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phineus

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A member registered May 28, 2020 · View creator page →

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Nice concept! The sound and visuals were great and the control feel is on point. Could definitely see this being expanded out with more mechanics. I think playing around with the idea of needing to collect the ctrl before using it, and developing more mechanics that would make the player NOT want to press ctrl in certain situations would be a good start. Great work!

Addictive, definitely gets out of control! I think the shield usage could be clearer, I didn't really get it until reading the other comment, but other than that very fun!

Very cool twist on the genre! I like the idea of having a very short story and being able to explore different aspects of it through repetition, especially when choices start to carry over

Very cool and original concept! The interactions with the clouds and ravens add a nice amount of variation, and the switch up from using your first seeds to propel yourself and your last seed to launch yourself forward is clever. I think the main limiting factor is the static number of seeds. There's a certain elegance to perfecting your usage of the 5 seeds, but after a certain point it feels like you only replay to try get better wind from the RNG. Overall, great work!

What a great concept! The introduction of different villager types and zombie types adds a surprising amount of depth. Also very nice touch with the mini map, that would have been an easy thing to overlook, but it helps out quite a bit.

Really cute idea and some great art! Wall climbing seems a bit buggy, and the controls can be a little awkward. I think just switching to arrow keys for movement instead of wasd would be a big help. But overall, nice work!

Thanks! I actually totally agree, it's something I've been thinking about if I decide to build out the game further

whew, this is tough! Really like the idea though, the whole "losing controls/reassigning controls" thing seems to be a popular category, but I think this is one of the best implementations I've seen. After a few tries, you can start to piece together the optimal combinations to use for a given level, which makes it pretty engaging. Nice work!

Very interesting concept! Loved the visuals and sound, took me a minute to figure out how the meter worked though

Great art style! Hit boxes seem a little harsh though, and not really seeing the theme?

This is the funniest game I've played in the jam. I literally have no feedback, I loved it start to finish. Great job!

Super clever idea! I wish there was a bit more regularity to shape movements, it was really hard to get try to get things to line up (though it doesn't help that i suck even at normal tetris)

man i love the visual style of the game, the 3d camera movement was unexpected but looks so good. Puzzles were a bit easy though, not really a whole lot of choices and you kind of just hit the switches in order, though i guess that's not terrible if you're leaning more into a story direction

Thanks for the feedback! That's definitely a goal I had in mind, but kind of ran out of time after building the more limited tutorial-y levels. Level 5 does have a few possible paths, but not as much as i planned

Nice job! Love the character art and the crt effect. The projectiles come down extremely fast though, so it kind of just feels like periodic unavoidable damage as opposed to a gameplay challenge/obstacle

I really like this idea of being able to customize your build for different play styles and i think it has a ton of potential. Right now it feels like the points don't make quite enough of a difference unless you really sink a lot of them into a single attribute. Would love to see more give and take with how they can be used. Great job!

pretty clever idea! I think there needs to be some time limit or lifespan on the plants, after i planted the one that slows you down I could just run to it every night and the wolf wouldn't get close. But really solid start that i could easily see being expanded upon in cool ways

Cool idea, but very challenging. Level 3 already felt pretty brutal

Nice! Brings up a cool balance issue where you kind of want to keep each "player"'s score the same so they move in unison. I think maybe some color coding could help as it's pretty easy to lose track of who has what score

cute game, not sure if there's a way to lose? My work queue seemed to be spiralling out of control but i guess i still made it

really fun! Simple but effective art. It's pretty satisfying when you get all the upgrades and can basically start spamming the whole screen

Definitely a little difficult to get to grips with without a tutorial, but seems interesting. I feel like I'd want a way to more proactively push people back as i felt like the best i could do was just hold a line until i ran out of power

nice, i think the pacing of the progression could be a little faster though, like cut some of the earlier 'tutorial' levels and get to the red tiles sooner, as that's where the mechanics really get interesting imo

Awesome job, gets pretty tricky! Really impressed with the different interactions and the number of levels for such a short time frame

wow that's tough! Has  a good, arcadey "one more try" feel to it though

well I'm pretty sure those children are gonna give me nightmares, but gotta give points for originality! I like the progression with the addition of fire, really opens the door to all the ways this idea could be built upon with new hazards and tile types. And a level editor, too?? In 48 hours!

well i certainly wasn't expecting that premise! Pretty funny though, I could definitely see this being fleshed out into a pretty cool puzzle game

very cool idea! I'm not entirely sure how the 'word' combinations work, but it would be cool if you could get even more moves by spelling words with the keys you've collected

such a goofy presentation of this idea, i love it

very polished, distinct visual style. Would love to see this fleshed out a bit more with more mechanical variation and progression, but really solid start!

Took me a minute to figure out how things worked (probably longer than it should have haha), but once i did it was pretty addictive. I would say it's maybe on the easy side, I was never really at risk of getting overrun by poison mushroms or going insane, but still really fun!

Nice! Controls seemed a little sensitive, felt like i kept moving farther than I wanted which made some parts hard. I really feel like the unctrollable shooting elevates it above what could have been a standard puzzle game by forcing you to think quickly and consider the timing of your actions. Visuals and sound are great too!

really great work! the hectic nature of the physics makes it super satisfying to pull off cool trick shots

wow this is so good, even though it hurts my brain. I wanna see how far it goes, I couldn't make it past the 4th level

love the look! i know the "no air control" was intended for the theme of the jam, but ultimately i think the game feel would benefit from having it added in

This is great! Like a whole game of the barrel sections from Donkey Kong. Love the art and sound effects, the shake/sound when you stick the landing is so satisfying.

Very cool! The helicopters seemed a little slow to respond for me, might have been a performance issue though. Once the fire started exploding it got pretty intense, I could see this scaling with diferent environments, more helicopters etc

Nice! I like that you have to be conscious of which weapon you're using against which enemy. The hitboxes are a little too tight though and i feel like the timer between weapons could be shorter. Right now there can be a lot of waiting if you miss a shot

Thanks! Yeah that's a known bug that I just didn't manage to fix before submitting. The solution ended up being so simple too... >_<