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popcar2

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A member registered Jun 10, 2020 · View creator page →

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Wahoo we got #4! Most epic. GG everyone.

Only half a day left for this glorious event.

I only managed to play ~30 games, but they were surprisingly excellent for such a silly jam. Great work, everyone.

This was truly Frenjam 2: Electric Boogaloo.

A bit rough around the edges, but I really liked it! I love how ambitious it is, it feels like it could be a whole damn game because I love the idea of rolling around a huge hub world with things to discover..

If you're ever going to update it (I think there's a lot of potential!) here are my biggest requests

1. Reduce camera motion in levels please, the camera swings way too far that it's really hard to tell how fast you're going

2. It would be great if there's an indicator for which levels you finished and how much hair you collected in them

3. It feels a bit weird that moving platforms don't move you or affect your momentum

But yeah, this is fantastic for a game jam game!

This was great! Surprisingly good boomer shooter considering it was made in 2 weeks. The voice acting was 10/10 too.

If you're ever going to do future updates, I'd love it if you can switch weapons with the number keys,

I actually liked the fact that you can't move the camera, reminds me a lot of Rock of Ages. Pretty fun!

The arrows are super fast though and it *does* get hard to tell where you're supposed to go sometimes.

Pretty cute! I really liked the story and dialogue and the potion-making got pretty fun once I understood where everything is. 

I only wish you can drop items by dragging/dropping them outside your inventory slots with the mouse, because currently you have to scroll to them then press the drop button. Other than that, great game!

Thank you for writing such an awesome comment, we really really appreciate the feedback! Some of the bugs mentioned are pretty interesting, I'll be looking into those later (especially the ones about the chainsaw not working properly. Weird!)

Keeping everything when repeating the game is a happy accident, we noticed it a couple of days ago and will be fixing it when the judging period is over. For now, enjoy the accidental New Game+ :)

Thanks again for the detailed write-up, and for checking out our game!

Just pushed a new build to fix a rare crash when defeating the 3rd boss, much as I would like the build to be as old as possible.

HAAAANK! CHECK if is_instance_valid() AFTER USING AWAIT!!! HAAAAAANK!!!

Thanks! We did think about making it pixel-perfect at the start but decided against it for time's sake. 

Reasons include being able to scale things if we're low on time (we ended up doing it for the UI), not having to worry about choosing a resolution that scales to 1080p/4k fullscreen, and not having to deal with everything snapping to pixels which sometimes causes weirdness. 

Just tried the new version, pretty fun! The checkerboard pattern on the final boss is crazy though, I have no idea how to dodge that.

Also, this is heartbreaking.

I really liked it, the art style is so good and the puzzles were pretty straightforward. Great game!

Really awesome, and really well designed. The world was fun to go through and I love that you can just grind for potions if you're having trouble. Nice work!

Simple but fun. It was hard to tell the depth of where the hair was and even harder to tell where the skull blocks are though. If you ever do an update, it would be great if you can hold a direction and have fren instantly start moving there. Right now you need to wait until he hits a wall, then press the arrow keys.

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Really cool that this is an actual Genesis rom, and it is funny that the instructions for how to run it are many times bigger than the game itself. I ran this on my Ambernic device which made it waaaay more enjoyable. The difficulty was super evil but at least we got save states. The final boss was by far the high point of the game and I can't help but feel like the game would have been much better if you lead with that instead of being an 'I wanna be the guy' platformer. I agree with the other person though, 9999 hp is kinda ridiculous. Aside from that, great work on the game.

Pretty fun and creative. I loved the shining mechanic and appreciate the fact that it becomes easier if you suck.

I think this game needed a tutorial or simple level to teach you how movement works. The mechanics are kinda opaque, I didn't realize you could dash upwards at the start and it wasn't clear what level of shine I needed to be to defeat enemies. Sometimes I need 2, sometimes 3, it's not really clear to me why I sometimes bounce off enemies instead of go through them. Once you get the hang of it, it's pretty good though!

Okay this is unbelievably cool. Just a clever idea executed perfectly. Fantastic art,  great polish, many funnies, My skeleton jumped out of my body when THAT happened.

I also wanna give props to the fact that you can draw the back separate from the front. Brilliant work guys, really.

Short and sweet. This would make Kojumbo proud.

Super awesome! I love how polished it all feels, the art is excellent and I have no idea how you made flying through the level look so smooth! My only issue is that it can get a little chaotic and hard to see near the end. The projectiles moving towards the screen are also a bit hard to parse.

But otherwise... Damn good game! I would absolutely play an updated version if you ever decide to make one. Love the Ikaruga mechanic too.

Aaaahhhhhhh, it might be a missing font or something. Either way, I'd love more levels in a future update!

Just awesome all around, definitely the best game I've played so far in the jam. Fantastic music, gameplay, art, everything!

The only thing I would change is the ability to just restart the boss. It kinda sucked having to run through the last floor (or more if you die lol) just to get another stab at it when the later floors are so long.

Also from the image I really thought this would be a horror game but was pleasantly surprised when it turned out to be a cute platformer.

This is INCREDIBLE actually. Hilarious intro, 10/10 sound effect choice, 10/10 game-feel... Yeah, this is peak gaming. Norwegian mode is a complete nightmare that gave me kaizo mario vibes, but I'm sure true gamers will love it.

Also, you should add screenshots to your game page! Not doing so hurts The Algorithm(tm) and makes less people play your game.

That said, I didn't finish the game because I think I'm stuck on level 4 (the one with the 3 circles that catch your head). Every time I press the button it just plays a CRASH sfx and the level becomes empty. Maybe I'm really dumb but I don't know how to get past it.


Thanks for the kind words, and the bug report! I'm fixing the doors in greenhouse now, they were offset a bit which made their collisions not line up with walls. I'll push out a new build with some bug fixes very soon!

Thanks! Binding of Isaac was definitely a big inspiration. 

Weirdly satisfying. I did everything on the head but I don't think there's a win screen.

This is awesome! Shame the web build isn't working right, but I gave the Windows build a shot and it's a lot of fun to mess around with. I missed "interactive toy" games like this. Great work.

Oh god no not the desert-bus-likes

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This really makes me FEEL like I'm bald. And really bad at gambling.

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I died once and the game reset to the very beginning which seems unfortunate. Checkpoints would be great because I don't wanna repeat the first 10 minutes again, especially when combat is kinda difficult.

P.S. That's a cute cat!

Most epic. The intro was so cute and the voice lines were 10/10!

Gameplay-wise I really wish either gravity were higher or you could shave downwards because I spend much of the game just waiting to fall down so I can continue shaving the rest.

I love horse betting game and this one was funny as hell. This will make a great stream game when Joel plays this. Good stuff! 

Some feedback:

* The order of racers don't match the order in the UI which keeps throwing me off

* Items are maybe too expensive, spending $15 or so to slightly increase the guy's odds is usually not worth it.

Title. We're looking to update our game with some bug fixes (will replace main build), but we might also add a small content update. Is joel gonna play the newest build or should we take our time with updates?

The skeleton is in the pause menu (just idle there). The game was worked on by 3 people: NoodlesXL, Jebb, and myself.

You may have noticed the submission was submitted 4 seconds before the deadline. I spent the last hour putting out fires in the game and fixing bugs that suddenly popped up. In the last 15 minutes, I found a hard crash bug, fixed it, then got a merge conflict (first one we had this entire jam because we were scrambling).

After fixing the merging issues, my internet decided to be extremely slow uploading the game. It was maybe the most horrified I have ever been in years, I was trembling like crazy that all this effort might go completely unnoticed. But thankfully, I made it. 4 seconds before submission.

Enjoy the game!

I've been crunching hard to finish in time but even then it's scary how little time we have left D:

Good luck to everyone in the jam.

Thanks!

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Really cool game, lots of potential here!

The tutorial would be a lot easier if things were explained step by step (like Balatro), rather than explaining everything before you start playing. I also think some more decision making or random events would make it way more replayable. Would love to see updates to this! 

Really cool and fun! I agree with some others in the comments that the controls felt very unintuitive at first. It wasn't obvious for the first minute that my speed while shooting out depended on my current speed, and I was often wondering why I suddenly stopped or my curve is just an arrow pointing down.

It's hard to explain but it felt a bit off to me that it 100% depends on total velocity and not direction. It felt like in order to go faster you can dash down and then go back up because gravity increases your speed. Also, you can freeze as soon as you hit an arrow to go way farther and faster than what that arrow would have pushed you to.

You should set the scaling mode in project settings to "canvas items". This will stop everything from going off-screen when scaling the window.

Aside from that, I really liked the physics of the player!

Really good entry, nice work getting the wildcards in! I liked how some of the upgrades felt unique, especially the virus one. The soundtrack was also surprisingly good.

I felt like some of the SFX were too loud though especially considering how many can play at the same time. 

Really cool mechanics at play here, and it's nice someone other than me made a platformer where you bounce around ;)

If you're gonna work on it past the game jam, I think the tutorial needs to ease the player in more. The ball mechanics are hard to wrap your head around and I got stuck in a few places until I understood what it's trying to tell me.

The camera also whips back and forth too quickly, and the parallax background also moves around too quickly which is a bit distracting. The part near the end of the tutorial where you can fall back in the water is evil, because I fell in it like 4 times trying to bounce to the top left.

I also had some issues with the bounce mechanic, sometimes when you let go it launches you backward, but sometimes I let go and nothing happens. It wasn't super clear why or when that happens. This game can be awesome with a bit of polish!

Cute game! Until I found the blood & gore option, but still.