improve either for this game or next time!

Thanks a ton!! I can't really say anything about the dimswitch sound other than I agree lol.

Thank you!

Thanks!!

Thank you! Lotsa people had issues with the difficulty, so definitely something to look out for next time!

Thanks! We tried to introduce some things like the "bashing" mechanic to keep things fresh but ultimately yes, switching dimensions isn't something entirely new.  Thanks for playing though!

Thanks! The "bash" mechanic was what we introduced to try and keep things fresh, glad it was noticed. Also yeah, this was our first  game with real level design and difficulty progression as major factors, so there were definitely some hurdles in that regard. You're 100% correct with the difficulty, after playing a level 300 times to make sure the puzzle aspect still works and going into them with the solutions in mind, there's no way they are gonna be as hard as a new players experience. Had we more time, we would have made more levels to ease the player into the concept and movement more fluidly. Thank you for the feedback!

Thanks!

Thank you so much! The difficulty curve was something we struggled with the most, so definitely normal that everyone died... Alot... xD

Thanks!!

Thanks for the kind words! Graphics was one of our main focuses. As for the movement there are a few known bugs as when transitioning between different colliders the grounded flag sometimes doesn't get set.  Some of my friends have been having a go at speedrunning with a segmented theoretical run at 45 seconds, and my PB at around 50 seconds. Glad you and your friend are enjoying!!!

Had fun playing this! Learned a lot ;). Very creative game with a interesting idea and the puzzles were cool!

This game is way to fun! had a lot of fun playing it! Wish it was longer honestly! Other then that not much to complain about it was interesting!

Major monument valley vibes! I really liked the presentation, graphics and audio worked together especially nicely with the sliding stones and accompanying sound effects. I encountered some unexpected behavior where the camera flipped "inside-out" causing everything to appear upside down and backwards, but other than that bug this is a very polished experience. Nice work!!

Clean and concise art style look really good. Loved the sounds but wish there was a little more there! Game play is cute and enjoyable!

I'm a fan of pixel art so that caught my eye! good job there also the game play was hard to wrap my head around but it was cool once I got going! Theme is great to!

Amazing game play and sounds really fun! the little line at the start scared me but it was cool! Looks iincredible to!