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Portable4

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A member registered Feb 14, 2025 · View creator page →

Creator of

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(2 edits)

Games fun, entirely through cow clicker mechanics. That fits the theme of the game though. Good art of orange man.

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I expected the amulet was evil from the start! Brutal story. The lighter seemed to be important but I think most players wouldn't bother to interact with corpses.

Thanks for playing! I actually could have had different versions of texture sizes to deal with the pixelation problem you mention. I actually had to down scale the textures in the first place since they were hand made.

Thanks for playing through to the end. I'm glad you enjoyed the game.

For my next game I'll try having a more gradual climb in difficulty and adding more accessibility options, game speed being the first. Thanks for playing!

Thanks for playing!

Very good, fun to bounce of ships and guzzle up a bunch of people in a row.

Good game. I like platformers without enemies. The fact that you could only see the upper level when jumping up to it was frustrating at times. I'd keep bonking the spiders head and not know why that's happening. Overall pretty good game.

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My cursor got stuck looking at the ceiling.

Unplugged controller but that didn't work.

I'm on linux so that might have something to do with it.

Good game. Like that incoming enemies were visible before they had to be dealt with so the player can prepare.

That was funny dark humor, good job.

Press F7 to enable the following debug options:

  • i - toggle invincibility
  • Left Mouse Button - Teleport
  • 1,2,3,4 - get more of the corresponding item.

Press F7 to enable the following debug options:

  • i - toggle invincibility
  • Left Mouse Button - Teleport
  • 1,2,3,4 - get more of the corresponding item.

For anyone struggling you can enable the debug options.

Press F7 to enable the following debug options:

  • i - toggle invincibility
  • Left Mouse Button - Teleport
  • 1,2,3,4 - get more of the corresponding item.

For anyone struggling you can enable the debug options.

Press F7 to enable the following debug options:

  • i - toggle invincibility
  • Left Mouse Button - Teleport
  • 1,2,3,4 - get more of the corresponding item.

It's Kirby time! Good art. Got stuck on stuff a lot when I'm trying to jump on it. The controls were really floaty.

Cool adding a contrasting tension with needing to place cards correctly and find the right card to appease the jester within the time limit. Sometimes it was hard to determine whether it wouldn't let me place a card because the order was wrong or I hadn't clicked exactly the right spot.

I dealt with the last level in the same way.

You created a good game-play loop. I how if a hit just grazes you it doesn't knock you back that far. I could probably use this idea elsewhere.

Very good. It really starts going when using powers in midair. The last level had a problem where you would go between the two red blobs on the top and use the sucky power. One of the red orbs from the right would fly over the ball. I also liked with the clone how it could either be used as a disposable ball or one to be swapped into later. Best game in the jam so far.

I also am thinking about making my games open source and how that conflicts with acquiring money from them. The open-core business model may work but a lot of the other business models that work for other open source software do not work well for video games. Such as dual licensing. And if your making a core for others to make games with that works but you aren't really making a game at that point but a video game engine. Your games instructions were incredibly unclear. Apparently I had to double click on the card to make it work not click on it. And the right click to move was for moving the camera not the player. Even when I got the card to work I had to figure out that it required using it to its full extent to make it work. If it didn't I didn't know how to do otherwise.

Thanks for playing. If I had more time I'd add an option to adjust the game speed and/or make the strawberries give invincibility for a short duration and destroy surrounding bullets.

Like that the order matters and the snake like fail condition. Sometimes I would smash the character into the exit door by smashing up twice. 

I like the quirky customers, were the generated by mixing images together? I found navigating to be a janky experience. The arrows were hard to see.

Play dough art for the win! Also the ever increasing scale of what he ate, from a leaf to god, fits the theme perfectly. The gravity level with the globe was a bit clunky.

Pretty art. Like the vibrant colors. Disturbing eating animation. Couldn't find two of the plants. Got bored and stopped.

Fairly good at the start. Scrambling to find out the recipes for something which then requires recipes for the ingredients of the recipe is fun.  Names of quite a few of the recipes are cut off in the recipe book. The game got  too repetitive for me around Day 10.

It's fun when you can string a bunch of orders together in a combo. Pew, Pew, Pew. The oven's are frustrating to deal with. When I click on them after cooking I don't know what's going to come out. I put the turkey in the oven, I grab a plate and vegetables then I take the turkey out but for some reason I swap the baked turkey with my plate and vegetables instead of putting onto of my current plate. The controls also need a better explanation it took me like five minutes to figure out how to throw the dish. Why do some customers want a dish as their order?

Fits the theme with a monster consuming a village of people for which the village only grows for the sake of feeding the monster. Game is polished. It's easy to play and understand. Gets too repetitive after a while.  There aren't really any decisions to make.  There is no indication that the game doesn't end.

They're not very extensive, mostly placeholder art that I couldn't bother to make better. The vast majority of code was written by scratch.

Soft-locked the game by using one bow attack, then clicking re-roll, then using the second bow attack.

Whoops.