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Pospec

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A member registered Apr 08, 2019 · View creator page →

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Simple concept executed well. This was one of the fullest game experiences in the game jam. I was fan of the outline effect. Level 3 had missing collider in top right cornes, so I was able to escape into the void and became free.

cool art, dunno how to move da Reapurr tho :(

I’s okey melmosa, don’t worry melmosa. We look forward to finished game. Voice acting was perfect. Art design was nice as well. Slugman was dapper.

Creative take on the theme. Audio was also amazing.

But the boss design had some flaws. First, sometimes it looked like player collider was even bigger than the sprite, so I got hit even when I was visually out of range. Then some attacks had basically no anticipation time. And lastly telegraphs looked preatty simillar to each other. I think without these issues the boss battle would be a blast. It has got the juice, art is nice, roll attack was nicely designed.

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funny. visuals looked great. yay finaly food!

Everything was really well polished, If I were you I wouldn’t be afraid to aim for a more ambitious project for the next one.

great visual style, out of curiosity is the messed up depth buffer intentional? it actually works in a weird way. The mechanic could make for a really fun puzzle game, I would like to see you play with it a bit more than is here (but time crunch is time crunch eh).

Cool game, the mortar shots felt really juicy. Its an interesting take on the theme, though i would personally prefer to tie the negative effects to stronger buffs instead of just score. We didnt manage to figure out how to use non-mortar weapons sadly.

The lightning attacks felt really awesome to use, I would like to see similar love for the pistol shot, it seems kinda weaksauce compared to the zeus action. Maybe this game would benefit from going oldschool doom style and locking the Y angle? Kinda looked like im holding an angry little wizard plush. The modeling work was rlly cool (we saw you made the red enemies, are all the assets made for the jam?). Overall a nice fast paced shooter

Shoutout on making a browser build. The Boss fight was clever. But after it we got stuck and could move (I guess we beat the game :). We also didn’t know how we solved the puzzle with door, but we somehow got through. Putting cotrols to the game would also help, but not a big deal.

The audio / visual effect of switching between states was really well done and polished.

We get you with the video submission, it was pain for us too and we barelly finished the video on time.

Nice simple game with lot of polish and juice. Also the artstyle is amazing.

I appreciate difficulty options, I started on the easiest difficulty to learn the game and then played at the highest difficulty to have some challange. But even on the easiest difficulty it starts to be challenging as game goes on.

Lot of endless runner games in game jams make the mistake of not increassing the difficulty enought, so in them I quit the game out of boredom, even before I die in them. But this game wasn’t like that, the difficulty curve was just perfect.

Nice interpretation of the theme. Some map would help a lot because I was constantly trying to find the thing that changes me to another object, but I got lost quite often.

But it’s impressive you created whole online game just in 4 days.

Nice cosy game, loved the idea. The beats were fantastic. My only negative feedback is that I dropped my first 3 tapes. I wouldn’t add gravity to this game especially if there is already way to recycle cassettes.

Interesting idea to combine Balatro with minesweeper, more games should have such treetment. Also rewarding player for risking was fun in the game.

Horze to the win! Fun concept. Upgrades add depth to the game, but on the other hand, when you upgrade your horse, it’s easier for them to win. So the game get’s easier and easier and as races go, you have almost certaint win. Maybe some progression to higher league could help with that, but that’s to much to ask for in a game jam game.

I think the progression is super slow for a game jam game. Nevertheless my time is 46:53. It’s so addictive.

Wow, this is the most creative take on the theme I’ve seen! Also loved the story, the art and even the music.

I like this game a lot. It’s well designed, artstyle and music are perfect, even naratively / emotionally it has something to say. You did really good job.

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Nice cosy game. I don’t know how, but the end screen is so well written it almost made me cry (now I have to re-rate all the games and give them lower narative numbers XD). Also the artstyle is amazing.

On my first try I got stuck at some house with stairs. When I walked the stairs I couldn’t return back. I feel like the city didn’t add anything interesting to the game. Some simple environment fould fit game of this scale more and made it easier to navigate (and also faster to download ;D).

But I liked the idea of riddles.

Nice concept and character movement is also great, but the levels are really hard. I couldn’t finish the level with arrow.

It’s impressive that you made all this in game jam. I guess playing with people must me lot of fun. When playing with robots, really good strategy was just to wait to level up and do nothing - left bots to beat each other. If some robot apeared, I just spammed to kill him fast.

Movement felt great, especially the ropes, but some jumps were too hard to make. For example the jump at the end of ropes levels, I couldn’t make it.

Appreciated easy mode, it was perfect difficulty for me. Liked the grid combat, but maybe for the sake of faster gameplay I would move all enemies at once.

Interesting artstyle. The popsicle stick was also nice gameplay wise because it showed x position of characted mid jump, so I always knew where I would fall (if I stopped moving). I don’t know if this game has coyote time, at least sometimes it felt like it isn’t there and jump height wasn’t variable. These are quite essential for good platformer. But these are just small issues with movement. Otherwise nice game.

Fun concept. Really liked how fast retry is, because I crashed a lot in this game fast reset is essential. When levels become larger and cars faster it’s really about fast reflexes. As comment bellow says, maybe some time to look at the roundabout and plan would maybe help the game, but other than that nice game with nice graphics.

Interesting concept. Is there always guarantee solution exists or no. but it’s nice you got points even when the solution isn’t perfect. So even if player has bad luck, they don’t fail totally. But I’m still curious if you looked into the math of it and if there is some prevention mechanismus, or it’s mathematically guaranteed solution always exists.

Nice game. What happen when I pay the depth. When I played it, nothing changed, did I beat the game or not. Also I couldn’t understand how health worked. Some visualizatoin of how many HP I have coudl be better.

But other than that nice game, artstyle and sounds were incredible, risk reward system was also nice. Good job!

Game was really hard. But I liked the effects when dashing or quick falling.

I ended also on the level with hexagons. In my opinion they had really big colliders. I just barely touched them and I was killed.

Nice take on the theme first I din’t understand how it relates to it, but then when I read that the solution are loops I was mind blown!

I was really bad at it and get only to the second level with red tiles. But without the hints on the page I wouldn’t even got that far. Some UI feedback like what tile is selected would also help, but in the ned I did away without it.

Liked the artstyle and the puzzles. Unfortunatelly they got so hard, I couldn’t complete second drum level. But I liked the hint system, at least some help when player gets stuck.

Also game art is well made with nice references to other games. And music is snappy! Good job.

I know the controlls were like that deliberately, but for me it was too much, it was just annoying. Some email titles / responses were funny and I quite understand the person (but not in the scrolling, when I scroll on social media I feel worst afterwards, not better).

Cool concept, but the game got realy hard really fast. I couldn’t even proceed to wave 2. Maybe having some easy enemies at the start would help. But ballancing your own game is always hard, so I understand it.

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Quite depressing game. Shouldn’t have play it in the morning. Was there any way of getting good ending?

But the minigames and artstyle are cool.

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Really fun idea. Made me smile. Took me little longer to find how to buy stuff, but that’s my only issue with the game. Game is well ballanced, fast, fun, with nice progression, has funny narative. Good job.

Super cool idea. I could see this expanded to more of a rhythm game. For example you have to always play a song (because now there could be long periods of silence when you’re figuring the right combination) and only at beats you can switch to another song.

But still the game as is now is really fun, the artstyle is amazing and music too. Good job.

Nice puzzles. I really liked them. First I couldn’t understand how game worked, but as I played it got me and it’s nice concept.

The performance of the game was really bad on my PC, everytime I tried to pickup something it freezed for a second.

But rest of the game was nice and the artstyle was also super cool.

Game feels nice. My only complaint is about control binding. For me it would be more natural to shoot with spacebar and sprint with shift. In many heated situations I panicked and messed up the inputs constantly.

Other that that, good feeling game with a lot of polish and nice SFX. Enemies are cleverly designed so some attack you some ships. Nice job.

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Nice cosy game. Artstyle and sound effects are incredible.

Also interesting take on the theme.

My only issue is the tutorial. Just walls of text before playing. I forgot more then half of the information I was reading. (But game I worked on also has this issue - because of the time budged, so I understand it).

For rhythm game, highliting the rhythm more visually could work. I had hard time to know when to shoot and in the end option to just spam shooting worked as well as my rhythm skills.

But that’s my only issue, the combo system added needed depth to the game.

Perdo is a runner! Beat it on the first try. Nice simple game.