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qtipbluedog

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A member registered May 12, 2021 · View creator page →

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Hey! Enjoyed the concept here. Looks like the bones are here, but could use some more polish with the  movement and shooting. 

Things I liked:

The setting and the environmental art. 

The walking animation and look of the undead look pretty good.

Reload animation and gun hammer animation good. 

Things that could be improved:

The time between animation, sound and raycasting should be tighter. From a player perspective it's delayed and makes it very weird to play. Could also add, muzzle flash and a ribbon mesh to launch it in the direction of the raycast for tracers.  

Where the reticle is placed vs raycast detection didn't line up with further targets. I attempted to hit targets further away but no detection. Blood or some kind of feedback other than the enemy disappearing would be welcomed

Animations for attacking from the enemies and feedback to tell the player was getting hurt/losing time. Also could make the timer flash to pull me eyes there on hit. I thought nothing was happening when they got close so I let them. 

Enjoyed it! Good bones! Keep iterating!

This horror is really well done, sparse details and dizzying ambiance and confusing level. 

Well done indeed! Love the look and the story telling through the signs. Your music and sound FX really all just add to the mood. Man the pathway is awesome. Maze without walls! It took me quite a while to figure out that those archways were portals. I just kept walking through them till I noticed wait what just happened to the sky? 

Some critique I would say is your sensitivity is really high. And I wish I could adjust volumes. But I get it. Pause was also a nice treat.

Felt like I was slowly going mad until I was able to get back to the top. Really well done Wyvarth!

Really love the vibe and design aesthetic for this game! Beautiful relaxing piano with the rain ambience really does it. Traveling through street photos is really cool. 

The puzzle/story aspect is alright! Took me a bit to figure out what exactly the dialog boxes wanted me to type. But that was fine.

Love it.

Good job on the execution of the mechanics. Way to "write" the code is very clear and procedural. Swapping between the function caller and main was straight forward. Took me a minute to realize I could erase by just clicking on the tiles. QoL could be the ability to copy main function code into the func cell. 

There was some weirdness in the actual function caller. Sometimes it would rotate the character the wrong way, but then would execute the move I was asking it to do. So that was a bit strange. There were a lot of levels but didn't feel like there was that much variety to them. Like breakable tiles didn't really do much to affect my decision making. Fewer puzzles and with increasing complexity and decision making would have made me think a bit more than I did.

Wish the music would have been looped, but the sfx for success were clear. The art is simple but effective enough! Like all the outfits. Very much could be a mobile like game. 

Good job! 

Thank you so much for playing! Movement was really the key for me this jam. I understand now I should check my colors when tiling like that. I never think about accessibility that way.  Great call out!

(Ctrl+W) Ya know I encountered this is another game about a year ago and here I am just doing it again. Curse you window close shortcut.

I'm def taking some of the movement feedback and trying to upgrade some of my movement in my main project (Front Loaded). 

Thanks for playing!

Love this funny take on overcooked style games. I really enjoyed the music and vibe of this game. From the bat wings to slime, I thought it was a fun take.

The tutorial for this game makes it very clear how to play which is a really nice! All the bones I think sit really well with the game, only thing I would say is ticket times can be a little tight, but it's fine, considering if you get it wrong there's really no recovery. I liked the multiple "gobs" idea being able to automatically jiggle the dish to keep things from burning. The indicator that a dish is done could be a bit clearer, but I see what you were trying to do! 

I really liked the music I thought it fit the fun vibe you were going for. Art is very detailed!  

I would say if you're going to bind Arrow keys to an action to add an additional binding. Some players do not have arrow keys on their keyboards or they are locked behind a key combination. Other thing I would say is in the future for games like these where you can do a web build I would HIGHLY encourage you to build for web jam games. It just makes it much easier for users to play your game. 

Overall good job! Enjoyed playing! Keep it up!

Neat concept! I kept getting stuck in the tutorial (focus stuck on the battle review section). Rerolling and not doing the tutorial got me by that. 

Good job making a game that connects to the internet, that takes infra to set up! I like you can keep a character rolling, though requiring email and password for a jam game is a hard sell for some. I think basics all look to be there, but once I ran out of turns I quickly didn't have much to do. I also didn't seem to be accumulating turn points if I closed out the game and reconnected. 

I would say there is a lot of information going on in the game and that makes  it bit difficult to grasp the first couple of times through. I just followed the tips until I had stuff happening. 

Tooltips and context boxes for each tile type and UI element will be essential for a game like this. I know you don't have them just yet, but when I went to try to test hovering the top bar or side bars it would scroll the map. I would try and bind this to something like right click and hold or middle mouse button hold and drag to move the map instead of screen edge detection would be finicky once you add tool tips. 

I think you have bones for something interesting, but keep iterating!

Love the looks of this. Good audio and visuals. Good start to the dialogue system! 

Keep on iterating! 

Thanks so much for playing!

Great job on submitting! I enjoyed the premise of this one and enjoyed the variety and challenge of the platforming. Really enjoyed the little defects like jump disabling and control disabling once I figured out it was tied to the time and was able to compensate in a timely manner. Tho the control swap felt really tight on time. 

I was able to get through the first 3 levels until I noticed the timer is tied to refresh rate. Moving the window to my 60 HZ monitor fixed this for me.  From there I really enjoyed it till I got to the final run. I had a really hard time getting the timing of the moving platform jump + the timing of when the bot was going to shoot at me felt very tight and lead to quite a few failed attempts. But could never get it consistently. Maybe making those floating platforms a little longer would help with this, unsure.

The art is great! Really nice to look at and I enjoyed the pixel art and shaders. All the platforming vs background was very readable and easy to parse. SFX went well with it as well. 

Great job!

Really enjoyed the startup sequence, the UI and the art. I had a little trouble figuring out the controls and what to do, but I was able to hold of the ice for quite a long time once I leveled up Ember three times and just sat in the middle waiting for the poison ice to come.

 I think there might have been a bug with the upgrade exp points? It said my mana regen was lvl 55 and it was like 10000's of xp to upgrade that. The style of the art and ui is just awesome looking and would have been complimented great with just a little bit of SFX. Little crunchy flame sound when placing flames and some meditation/communing sounds and it would have added a lot to the feel! 

Great work on this one it's pretty neat!

This game was quite fun! I was able to get to A on Easy and Hard after maybe 20 or so tries? I like the feeling of the rocket jumping, and the indicators... Lots of times I had a really great run only for me to barely misjudge because of the perspective or a platform being in the way and felt like the perspective felt hard to  judge at times. 

I think the art looks great and I love the tweening of the platforms as they come into view, I do wish the first couple would come in just a hair sooner so I could start planning my route. Music is cool and I think raising up the sound of the rocket jump just a bit would help with the feel. 

The loop is super short and sweet which I like, also enjoyed as you got closer to death you had more time to plan, gameplay playing right into the theme. Nice


Great work! Keep going!

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That was truly incredible experience. Subtle story telling through this way. The art style and meta presentation from the "scripts" flying around and everything was a real treat to experience. 

An impressive number of levels, art and mechanics on display here. Music and sound were all excellent. 

Some of the platforming was difficult but it's fine. Especially with the inclusion of dynamic systems to make some of the sections easier. 

I believe I did run into a bug where I got stuck on a ledge and wasn't able to move or reset and wasn't able to figure out how to put in the level skip code. It's fine tho we just went again. But other than that felt polished and well thought out.

Thank you so much for making this and sharing it! 

Played through a few times! And ultimately got a High score of 4044! I really like the look of the pixel art, great job there and the story/sentimental idea behind this. The idea of upgrading was a nice one but I never really felt the difference between the different upgrades. The melee enemies felt manageable, but the ranged ones felt like I had very little play against them. So maybe a longer range option or a way to deflect or dodge the ranged attacks would be something to improve! 

You can also just run through the level without the path if needed.

Sad no SFX or music, you can always use free SFX or music in a pinch and it really helps sell the game. I personally like the ones from GDC https://sonniss.com/gameaudiogdc/ 

Thanks for making this Scorpion!

Therapeutic and hilarious take on the theme.

Love the simplicity in the gameplay and the bits of clock throw out as you destroy them. I enjoyed the calm music as you absolutely demolish the clocks, fun juxtaposition.

Suggestion to maybe have some clocks ring and you prioritize breaking those first or something? 

Great job as always! Love is win

Aww thank you so much for playing Ronkad! Really appreciate the play through and comment <3

Rye bread

Burger indeed

Hey thanks for playing!

2325 pretty good!! Thank you so much for playing and the suggestions Kelvin. Yeah wall jumping was surprisingly tricky I thought it would have been much easier than it was and it still didn't really feel that great. Vector math issues on my end. I should have pivoted I think instead as you said. 

I always forget about the figuring out accessibility. I know quinten harps on this one quite a bit as well. Yeah there is a little indicator for picking up the dish, but only if your close and looking at it. Flaw my design really. For the score counter I was thinking about Ultrakill when I made those and things of that nature and was really added last minute. Just ran out of time, but the idea was to make those pop ups stretch and be colored as they ran. Alas jam time.

Oh man this game looks super cool. Took a few breaks to try and play more and experience more of the trippy shaders with the phasing rocks. Visually it's quite amazing, and can tell y'all put a ton of time into making those effects. I liked the 3Desque feel as your moving through that space and rotating. Great job and making something mobile friendly as well. The music is awesome! Really love when the beat drops. 

Practically could only play for about a minute before it made me dizzy/motionsick. Largest score was 1800.  So just let it run so I could hear more of the SFX and music at a time. 

Very cool submission sorry I couldn't play more!

I really enjoyed this one! Something something working to death. The ticking and sfx really sell this game. Got really stressed around day 5? 6(?) At first what seemed like a manageable thing quickly became quite unmanageable and stressful. 

Great design for the art style. Again the simplicity of the design really sells the narrative and game play. Instructions pretty clear. 

Great idea and submission

Nice simple and somewhat stressful game. 

I like the slowness of the flame as you can walk with it. Nice bit of art. Wish there was sound, that would have brought the game together I think. You can always use free sound libs like GDC https://sonniss.com/gameaudiogdc/ I've personally used sounds from here in prototyping. The enemies turning looked a little weird to me but not a big deal. 

I totally missed the beginning room torch and was frantically trying to find the final torch before being swarmed by enemies. 

Great job !

Coffee is needed! Enjoyed this simple little game. I think you did great on the UI and making things pretty clear about where and when to go to places. I think the only thing that I didn't understand first couple of times around were that the green bar at the top was my energy which affected my speed. 

Once I understood that things were a bit smoother, but it was tricky figuring out the opening of when can/should I top up energy, because at some point there is a point of no return. I like that you had to fail multiple times to lose which was nice. But surfacing that to the player through UI would have been good. The timing can be pretty tight though. Last bit was figuring out the stairs collision system coming off the bottom of the stairs. Kinda have to slide an extra bit off to get off the stairs and even after a few runs I still couldn't get used to it. Tightening that up a bit would really help smooth out the movement.

Audio and SFX were good, I found the SFX on failing to be humorous. 

Great job!

Great job team! I really enjoyed this game, it took a few rounds, but got the hang of it!

 I think my favorite thing about this game is it requires the player to have this risk/reward mentality, because you don't want your cart to become overly heavy or you could lose control and drop your items. This design made me treat it more cautiously and more like a puzzle game instead of a high action/speed game. Which was an interesting juxtaposition. I like how the levels go up in difficulty and strategy as you progressed. First one is teaching you the game, everything kinda sticks together in an order. Second level everything is mixed so you have less control on what goes in your cart. Third level... LOL. Most of the items feeling (weights) felt pretty solid to me and made sense.

I liked how each level had little easter egg bonus items to pick up. That was cool! 

Control of the cart and food felt good on controller, but I didn't really like the binds for turning on keyboard. I also encountered a bug on the second level a few times that ended my run on lap three where I would get Ham and it didn't spawn on the map for me. I pretty sure I looked everywhere. But after another attempt I was able to pass it. 

Art really conveyed most items. I think the only item I got confused from a sprite perspective was the chicken(?) and eggs vs potatoes. Other than that was easy to tell what things were! I liked all the little effects for checkout and the money signs spreading on checkout.

Sound FX were great and gave good user feedback for when you could trigger "smashing" a shelf, checking out etc. Music was great as well.

Really enjoyed playing this one y'all!

I really enjoyed this game. Caveat, I still haven't beaten it in the time frame, but I've gotten all the keys and been able to consistently get to the "long" white orb jumping puzzle. Need to improve my skills there and keep practicing to increase my time there. So probably going to come back and do a fair few more attempts before the jam is over. 

First the art, music and sound design area all great! I think presentation makes the game's objective very easy to understand the goal that I'm trying to achieve. The puzzle elements themselves, gravity and wall bouncing are both  pretty clear in principle, once you figure them out. I took me a few tries around the island to understand how to activate the gravity and go down the right path. Maybe an indicator like you did with the wall bounce for the gravity block would help with this, but at the same time it really seems like you want the player to discover this so take that feedback with  grain of salt. The double jump orb was not really self explanatory and took me a while to figure out that oh I need to dash through to get the buff then jump and that will launch me. 

I think my favorite part about the time loop idea is that you gain knowledge through each attempt and I think that's a really strong theme/design idea here. Really appreciate respecting the player to discover their route.

Some of the platforming sections were great, but I started out with mouse and keyboard and I really really struggled several times to be accurate with which way my character was going especially with the section getting out of the second flame pickup. Once I swapped to controller I had a better time, but some sections  were really punishing if you missed the last jump or wall bounce. 

I know it's the theme but the game is incredibly punishing on time. Even with me knowing the route, if I flubbed jumps a few times I knew I would need to restart because I wouldn't make it in time and having to go back and replaying sections over and over to get to where I left off was getting a tad frustrating. I know it's just the nature of the game and jams but I think a balance can be struck between the time strictness and the difficulty of some of the platforming sections.Maybe being more lenient on the time or making it where you start with the keys/powers you got on the previous run so you don't have to redo that section and can just focus on the progression. Just some ideas that pop up for me.

Despite the frustration I've enjoyed it. Thanks for making this game!

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think this game is very cool. Simple art style and SFX really keep it clear what you need to do. I really liked the experience/anxiety where I needed to jump back to homebase with TAB to heal and rm then try and zoom back as fast as possible back to where I was. Music added to that sense. Really neat prototype. Great job y'all!

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Game is incredibly fun! Reminds me a lot of Battleship advanced mission but told through clever diegetic UI. Everything being based on a couple of grids made the game easy to understand and play. Honestly, I really don't think you needed to VA instructions, but VA could make the game more immersive with a message from your commander or something like that. 

The good is the moving around and using these screens. Everything works together well. the 2's and 1's are easy to understand and the minesweeper repair mini-game gave just the right amount anxiety when repairing equipment. All the SFX, Visual FX, screenshake and colors not only add to the ambience and immersion but all play roles to alert the player. 

There was a bug where it seemed like if I repaired a screen, got off it, and got back on during the reboot animation it stayed black until it was damaged again and I repaired it again. I'll try and get a video and send to you. This bit detracted from the experience a bit, but I want to give it a few more goes to get further and experience more of the roguelike nature of the game. 

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I will have you know my most important documents stay in Downloads. Honestly my favorite interaction was just seeing what random dialog glitchy had to say. How many quips did you give that guy?? Haha


Overall vibes were on point, art direction and music all fit great together in this cozy adventure to help others while also blending with the season. Well done all! 

Game is a blast! Nostalgia to back playing Ace Combat or any of those games on PS1 or PS2. Got hold of the controls after a few runs. All the indicators and UI look slick. Love all the vapor trails and missile blasts. Like most air combat games the left trigger feels useless. But the missiles, and phase shift and controls really feel pretty great! Really great job creating this! 

Great job on adding leaderboards.

things were felt. After playing could be a fun little memory game. 

Love the artwork and vibes of this game. The art and texturing were great and liked all the different assets in Eidelwise and Sylfi's rooms. Good job on all the little bits of writing and displaying of the notes. 

Some bits of improvement would be to add a dialog box to your text and there were a few walls that weren't matched up but nbd.

Voice acting was a great touch! Sylfi is bae. 

Love this take on Lemmings. Love that there are Ormlings that get abilities that changes the way the game is played. Level 11 I finally got stuck. But it's a skill issue vs a game issue. Great job!

Clever game and I like the take on the theme! Game gets really crazy pretty quick. I like the idea of being able to train my typing speed/dex with just one hand. Could be an interesting thing to be able to use the other hand. 

Oh no! I'm so sorry that happened. I wish I had logs to see what was going on. Thanks for giving it a shot anyway!

Really fun game as always Mov. thanks for letting me get you some audio in a pinch.

Really enjoyed this one. Doing CLI in a game is surprisingly difficult (tried to do one for ludum dare one time). So good job on implementing a rudimentary system. Many good suggestions here. In an instance where things are happening In Real Time I would just print out a help menu with each of the commands you can run instead of the typewriting effect. Maybe the "connection ..." then just output to the console. Overall good job trying this style of game. Nice job

Love this mechanic. I had a similar idea I didn't end up doing. The simple mechanic I think  really goes a long way and you could def do more if you wanted. Missed having a little bit of audio, but overall loved the game.

Good job creating this game. I was able to beat by just wall clinging on one side till I W keyed outta there. Not sure if that's intended though. The slipperiness of the platforms didn't feel great on the tiny platforms though. I would say the only other thing I would do is add some interaction for the dialogue pieces. 

Liked the audio and art for this game. As has been said adnauseum the game is hard. I think that's mostly due to the controls vs the actual game's design. I would take another pass at how your controls work and the jump/dash mechanic. Good job on your first game though! Great first steps!