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oxycleanman

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A member registered Jun 16, 2025 · View creator page →

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As others have said, this game is beautiful. It definitely runs better in the native windows build, but even on that I was seeing some studders as things were spawned in the very early parts of the game. It may just be me, but I found the actual gameplay to be pretty challenging because I was always shooting in the direction I was moving, which meant I had to turn and face the geese, then either stand still to shoot them or run towards them. Having movement decoupled from aiming would make shooting while not getting hit a lot easier, but that's just a personal preference.

I also really appreciate the added controller support, but it doesn't seem like there's a controller button mapped to the "Accept" input, or at least it didn't work with my Xbox wireless controller, so I had to click each UI button to activate it despite being able to select them with the controller. 

Besides those minor things, I was very impressed with what you accomplished. Very nice work and this is definitely a game I would love to see further developed.

This is great! Really smart choices to include options to skip/speed up the dialog and to restart without going through the intro. Getting the timing of the dive down was a challenge but made me want to keep trying. I can see this expanding into something with larger levels and possibly abilities or powerups to change how your duck behaves. Really great work!

This is really well done, and very challenging. There's a good amount of content given the timeframe. I really like that you went through the extra trouble of adding different types of terrain to make things even trickier. Great work!

This is probably my biggest complaint about the game as well. I'm still learning, but there's something off about how the characters move and I can't seem to nail down why it feels like you're sliding on ice sometimes. I'm sure something I've coded is the problem, but I haven't been able to sort it out yet.

I appreciate you playing and thank you for the feedback!

Thanks for checking it out. Unfortunately there does seem to be a bug with some of the logic around winning and dying/losing that causes the game not to go back to the lobby properly. I've been able to fix it but won't be able to update the game until after the jam ends. Same with the music bug.

Good suggestion with the fan, I'll look at ways to give the player more feedback that they're being affected by the fan.

This gets crazy very fast, but it was fun. I didn't realize I could duck to let another duck be eaten until I saw it in a previous comment. I saw it mentioned in the controls page, but it wasn't clear what was happening from the image displayed with the controls. I was able to play using a controller without an issue, but one thing I noticed was that the button focus color is very similar to the background color in some screens, which can make it hard to see which button has focus. Overall, this is exceptionally well done and really stood out. Great work!

This was fun. I really like the concept and would love to see this developed further. If I could change one thing, it would be to have some indication of what the upgrade I'm choosing does when I'm selecting it from the chest between rooms. I can see the stats change when equipping the item I chose, which helps, but it would be good to know what is going to change for each of the choices I have before I choose one, maybe with a tooltip or something under the icon itself when choosing your upgrade.

I thought the ending was pretty funny, and definitely unexpected. I had to play a second time to try everything else out because that "ending" was the very first thing I tried to do :D

This was really well done, and I had fun playing it. The hitscan shooting feels good, and I like the atmosphere you've created. The choice to include an overlay showing where geese are was a good one, otherwise finding them would have been pretty difficult. 

Thank you so much for playing! Please let me know how the multiplayer experience goes. It will work over the internet, but since it's just facilitating a connection between the host and clients, it will still allow local multiplayer on the same network as well (which is how I did most of my testing). This does mean that it has to go out on the internet for the initial connection setup, but all traffic after that flows between host/clients directly and will stay on the local network if that's where everyone is. I plan on adding a way to directly connect to local peers without needing the internet at all once the jam ends and I can make updates.

Played this with my wife. It took us a minute to figure out the controls but it was fun and an interesting concept. The Phone controls could use some labels to help explain what you're controlling and how, such as labelling the turret rotation control and the fire button. Very neat idea, well done.

This was a great entry and I enjoyed playing it. I love the art and felt pretty good about myself until I realized I was a snail in the second level. That completely changes things and I had to be more careful to make it all the way across. The death animation was funny as well. Great job.

This was fun to figure out and pretty satisfying to finally figure out the levels after failing a few times. Great "how to play" walkthrough as well. Good execution on a good idea and really impressive, especially considering the time frame.

As others have already said, this is very well polished and was really fun to play. I love the main menu and the synchronization between the beat of the music and the animations. Very well done!

Thanks for playing and for the great suggestions. I’ve already fixed the energy in an update I’m working on, it was originally intended to refill immediately upon use but take longer to refill if you fully depleted it, which obviously isn’t working as it should. I also plan on adding either levels or greatly expanding the current area, and adding elevation is a great idea.

I hadn’t thought of pushback, but that’s something I’ll look into, both from the weapons but also potentially from being attacked as well. 

Now I’ve got this image in my head of the ladybug dashing around and tearing legs off the ants or cutting them up with a chainsaw. Possible DLC idea, lol. 

Thanks! Not as neat as the lizard button, though. 

Missile launchers and a chainsaw were both cut due to time. I may add them in just to see how it is to play with those as options. Thanks for playing!

Thanks for playing! I’ve already started on an update to add more polish and correct several issues. I’m not sure how far I’ll take it, but I’m tempted to add more content as well. If for no other reason than to learn. 

This was really fun. Great execution and very well polished. 

Yeah this was way too much fun. This is the sort of game I can sit and play for hours. Congrats on stealing a small part of my life. Great work though, really well done.

I was able to play on my Mac, but had the same issue as The Bee's Knees, where the game froze on the first level with the cat/wolf character. I had to force quit the game. Other than that issue, I thought the game was fun. I like the concept of getting to move a few spaces before the enemies move. It made me think about how to best use my moves to bait the enemies into moving so I could move around them.

This was very fun and more challenging than I expected. The rats get close enough and just go straight for the kill. I really like this concept. Also the overall look and feel was really solid. Great job.

This was really fun and I spent a fair bit of time playing it. It took a few minutes to get the hang of what was going on, and I think it could benefit from a brief introduction/tutorial to help players understand what they're supposed to be doing. That being said, I really enjoyed this and had fun trying to get as many bugs out as possible. There's a lot to manage between the various bugs you create, spawning the files, collecting the resources that drop, and moving the bugs around. Managing all of that added to how hectic it felt, but not to the point of being too much to manage.

I had a lot of fun playing this. I really enjoyed the theme and overall it felt pretty good to play. I did feel like the aim was a bit off, especially when enemies were fairly close. I also ended up getting pushed through a wall in the third level. I had to switch to another window to get my mouse back so I could close the window and reload the game. Not sure what happened there, but I've seen that happen when the collision shapes are too thin, like when using a plane collision mesh. The tentacle boys ganged up on me and the collisions with them ended up pushing me through the wall.

I was really impressed with the art and the world you've created in such a short period of time. I definitely felt lost, and exploring felt a bit tough because of how large the world is compared to the speed the character moves. I still enjoyed wandering around, if for nothing else than to just explore and see the different parts of the world you've built. I'd love to see what this could be if you continue working on it.

That was fun. It felt great, which is so important with these kinds of game. Great work with the polish on the crate throwing mechanic. Also, I said "lizard" to as many things as I could. Not sure why, but it felt right.

I agree with many others here. The art is great and you've got the foundation for something that could be built into a larger, more complex battle system. I'd love to play more if you choose to continue building it out.

Ok, just to get this out of the way, I really love tower defense games, and I really sucked at this one. Running the windows native version, so no excuses. I'm just garbage at keeping a beat. That being said, this is still one of my top games so far.

As others have said, the mechanic of timing the button presses to the patterns, while engaging (and beyond me, apparently) does pull your eyes away from the action. Playing on a large display makes that even worse. I would love to see this explored more. The towers already provide some feedback, so perhaps that could evolve to help draw the player's focus back up into the action, or maybe the buildings along the path also animate in some way to help communicate the patterns.

This concept needs strong audio, which it has all day. The graphics are great. Honestly, it felt more like I was playing a demo for an upcoming release than a game jam submission. Amazing work.

The tutorial sign is one of the last things I added after watching a friend get murdered by ants because he wasn't sure what to do. It never occurred to me that it wasn't clear what to do until that playtest, but it was obvious some kind of intro was needed after that. 

Thanks for playing!

The base movement speed definitely needs a boost. Thanks for playing and for the feedback!

Thank you for playing and for the feedback. 

Music is my biggest regret this time around. I started putting something together but came up short on time and dropped it in favor of some last minute bug fixes. 

I'm going to put some time into polishing the movement. Others have pointed out that it's too slow, and I've noticed myself that it seems like you're skating on ice more than walking. 

No comment on the sign reference. I don't want to stir up the internet trolls. I considered having the prices of the guns change because of tariffs, with those tariffs and prices changing every time you opened the shop, but it was too close to real life.

This was surprisingly fun and I played it longer than many of the other games I've played so far. Like others have said, naming the cars and letting the player name the "baby" cars was genius. Me going into race 4: "Carl7 has this in the bag". Carl7 did not, in fact, have that in the bag. Carl12 took me to race 5, but it took UltraMegaCarl to do the job. Extremely well done! 

The music is fantastic. I struggled hard at first, especially with the grapple level, but I eventually figured it out and made it to the end. Great work and really fun!

This was really fun to play. Good job with the fly characters, they're super annoying which just makes you want to punch them even more. This was really well put together. If I can add a bit of constructive criticism for a future update, I would suggest making it more clear that you're being blocked from progressing until you've cleared an area. I thought I was getting stuck on something until I figured out that it was intentionally keeping me from continuing until I killed something else. Hard to find anything else to offer as a suggested improvement. This was great overall.

Really impressive work. The character models are great, as are the animations. The combat feels really good as well, and is really well polished. The UI is also very nice, with great animations/transitions as menus open and close. 

I really enjoyed this. The style and music were both great and fit very well together to make a cozy, interesting world. I found myself exploring around the world just because I enjoyed it. One thing I noticed that could be an easy fix in future games is related to the grass and the camera. If you pan down far enough, the camera goes too far into the grass and blocks your view. That's not much of an issue in the more flat areas, but in some of the areas with more hills, rotating the camera around ends up hitting one of those hills and puts you in the grass. If you didn't already, try adding a collision shape like a sphere to the spring arm on the camera, or making it larger if you already have one. That should help keep the camera out of the grass even when it's close to the ground.

I really enjoyed playing this. The concept of putting together your own abilities and being able to change them at will works really well. You should consider building this out further. 

Great art and a solid idea. I agree with others that the timing of the trick to fend off the bird is really tough to nail down. I enjoyed playing it.