Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

paper_mint

130
Posts
1
Topics
4
Followers
18
Following
A member registered Mar 12, 2022 · View creator page →

Creator of

Recent community posts

lots of different things that can happen, really cool! i think the place to go next would just to be to add more visualization of things happening, which you already kind of have with the city view anyways. thanks for entering!

really nice floaty movement paired really well with the fragile lightbulb, and the visuals/music were nice too. thanks for entering!

really cute! thought the keyboard idea was clever, its harder to type stuff you dont know which made it confusing, and it also makes sense cause its a dog. i didnt think that the plant was an interactable object, so it took me a sec to figure that out and finish it, but really nice otherwise. thanks for entering!

this was cool, the movement was basic but worked. i might add release to descend just cause it helps with the platforming a lot, but everything functioned pretty well. the exit sign on the pac man maze surprised me, and the chase idea did add to the platforming aspect. thanks for entering!

cool idea, main suggestions are just to indicate the items a little more clearly, especially since assets were reused so much. a lot of the objects looked "selectable" but weren't. I like the idea that simple player input that leads to a lot happening in reaction to it though, and i was surprised that there were pretty elaborate scenes after the combinations were found. thanks for entering!

yeah that was frustrating, they were sort of these obvious scenarios where things could go wrong, but it was difficult to figure out the order that the actions were supposed to go in. maybe itd help to add more than one correct solution, or to pass the player even if it was the right subjects in the wrong order. i got the shopping mall and the painting though

sure! ill try to fit in as many as i can just send me a discord message and some screenshots/a brief explanation and ill see what i can come up with @paper_mint_ovo

thanks!

hey thanks! just send me some of the screenshots from the game+the general concept and ill see if i have time to make something today or tomorrow

sure, my discord is paper_mint_ovo, just send me the screenshots and ill have it done like tomorrow probably

hey if you have a project you want to have some music for lmk with a vague idea/whatever concept art you have so far and ill try to make you a song for it cause im bored and want to write more music. my website has some sample stuff on it so you can see what kind of stuff i usually make.  my site

hands down best modern indie shmup. actually no contest. ost is a huge inspiration to me. thank you for making this, i think about it literally every day

very hectic! really like the expression in animation, sort of reminded me of ace attorney, in that theres minimal player interaction, but the differences you do make cause the characters to react in a very over the top way. main gripe with it was that some of the queues were really hard to see. the son in law's change was hard to tell apart from his regular sprites. the also, thought it was a little too "real"? like hearing the baby crying + music speed up + so many other sounds was irritating in a way. im not sure if you meant for it to be stressful in that way, but if you did it worked really well lol. can be hard to achieve "high stress" without the stress feeling unpleasant, especially when it comes to audio. thanks for entering!

yeah i forgot to change the ending screen taking a good 3-4 seconds longer than it should... but the beginning of the levels needed some sort of "break" imo. i added in the fake load screen cause the immediate transition from the calendar screen to the level was sort of jarring. i need some kind of start level screen that has a cooler more appropriate transition. but i didnt want to take out the funny dog calendar... so its sort of an unnatural pause. thanks for the play/feedback!

Very Thanks!

wow, this was epic! my favorite part was jumping off of the airplane and killing the bad guys, it was sick!

really nice story! liked the simple tension of the window breaking combined with the correct/incorrect dialogue. felt like it was a fairly synergistic combo. by the way, i feel obligated to plug Axelay, a shmup for the snes. judging by your visual/musical taste you'd probably really like/draw from it. or any snes shmup really. thanks for entering!

ps- i also experienced the copied dude thing, i think it has to do with getting thrown away while an animation is still playing. not sure though

hey thanks! thats 20 ratings woooo! thanks homie

actually awesome

(3 edits)

i clicked on the cute dino game. i didnt expect to see an accelerated history/evolution of an intelligent species and war and progress combined with themes of the impermanence of life. 10/10 this is actually incredible. really like games that have complex and cool inner workings that can be interacted with through very simple input (click and drag in this case). impending sense of desctruction, short/sweet playtime, niec art style, lots of things going on on screen lots of progress, different structure types, different ways of interacting with one another. actually one of my favorites, thanks for entering!

really nice graphics/sfx, but the gameplay was clunky, specifically the coins. they seemed really inconsistent to hit.  a lot of the aiming/collision/movement was pretty iffy, but its hard to do that stuff in a short time. thanks for entering!

really like the core idea of having stats control various elements in the game in interesting ways, and having certain complex systems for changing those stats. the chaotic way it gets here is cool too. just needs more polish in the base game system, combat/movement etc. thanks for entering!

(2 edits)

really cool visual/musical style, like the gameplay twist on lethal company, really impressive amount of work in such a short time. only gripe was the frequency matcher. didnt realize what the logic was until playing with it for a bit, with the two waveforms on the top being added together to form the third waveform with the goal of matching the fourth. it is a pretty intuitive thing, but it wouldve been nice to have been throroughly explained in the game description. times where i really just didnt get how to match the frequencies, might be skill issue, i just didnt really know how to approach solving them. thanks for entering, this is a really cool idea!

graphically nice, gameplay mechanics functioned well but were a bit lacking. the level designs felt sort of random, didnt really feel satisfying to solve. tutorial was good, but i wish it mentioned how the characters moved. also, the win condition said "save half to win", but i wasnt sure if it was necessarily possible to save everyone or not, so i wasnt sure if the last level was impossible to finish flawlessly, which was somewhat unsatisfying since that meant i would either stop playing wondering if i could finish it, or continue playing an impossible level until i gave up. great overall, just a couple of mechanical quirks, didnt notice any major bugs. thanks for entering!

after i fullscreen it turns gray, but if you click in it comes back

upgrade tree was nicely done, though once you figure it out its just sort of a matter or doing it. kinda has that solving/executing dynamic that some puzzle games have where once you figure out how to do it, theres a long "execution" which can be boring/detract from the puzzle aspect. and if you want to try a different solution, it takes a long time to test that theory. you can take advantage of that if you have a fun active gameplay mechanic, but since the ui navigation was somewhat clunky, and the main mechanic was just clicking it was sort of frustrating. really nicely balanced/themed game overall, just that solving/execution dynamic was a bit off. needed something interesting to keep the players busy imo. thanks for entering!

really nice simple controls, satisfying kills, one little audio sfx thing was that the "put away gun" sound effect sounded like a reload, so sometimes id think i was auto reloading when it was just the gun being put away. really nice overall, thanks for entering!

(1 edit)

i think "control panel" games like this are underappreciated sometimes. thanks for entering!

cool concept, liked the idea to collect things on a timer before the battle. just felt a little static since the actual system for collecting stuff was just walking around. couldve used a little more explanation in the description, especially the ally collection system + battle mechanics. thanks for entering!

ps got runtime error index out of bounds during battle

yep, i didnt indicate what the tetris grid was at all... shouldve added a little more tutorial text. thanks for the feedback!

hey thanks! wish id spend a little more time on the backgrounds/final boss, but i think it was enough to get the point across. thanks for playing!

there are a lot of sort of pretty looking games that are mechanically frustrating, this is not one of them.  i wanna look at this in more depth later, but the visual/audio style is really nice, and the mechanics were kept simple/small enough so you could really polish them. this is really nice, thanks for entering!

yup, i feel like many of the games in the jam need a tutorial honestly, but i dont think many people had time to make them. takes longer than youd think. thats why i tried to be as descriptive as possible on the itch page, but i thought it would be too wordy to try to explain the block placing mechanic. so i hoped people would figure out from the screenshots... i should've at least linked a video or something. thanks for the feedback!

oh yeah i forgot about that lol. the first enemy of that type i programmed was supposed to go away after a certain time, and i recycled it to use as the "final enemies" of the next stage but i forgot to remove that lol. im pretty lazy :I thanks for playing!

you can change the direction of the arrow with spacebar, not sure if you knew that. the tolerances are still pretty tight though lol