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Philip Markowski

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A member registered Nov 06, 2018 · View creator page →

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Oh, yeah, definitely for that big level I could see a fast forward key being a nice quality of life feature, that's a good suggestion. Thanks for playing it!

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Gigi is definitely an MVP, but Cecilia is very satisfying when you manage to pull off a good spin. Thanks for playing!

annette my beloved

I heard this one was lengthy so tried to set aside a good chunk of time for it but still ended up being unable to fully finish, but I still thoroughly enjoyed my time playing! The graphics, audio, and gameplay really nail the vibe of an early 2000s farming RPG, but the implementation still feels modern. The cave gameplay is definitely the weak point, I found aiming Gigi to be a bit challenging. That said, I thought the two enemies that are in the game are designed well and complement each other well, and combining the two made for interesting encounters. Great work, excited to see this develop more if you keep up with it!

Really cool and original idea. The art is cute, and the movement of the gremtomos is really nicely animated. The chaotic battles feels fitting for an Autofister game. Grems definitely felt a lot weaker than the Otomo, I don't think that's necessarily an issue since there's kind of a built-in hard mode, it just depends on the player expectations.

For some constructive feedback, flinging gremtomos manually was challenging because the gameplay is so frantic. If it were up to me, I would try to make sure the hitboxes for choosing which unit to click are very generous. What would really take it to the next level for me would be if the game slowed down once you have a unit clicked so that you have a bit more time to make a strategic decision where to fling the Gremtomo and make the player feel a bit more in control.

All in all great work! Really enjoyed my time with this one.

Really cute game, and a very sweet send off to our Moom. Mumei felt a bit slippery to control, particularly on the sloped roofs. The way the BGM layers stacked on top of each other on the way out was great, and added a lot of emotional weight on the return trip. Nice job!

That was great! Really shows what a team firing on all cylinders can do in this short period. Art, music, gameplay and story all come together nicely. I ran into a couple of bugs, sometimes the drop area for the cores were just black for me, and there was one where a puzzle felt impossible because the down arrow was rendering underneath another block, but I was able to work around by removing the block and adding it back. Great work, really enjoyed playing it!

This was a lot of fun! Having a bunch of minigames like this is really cool and really adds to the frantic vibe. I could feel like the visuals of the mini games suffered a bit, but all the sprite work and art in the main level are great. Nice submission!

Had a lot of fun with this one! The models and music were great. Gameplay generally felt good, I do wish the movement felt a little tighter, particularly when there are a lot of projectiles on screen to dodge, but I was able to slash through those which was nice. Really impressive to have done all of this on your own. Great work!

Nice twist on a simple idea with a great implementation! I'm with the folks that would like to be able to be reminded of the requirements when the blocks are placed, that extra detail didn't add anything IMO (not that it took away that much either). Great work!

Great game! Found the puzzles way too hard for me, but the art and music were really great, and it's cool how many systems were implemented in such a short time frame. Fantastic job!

I really like the Game Boy style with the green sprites. Hope you keep up with this and keep developing it, the classic Zelda inspiration is great. Nice work!

I actually kind of liked seeing the other hand, it meant a game over never felt 'unfair', but it did feel like it was lacking another twist on top of things to keep it interesting. Well implemented though!

3D model work is absolutely great, excellent ambience. The controls were a bit stiff but I really liked the game. I wish there was some checkpoint system to retry a failed stage without getting kicked back into the menu and having to start over again. Nice submission!

Really heart felt and a nice collection of games. Making 3 games in the jam period is really intense, crazy that you managed to pull it off. Capping the experience off with DOOMei was the right call, as a fan of both old and new DOOM, the music remix was fantastic. Great work!

Damn you know it's getting real when the Yagoo cubes start coming after you. Cool idea for a game, I like the day structure from something like Lethal Company being applied in this context. Nice work!

The low poly Takodachis are adorable and the environment for the first level is really nice too. For some of the platforming aspects, I found myself missing a drop shadow right below the player character which would help line up where you'd land on a platform. As you've pointed out in the dev logs, some additional SFX for all the actions would really help make everything come alive. Nice work!

Clever, simple core mechanic with good levels to back it up! The animation delay tripped me up at first but once I got into the rhythm of it I didn't mind it so much, it's something that might not need a lot of tweaking. Great submission, really enjoyed playing through it!

This game illustrates why I don't play piano.

The two track system is really creative. Gigi's hitbox was a little unclear to me and I found the control scheme for Gigi challenging, I kept pushing A/D relative to the lane that the car was in rather than ASD based on the track. Once I started to get the hang of it though pushing the keys in rhythm to the track felt really good, and the songs are great. Nice work!

Thanks for the kind words!!

I definitely get the feeling that there's something I can do to streamline the controls/interface. I think this game's a bit more complex than other tactics games, since you can perform actions on your turn in any order (i.e. have Gigi Attack, then Cecilia do a collab, then have Gigi move) as opposed to some other games where the action order is always something like "Move and then attack." I'm tempted to automatically select the move action when you select a unit with movement available, but I also want it to be clear that you can do other actions before moving.

My mind's definitely racing on ways to expand this game into a full experience. :)

Thank you!!

Thanks for playing! Were there any things in particular that you found confusing?

Simple game but it's fun! Nice old school flash game vibes. Tracking your number of tries/time and seeing it in the level select is a nice touch, took me 40 tries to get Level 5 but happy that I managed to get some one/two shot completions on my first go around. The harder levels had me wishing that the restart was faster so I can hurry up and take my shot again. Getting a bit better view of the level would have been nice. Level design of the stages themselves was good. Nice work!

The web version didn't quite work for me, so I gave it a download and it seemed like it all worked well! I thought it was fun, I liked the idea of controlling a horde of goblins indirectly with the waypoints. Smooth implementation, nice graphics, great music, all makes for a fantastic submission! Nice work!

Absolutely fantastic art and presentation! Good interpretation of the theme, the chaotic elements did a pretty good job of throwing you curveballs without crossing the line into being annoying. Great work!

Nice work! I actually kind of liked the control scheme, it felt a bit like a rhythm game timing the keys with the bumping music.

Pretty fun! Really liked the implementation of the theme, and the controls were simple but pretty fun. I did run into a bug where the dog stopped rendering though, everything else was working though.

The music ramps up the tension way more than I was expecting, haha. And having the kids getting in your way when you're trying to chase after one that's getting away is certainly chaotic. Good work!

Hey thanks for checking it out! It is actually a jam game for Godot Wild Jam #80. It was an earlier build, I've since added a final level and an end cutscene.

Fantastic game, fun mechanics that have some depth to them. Great sound track and vibes, 10/10

The graphics and sounds are both really charming, and I really liked the pachinko concept. Great work!

I thought the core mechanic was pretty cool! Having different rules for the alternate dimension is a nice way to change things up. I feel like the field of view for the camera could have been larger to have more perspective around the level. I also felt like at times the physics were a little inconsistent, I felt like I fell through the platforms sometimes. Bangin' sound track though. Nice work!

Took me a bit of time to notice the XP system but the game clicked a lot better once I found it. Some of the UI components could have used some more feedback for when the buttons get clicked. Good implementation of the "Show Don't Tell" wildcard, the tutorial was really nicely done!

Fun platformer with a cool central mechanic! It took me a bit of time to realize that the Ame clones spawn based on where the player model is facing, not your mouse. The platforming is a little slippery too, are you using capsule colliders? A cylinder for a platformer might be a little less slippery since it would mean flat surfaces colliding together. Cute ending and I liked the secret level easter egg!

Nice game, the main mechanic is pretty simple to get but results in a lot of complexity and possibilities. I wish there were a way to view the other side of the board or rotate the camera, there were some times where I was close to losing a level just because I wasn't totally sure where I'd end up on the other side. Great simple art style and presentation! Good work!

Great game, the concept is really creative and fun, I enjoyed playing through the entire game. One idea I had while playing, it felt a little frustrating that you could play "perfectly" but still take on corruption because you have to enter a corrupt space to recover a memory. I think it would just feel a bit better for the player if you don't take corruption only for the first time you enter a corrupt tile, so you can have "perfect" runs for levels where you never take any damage. Overall balance would be exactly the same since you can then reduce the player health by 1 to account for the change, so it'd be a purely psychological change for the player.

Excellent submission!

The art and animations for all the characters are excellent! Nerissa's fight was the stand out gameplay wise. Unfortunately, Biboo's fight seemed to glitch out for me, it just kicked me back out to stage select. The character art and controls mean there's a good base for a lengthier experience here, but making enemies, bosses and full stages takes a while. Nice work!

Thanks for checking it out! I hear you on the corrupted Saplings, it's brutal to get them early game. There's a flat chance for them to spawn right now, but ideally I'd like the probability for a corrupted Sapling to spawn to be a function of how many Saplings you have so they're less likely to spawn in until you're more well established, but I was worried about tuning that curve before the end of the jam. Definitely pushed myself to the limit by trying to make this type of game but that's what Game Jams are for!

Thanks for playing! Yeah, figuring out m ore ways to keep the player's attention is definitely on the backlog for a post-jam update

Oh wow, that is a lot of Saplings! Wasn't sure if the systems could handle that many, lol. Thanks for playing!