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rcortes

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A member registered Jul 13, 2020 · View creator page →

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Really excellent polish on this one, love the visuals and the music. I did feel the gameplay loop itself needed a bit more depth though e.g. other entities to dodge, obstacles etc. That said, well done on a unique entry overall!

Very unique take on the theme, always good to see a grid-based game with interesting mechanics. I think the pacing was a bit thrown off by the repeated dialogue boxes though. But overall a very polished and clever game, well done!

I really love the art style of this one, reminds me of old Newgrounds games. Great job on the visual polish, and the mutation synergies were fun to play around with. I personally went with a mana spam build of just constantly adding blocks, didn't get hit once lol. Would've been great to have some audio to complement all the visual flare, but I understand time limitations.

Nicely done!

Cool interpretation of the theme! Nice execution on the minimalist ambience and the enemy variety. I also like how you can see the mutations growing on the character, adds to the strange cancerous theme. 

Thanks for the kind words, glad you enjoyed! I realise now the health system is definitely quite unintuitive. Basically, the green bar is your health (or "rad"), and your beam and dash abilities consume rad while your swipe attack regenerates it, and the red segmented bars are your lives (or "cores") - so if your rad goes down to zero you consume one core to replenish your rad to 100%. Will definitely add a tutorial later on!

Congrats on making one of the most polished looking games in the jam imo. The designs for the mutated turtles were fun and met the the mutation theme nicely. I felt the difficulty did stall a little towards the middle, so all of the waves afterwards were getting steamrolled within the first few meters. It would be cool to see some larger waves or more powerful crabs in the later game.

Overall very well done, and great music too! I hope you guys get more votes cause you deserve it

Good first entry, it was fun to see the workers specialise at their tasks. I faced the same issues as others regarding scaling and the assignment menu causing the camera to pan to the right, but apart from those issues nothing to add. Keep at it!

Definitely the most unique take I've seen on the theme this jam. The puzzles are well designed - simple mechanically but reward visualisation and planning over brute force, just like a Rubik's cube. Great execution on the concept!

Glad you enjoyed it :) The health consumption/regen mechanic was one of those things I added first during prototyping but it completely slipped my mind to properly communicate it to the player 🤦‍♂️ I'll be patching the game after voting to add a tutorial and some heal/consumption indicators so hopefully that makes it less confusing.
Thanks for the feedback and the kind words!

Really unique aesthetic and polished animations, props to the artist. Unfortunately I had the same UI issue (50% was too zoomed in and 67% was too zoomed out) so I couldn't see how much currency I had, but even without items it was a fun and clever experience

A relaxing and clever take on a fish tank gameplay loop with the mutation theme. I like that the end goal had you breed the perfect mutant turtle candidate, and that ending mini-cutscene made me chuckle. Well done!

Nice job! Impressive you managed to voice act for a jam game. I liked the mutations mechanic although it took me a moment to figure out you could only use it on enemies highlighted in blue

The sounds gave me flashbacks to my Minecraft XP farm lol. Great job on this one, I love the addition of the mini-map, especially once you become a god. Would be cool if the camera zoomed out as your attack area expanded so you could get a better sense of scale of how powerful you've become. But overall a really polished and well done entry

This was a pretty fun and unique concept, haven't seen anything like it this jam. And props to the artist as well, the art style really adds a lot of charm. Overall a simple game with great execution, well done!

Nice job on the entry! I'm a fan of the visual style and the mutation meter. I think giving the player a choice with what mutation would make the upgrades feel a bit more impactful. But overall well done!

A quirky and fun take on the incremental genre. Always felt a bit bad blasting the little guy at the end lol. And good job on the tracks as well! The drum & bass one was a banger

Thanks for playing! The beam and the dash abilities consume your health and your swipe attack regenerates it, unfortunately I didn't have time to properly communicate that but I've got a patch coming after the voting period to add some hit/heal markers to make it clearer. As for the camera movement, the idea was to have it extend towards the cursor so the player can see more in front of them, but I think I'll have to dial it back a little cause you're not the first person to point it out haha

Thank you for the kind words! Glad you enjoyed it, I'll be sure to check out yours once I get the chance. One of the earlier versions of this entry had no cap on the mitosis ability and a much bigger arena, so lag was definitely an issue there lol

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Nice job on the visuals, reminds me a bit of Abiotic Factor. Totally understand the overscoping problem, but I'd love to see the concept of this entry fleshed out later on!

Also not sure if it's just me but the Windows download crashed immediately :(

Pretty neat rogue-like with good controls and clear visuals, and impressive you got the procedural generation done for the jam! I like the idea of the enemies gaining the choices you didn't take - although I think it would have had more weight if you could see the cards before picking them. Well done overall!

Cool visuals and  sound design - impressively polished for a jam! Aiming was a little difficult with  just WASD, I think it could benefitted using the mouse or joystick instead. I also like the beginning of the levels where you could shoot all over the place to take down enemies across the map, but I wish there was a way to recoup more allies since once you get down to two you're basically stuck going back and forth between the spawner.

Overall really unique concept, well done!

Really nice job capturing the old Castlevania aesthetic! Points for being more forgiving and respawning at the start of the screen, although when you die in werewolf mode you do get sent back to the beginning lol. The left-hand accessibility option was also a nice touch

Nicely done! It's like Jump King if it was more cozy than ragebait. Really polished art style and controls - and the little bird hops are super endearing

Loved the music  building in intensity as you go up. The game's got a lot of charm and I like the banter from the little hooded guys.  I admit I cheesed some of the platforming by going on the ledge, but that's part of the fun imo

Overall really well done!

Cozy art style, and I like the concept of the 2-phase gameplay of preparing your resources at day and fighting at night. I did feel there was a bit too much downtime during the waves though. But nicely done though!

Very cool narrative options, I love the slow realisation that you're turning into one of them. Simple gameplay but effective, and beautiful music to sell the story too. Well done!

I love how seedy the whole vibe is from the bush man to the gymbro turtle to the handful of bored ants. A lot of really nice touches to a silly and fun concept.

I like the visuals and the dialogue, but was a bit confused about the objective or what the temperatures meant. I kept bringing the temps down to what the details said it should be for the chosen medicine, but the patients died half the time anyway. I like the concept of preparing patients for experimental mutations though

Cool concept and visual style. Good job on the music as well, impressive you got this many tracks done! It would have been cool to see a bit more control over the mutations though since it seems like the winning strategy is just to spend all your money as soon as you get it. Nicely done overall though!

Love the Quake-like aesthetic and the snappy controls. Had a few lag spikes (downloaded version) during my first run but it settled down after that.

Good job! Nice control scheme, I liked the minimalist art style, and well done on the music! The gameplay does kind of boil down to just trying out the different mutations to see what "unlocks" the path, so I wonder if there could have been more of a platforming-focused emphasis on chaining them together, or a puzzle aspect of figuring out the right sequence of abilities, or some other development on the idea. Nicely done though :)

Had fun trying out different builds with this one, and nice work on the animations! Well done :)

Cool concept with a fun execution. I love the progressively more mutated Archibald, and the enemy designs are sick. A bit heavy on the RNG as sometimes there's no good way to stack genes without net losing stats, and other times you can just spam the first mutation option every battle and still win. Still a fun and interesting way to level up your character though, well done!

Very solid and intuitive mechanic with a good ramp-up in difficulty over the levels. Love the depictions of the chimeras as well as the fact you could browse them in the Bestiary. Well done!

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This game's oozing with style and personality, had a lot of fun with it. Such a clever idea to have both aesthetic and functional components that can be mixed and matched across yips. My party of killer turtles absolutely steamrolled Bae's yips which was fun. Good stuff!

Great entry! Really fun controls, well done minimalist neon art style, and the polygon fracture of the enemies really sells the swordplay. 

A couple thoughts/suggestion:

  • The difficulty seems to level off after a few waves. I think it would have been fun to scale it up more over time
  • I found that wiggling your sword constantly was a bit of an OP strategy lol. Maybe a minor stamina cost to sword movement could balance it?

Overall a really fun and stylish entry, you should be proud!

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Nice game! I liked the enemy variety, sprite work, the journal entries, and not to mention the turtle cameo for the wildcard.

A couple points of feedback/suggestion:

  • I wasn't sure how to use the serum syringe (found out by trial and error it was F), so worth listing in the controls
  • Would be nice to have some indication of when you're taking damage
  • Could be good to have a charge up animation for the mutant boss' laser so you have time to find cover

Overall nicely done!

Thank you!

Thanks for playing! Glad you enjoyed

Thanks for playing! The dash and beam abilities consume your health so I'm guessing it was that - but I get it could've been communicated better :)