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qtipbluedog

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

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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. 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!

This was a fun little entry. Love all the 3d assets, the wind particles, the movement. The little eldritch tentacles. 

The locomotion was pretty good. The slopes for some reason felt a little weird to me though? Maybe I was just already going fast, but going up the slope didn't seem to really slow me down. The text was a little hard to read, and you have to get really close to notes in order to interact with them. I would make the area a bit larger and setup some interaction text to indicate you can interact with objects. 

The juxtaposition with the audio to the environment was interesting especially running into the enemies. Overall I really liked this little game. 

Really enjoyed the glitchy visuals. Think this style is super neat. The music is relaxing. Good tutorial in the itch page but honestly most people won't read it.

I think the hardest part for me was mining the ore and grabbing it with rmb. It would just float away if I moved normally. So needed to do a stutter step motion in order for it to not fly off. Game became quite easy once I got more upgrades. I think it was a cool game. 

humourous game. Loved it through and through. Didn't "get" it the first level but after the first level it was great! Good job. Love me some love2d

Games a lovely vibe. Cool idea being able to morph between vehicles. Water looks great and good job on the models of the boat and birdo. I think adding simple objectives like visit an island and shuttle passengers or explore and document your discoveries would go a long way! 

Good job!

Loved the style and the thought behind the game. But like others have said there's some balance issues and bugs in it. Like accidently softlocking myself at the beginning because I used all my ore on towers to find the first access point. not a huge deal, probably would either allow towers to be adjacent to the access point or something. Overall loved it, and fit the jam theme very well!

Good job!

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So for a bit of background I'm using a guitar straight into  the Meris Enzo X to morph it into a synth. The little clicks are actually the guitar triggering the pedal. It's a bit tricky to try and get it to be smooth and I could have fiddled with my patches on the pedal or cleaned it up with tiny crossfades, but given time constraints decided not to bother with it because meh...


Thanks for playing!

The puzzle aspect of the game was very fun to engage with. Felt like the times I'm trying to vaccumm and get the most out of my cord length. Well done on the physics of the wire. You could get some interesting solutions. Loved the 3d models! Loved the physics of being able to knock things over and move the write around them. Plugging in never felt so satisfying. 

Great job y'all!

Wowowow! Game is really good and I could see this being put out. The theme implementation is incredible. Love the art, the sound and music. The locomotion of the space craft was satisfying to do and combat felt solid and challenging at times. The amount of content you were able to pack in here was awesome. Very polished and could see myself going and playing again. 

Nice game. I love seeing GB Studio, always blown away. The art and sound all give me lots of nostalgia. Again the art is just well done.  I liked the little puzzle in the game and the story line behind the characters. I liked the ability to choose in the game that was really nice.


Well done. Enjoyed it

Music is a banger. Art is great. Enemies and exploding them is neat. The twin stick shooter aspect feels pretty simple. The economy of the game feels pretty rough. Had a hard time getting enough coins the first few times the upgrades popped up. But that's a balance thing. Jam stuff. etc. I was having a hard time being able to get away from enemies as they got more crowded on the screen. Maybe a dash with a CD on it to get away.

Good job team!

Thank you! Yeah I had some animations before I lost the project. Have all the systems to implement them too. oh well. Next time. Next time.

Thanks for playing! Yeah I just wasn't sure what to label this. I'll be honest the reasons behind the story was kinda cathartic to put emotions out there and get it out of my system. Should I put it on the internet? Maybe not. Meh.
We probably won't work on the project more as I've got another rabbit hole to go down with Networking for the next jam.