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Patbug

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A member registered May 24, 2022 · View creator page →

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I remember getting big into Cookie Clicker back in the day. Super cool that you managed to implement so many staple features - particularly the skill tree - in a jam timeframe! Keeping this open on the side while I work. Great job!!

I'm so glad to hear that the difficulty curve clicked for you! I generally find that pretty hard to get right in jam games, so I'm thrilled to hear it. Thanks so much for playing!!

This is such a thoughtful review!! The detailed feedback is very much appreciated. I'll definitely try that out if I go through with creating a mobile-friendly version of the game! I also like what you're thinking regarding the grazing mechanic - it does feel right to emphasize the risk/reward mechanic even more on the hardest difficulty. Thanks so much for playing!!!

That bit about playing it at school as a kid is the highest praise we could ask for. And seeing the mothership on any difficulty is a crowning achievement, as far as I'm concerned! Thanks so much for playing!!

The mothership awaits you with open arms laser beams of death. Thanks for playing!!

From what I've seen, the top of the screen definitely seems to be the deadliest hazard in the game, haha. Appreciate the feedback, definitely taking it into consideration. And thanks for playing!!

That’s fair, I’m sorry the controls didn’t click with you - just wanted to offer a clarification of the game’s mechanics. Thanks for offering your feedback! 

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Hey testzero - thanks so much for playing, but I would like to offer a correction. On casual difficulty, you have enough fuel to circle the planet 5 and a half times without collecting any stars or utilizing the grazing mechanic to gain fuel. It sounds like you were accidentally cloaking yourself by holding W or Up - this mechanic causes you to drain fuel rapidly in exchange for giving you invulnerability. If you decide to give it another go, you can use Space or Left Click to move upward instead, and you'll have plenty of fuel!

Wow, thanks so much!! Really appreciate the kind words!

I’ve actually had the thought that this could make for a neat little mobile game, but I’m struggling to think of how to implement cloaking without requiring the player to grow a third thumb, lol. Maybe making it a toggle would help? If I ever figure that out, I’ll give you a shout!

Thanks so much for playing and offering feedback!! Regarding your question, this excerpt from the tutorial is what you’re looking for:

“You can also siphon small amounts of fuel from hazards by flying close to them without getting hit.”

The green flash indicates that you gained some fuel by grazing an enemy!

This game really makes you FEEL like a soulless monster. Also, I'm pretty sure I just played this in real life last week. Great work!

I want some Fruit Luips.

Thanks so much!! 👽

Thanks for giving it a go!! 🛸

So cute! The artwork reminds me of a storybook from my childhood. Great work, Magpie!

Such a thoughtful review! Thanks for taking the time to play, Gatlink! And for the record, John Science loves you too. I'll try to record a playthrough soon (and there's NOTHING Congress can do to stop me).

Appreciate the kind words!!

Thanks!! I'm all about that juice factor.

Thanks JML! Just wait until they find out about our next project. Pluto's had it too good for too long...

Probably not on the moon. Just a hunch.

Rest assured that day drinking is welcome and encouraged for all NASO personnel! In all seriousness, it's so nice to see people appreciate the little things that made me happy when I was working on the game. Thanks for playing!

I'm of the mind that any mechanic can work with the right supporting elements! I really like both ideas you proposed for making it feel more intentional. With that said, as you mentioned, it's really not much of an issue to begin with since the rounds are brief. Great work on this one—and on your entry for the last Mini Jam, too! I thought I recognized your tag, haha.

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Using the timer as a sort of reset on your health and "fuel" capacity that contribute toward the greater goal of reaching your destination is definitely a good take on the limitation. The timer in the background is a nice touch, too! I might suggest implementing strict level boundaries if you return to the project, but that's ultimately a minor nitpick. Great work!!

Thanks for giving it a go! You know what? Just for that, I'll put in a word with the boys at NASO to leave Earth off their growing list of celestial bodies to blow up! For now.

Thanks for playing! It's definitely not easy to guide a rocket while inebriated, but our brave NASO technicians are giving it their all.

Fortunately, all active members are serving life sentences for crimes against humanity, so I shouldn't have anything to worry about. (Game feel is definitely important to me, I'm glad you liked it!)

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Thanks for playing!! Glad you had fun with it!

This is so cute!! The end screen is my favorite part. I'm sorry I don't have much to offer in the way of feedback that is actually useful or constructive, I just love this little guy. What a little man! In a post-jam version, it could be interesting to make taking multiple bites of cheese in quick succession grant a higher jump for breaching bigger obstacles. But anyway, what a cool little guy. Fun game!!

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Having to keep the rabbit in your sight is a cute take on the limitation! Oh, and that ending gave me whiplash. Good stuff!

I love this one. It's fun placing bombs strategically to block off enemies to make your strategic escape. For me, on a personal level, that often meant placing a bomb down, feeling real smug about it, and then realizing I've just trapped myself next to it. Which never failed to make me laugh, so kudos! Fun stuff.

Thanks so much! Something that may be helpful when starting out (for you or anyone else) is to focus on clicking farther out (closer to your targets). This is particularly useful for hitting your mark when you're throwing a barrage! Of course, bringing your mouse further from the center means you'll miss some flasks as they pop out of the cauldron — there's definitely a trade-off at play.

The push mechanic is what puts this one over the top. So funny. Good use of the theme and limitation, too!

Thanks, Magpie! The potion frenzy is a touch I'm fond of as well. It's actually the product of me playing around with the spawn rate and having one of those "What if...?" moments, haha.

Super impressed with the writing and voicework you pulled off for such a short jam. The game has a great atmosphere, but I found it frustrating how the "fail" condition (to avoid spoilers) puts you back at the start. I think some kind of hidden checkpoint system for completing certain interactions would really help with this. Overall, though, I had a good time with it. Nice work!

This game encouraged me to share the joys and thrills of Poison Week with my loved ones! What a gift. :) Super relaxing game. My most salient recommendation would be to have a deeper explanation for the numbers system, but at the same time, I do quite like the limited "in-universe" instructions that come in letter form—just something to consider. Great work!

This one has an awesome sense of humor, between the victory music and "bouncy brain venom". That zombies can continue to spread the infection on your behalf is an awesome feature—love seeing those chain reactions play out. Great work!

Thanks a ton, and nice score! The title is definitely (shamefully) a point of pride.

Yeah, I hear that! I adjusted the difficulty curve to make games briefer (and hopefully less painful). Thanks for the feedback!

These are great suggestions! Thanks so much for the feedback!

Thanks so much! Per your feedback, I adjusted the difficulty curve to make things more interesting.

Thanks for playing! Per your feedback, I prevented clicking directly on the fly to encourage a more engaging playstyle.