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rrigamondi

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A member registered Feb 13, 2022

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<3

Great walkthrough! Hope you come back for more when we'll release the next versions 馃槂

Amazing, so mad I only found it now that the jam is over! Simple and yet so good on theme and innovation!

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Concept is probably the most interesting thing I've seen in the jam. Very ambitious writing a netcode in so few days! I think the player would really benefit from a little arrow appearing over Daisy when charging the jump, to understand exactly where she'll go (I found the controls to be frustrating at times, since you can't exactly preview the direction and height of the jump). I don't know if it's one of the game breaking bugs you mentioned but I managed to get decent heights by entering edit mode and carrying Daisy on a block, it doesn't lose collision. Graphics are so cute!

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Sideloaded it on quest no problem, but i couldn't really understand the objective. Said blue=hide but couldn't see anything blue. I think a little text box tutorial would have really helped! Shooting a hyper realistic gun and throwing granades at the little amogus is pretty fun

Amazing game, really atmospheric
Felt it was a bit difficult to distinguish between aqua and light blue, especially which bottle was which, but after trial and error i figured out and completed it

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Very cute experience, my only complaints are the asteroids which at first look like something to avoid and maybe having a minimap to understand at least your position relative to the map's borders, to keep track of where you've been or not. All in all very relaxing and wholesome

Very cool, like both the fact that each player shoots on one axis, and the fact that they share health. I didn't get very far playing alone but I noticed the enemies often tend to get stuck on the walls when you're directly in front of them, instead of moving around them. Graphics feel very intuitive in what you have to do (i like the health bars being integrated into the sprirtes)

Solid 2d run'n'gun, the level where you have no gun is a nice twist

Space Invaders, but make it Cuphead

Amazing art for a jam and a very simple but fun and fresh arcade gameplay. Hitting the UFO with two projectiles at the same time is very satisfiying. Loved the sound too, very on theme. GG!

Very original gameplay, though it's not super intuitive to remember which color ball is stronger. Covering yourself with cats is fantastic

Unfortunately couldn't get past the area with the sliding door and all the levers (i crafted the "rock cage" weight thingy and set it on the high lever but couldn't tell if I'm supposed to do anything else) 
Love the whistling mechanic and how effortless the crafting is. Can safely say the protagonist will soon have their nautical license revoked

I think it would have been very funny if the bullets were something being unknowingly shot by the potato, maybe using the snot bubbles? Very short but solid action, the speed of the "enemies" gives great pacing. Being only 50 enemies it'd be nice to have a victory screen of sorts, it looks like a bug when they stop coming. 
The art is extremely cute

Thanks! Shaking is a great idea, did you also watch Sakurai's youtube videos? We'll try to implement that or some sort of feedback for sure

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yeah for the feedback we wanted to at least have a sound but couldn't implement it in time sadly, we'll definitely fix that post jam (most requested feature for sure!). For the artstyle you're right in the sense that we were looking at both illustration and pixel, we landed on this hi-res pixel art that reminded us of DS games and especially something like Wario Ware. Being raster stuff we targeted a 1080p resolution so having a higher-res screen may result in some more blurred/discontinuous visuals

Stroke Simulator 22
Art is really beautiful! Really makes you feel like you're playing Typing of the Dead

Thanks! NES TLOZ and ALTTP were definitely an inspiration

Very cool concept! Love leading the enemies to each other, feels a bit like a puzzle too in that sense

sus player model

Interesting concept, very unique, even though I don't see any hearts on my screen so I don't know how much I can take until game over

where's the game

Fun prop hunt, very atmospheric, music and notes really give you that feeling of magic

to scary peed my panst :(

Is Sam's sprite rotoscoped? Big Prince of Persia 1989 vibes! Cute writing too, although it took me a bit to understand how to use Enola. Maybe some contrast issues on some platforms: the gray cubes blend into the background and the blue pipes look like platforms, but it just takes a bit to get used to and then it's all good
We also have robot companions, shooting and a pivoting arm if you want to give it a try ;)

*Borat voice* You are alone... NOT

Music and graphics make me feel very relaxed, the levels feel a bit like Captain Toad Treasure Tracker, nice!

Thanks! I definitely agree, we had some audio issues and couldn't include all effects, including when taking damage - we'll fix in 1.1 for sure. Maybe also a bit of flashing on ROB's sprite? We'll work on it!

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Love the artstyle, also the little quirks like the sticks holding the characters up or the runes in their speech bubbles! It's a bit difficult to pick up as I couldn't understand what to do in the first horizontal phase, I had to look at your comment; I love however the idea of the 2 phases with each boss, the first one kind of raking in health and the second one defending it. The UI might have to be revised esp for the second phase: the > was hidden under the health bar so i couldn't see it at all, also it's a bit too difficult to keep track of both sides of the screen, even though the game isn't particularly punishing when missing a note. Would also love a different song for each boss!

Got fined for beer! ACAB 馃槫

Having a touchscreen really helps! Love the paper mario-y visuals, a couple levels in you can really see the mayhem

Pushing down the enemies is fun

Interesting idea! 

booyah