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Fruit-Punch

152
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A member registered Feb 21, 2021 · View creator page →

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An extremely polished experience, with a decent game play loop. I just like digging through dumpsters for discounts.  Also the art style was really distinguishable.

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This has style. though if i was to change a single thing, I'd make the player just slightly faster

Ok this one is like pong and astroid and it's also like 10x funner than both of it's components. I mean who doesn't wanna play tennis with a meteor destroying orb of destruction. An easy 5 star for me.

I love a goofy game. this fulfills that need.

it's got it's fair share of bugs, but the theme was implemented well and the concept was good.

I love the art in this one, Aquescape just has such a vibe about it that's hard to explain. Aside from some mouse capture issues and minor lag it ran perfectly from the browser for me.

I love the controls in MOTHERSHIP, so much goofy fun to be had as your face smashes against meteors and enemy vessels before accidentally getting way to close to the black hole and dying a painful death.

I like the use of the limitation in Rise Up, but the confusing controls and lack of explanation on the game page did make this one particularly hard to pars out

Pretty fun, I like the controls and the wall jump is pretty useful.

This is a fun little rpg with a good use of the limitation and overall polished presentation.

EVERYTHING IS LIMITED RAHHHH! this was an extremely good use of the limitation

I really like this one, Terminal feels extremely polished.

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https://paperfoxstudio.itch.io/jellycustomizer

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I love chaos, and this was very chaotic. The art is charming with out a doubt and music isn't too repetitive either. On top of that the random events were varied and fun.

Nice audio and music it really adds to the experience. I also like how each of the robots functionally unique ways of completing the task of turning the garbage into rubble.

Farm loop is quite simple and fun.

I do like the concept of LeZoop and found it quite fun. but I do wish there was just a touch more juice and polish in there.

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Spooky loop has juice for juice ontop of more juice- it's basically juice soup. this game is so dang satisfying and pretty fun to boot.

A little buggy but still pretty cool as I do enjoy physics based puzzle platformers.

Spider's Amble-'s control system absolutely fried my brain but at the same point it was a quite fun and intense little game with a reasonable lack of game play bugs considering the theming and the implementation of the theme was quite creative.

While the audio was quite tiny the actual game it's self was quite the fun experience and I enjoyed my time preemptively preventing pesky problems. 

thanks for the feed back and also sorry about that, thinking back on it I would make squashing a toggle rather than a press and hold. (I would also make slime last until death as I already had spike traps and purple blocks and remove the blasted blue button of doom)

I liked this game, like a lot. Drum Looper is a fun and somewhat stressful rythem game where you get to construct your own drum loop and fight in some pretty fun levels.

No problem. I thought about letting the player die by falling into the void, but it seemed excessively brutal and frustratin. (yet I still left in those game breakingly devious blue buttons for some unfathomable reason)

Thanks for the feed back.

I do really like the loop  mechanic in Death-Life loop. As it is relatively simple yet makes the puzzles realty complex and hard, while still allowing for flexibility on possible answers.

I liked the art, but the game was quite a bit buggy for me.

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Thanks for the feedback, I had a lot of fun design the sfx on this one. As for your mystery mechanic I believe you are describing the infamous "light button" a real last second add that broke a lot of stuff.  The blue buttons are light and they have to be slimed in-order for the level to be completed. (they are also needlessly confusing and break the 5 level, if I had a time machine I would loop back in time an slap dev me for adding them)

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I agree, slime originally lasted until death , but then wise old me had to go and add "light buttons" which just confused people and made the fifth level near unbeatable.

I loved that there was voice acting in Loop Protocol, and the loop was well implemented. It took several tries for me to beat each level and everything was easy enough to figure out after multiple tries and beating the game was extremity satisfying. I didn't encounter any bugs or issues while playing either.

this is awesome!

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this games tutorial is amazing! in spite of how overwhelming all the mechanics were when used together, I can say that the tutorial helped me understand them far better. I like how boxes were duel functional and the music and SFX were very fun. Also portals make every game like 10x better!

I do wish there was a kill bind though as the snake can get stuck extremely easy. and having to move my mouse does bring me out of the experience just a tad (though I guess if I was using the included touchscreen controls, it would have been a non issue.) 

Over all very impressive game for a crew of 5 and it's one of the best puzzle games I played today!

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Thanks for the feedback, and I am glad you were still able to have fun in-spite of the buggy mess that was submitted this year. I had a lot of fun designing the SFX as I decided to go with onomatopoeia because nothing beats it's time efficiency to quality  in my opinion.

as for your confusion on the jump, I probably should have added in some type of UI element to tell the player where they would land. As for how it works, the jump ability will normal move the player a full 2 spaces, but if the player is too close to a wall then it will only move them the 1 space instead. This was done because when testing I found that pressing space and not moving (due to being too close to a wall) was very unsatisfying and frustrating . The jump as only slimes the first and last tile landed on. Also doors and  purple tiles can't be slimed and spike traps remove slime when activated.

Again thanks for giving my little buggy puzzle game a shot, and also there is a thing or two I could learn from your submission as well, mainly the implementation of a proper tutorial. Especially when the game in question has unorthodox or blatantly inconsistent controls and asymmetric game play systems. 

This was extremely fun to play,  also I guess was no WASD movement, but I didn't even notice because I use the arrow keys when playing 2d games anyways. I liked the loop implementation and the art was also very pretty.

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Coded Chaos is like the Action RPG of the logic block puzzle game genera. as you the player can at any moment remove or add a code bock. Thus making the levels a lot more stress inducing than your average run of the mill logic puzzler, and I can say with full confidence that I had a lot of fun with this  title.

Mosaic Madness is an extremely satisfying puzzle game, while also being quite relaxing.

This was a cool little management sim. I did quite enjoy my time with it.

I like the way every sinked to the music, and things get complex realty fast.

Supper cool!

thankyou for the feedback, and yes I do agree that this particular game is nearly unbeatable stock. I should probably had done more testing, because I did win on my first try- but going back to it and playing again- the balance was way off.