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ruinthread-games

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A member registered Nov 01, 2020 · View creator page →

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Never made it to the boss, but had fun trying!

Really cool that you have multiple playable characters and more so that they are unlockable. Also great that they all have different weapons and feel different to play. I managed to clear lots of rooms but it felt like a battle of attrition (at least at my skill level), so I always ended up running out of resources whilst trading hits with the enemies. I wasn't able to dodge that successfully and the aiming offset took a bit of getting used to but those are small complaints. Took me a while to work out I can toggle the map with 'm' (and thus plan a route to the boss visiting the 'pickup' rooms along the way) but I think I just missed it during the tutorial. Definitely cool that you included a map though, it gives the game a more tactical element! Graphics wise it would have been great if you could make the enemy weapons more distinctive so the player can easily recognise them. I like the cube characters and that you gave the playable ones distinct features.

The SFX and music were both great and its cool that you managed to incorporate a whole backstory, I find the premise interesting (so I would love to find out what happens after beating the boss).

This game is fantastic, the Egyptian environment just turned out great and the gameplay premise is simple but addictive!

I really like the graphics and style of your game, the desert hovercraft thing gets special mention, super cool with the gasmask guy manning the harpoon :) The particle effects really turned out well, I especially like the dust trail.

The gameplay feel is super satisfying and polished, especially with the music and sound effects (picking up gems and scarabs!) and I find it awesome that you managed to create a global leaderboard. 

Kinda messed up on the 'story mode' the first time round (I got greedy) so it was a tiny bit frustrating to have to go through the tutorial again (really carefully this time, since I reckoned that 'chaos mode' would be unlocked). It would probably have been fine to unlock chaos mode directly on obtaining the 3 scrolls, in my opinion. 

Other than that minor complaint its really a fantastic game and I imagine it has the potential to be expanded in many ways (eg. enemies, special attacks etc). Keep up the great work!

Thanks for playing! I specially implemented the XRAY ('X' button) feature to hunt down the stragglers :) but maybe I should have made it a bit more obvious. Sorry about the long load times, I'm trying different ideas to improve the level generation.

I am also one cool dinosaur (after a couple tries)!

Absolutely love the style of the game, find the 3d cardboard look really awesome. In fact the dinosaur in the thumbnail is what made me click on your game. Did you make him yourself? I think you also absolutely nailed the feeling of 'let there be chaos', running around as a dinosaur smashing cars is a super fun concept!

Gameplay wise, I think there are some improvements that could be made, since the rocket launchers are static and you can work out where cars tend to spawn it seems like it suffices to patrol an area in a rocket launcher 'blind spot' and just wait for the cars to come. In situations where you do want to dodge rockets, it felt a bit weird to me that you are stuck to moving on the road. Maybe something like free movement and homing rockets would have been better?

Love the music, fits the chaotic nature of the game super well.

Would have been great to have played this game for longer if there were multiple levels where the chaos just escalated more and more, but I realise you only had once week to make it, nice work!

Got stuck on the long segment where you have to follow the moving platform, but came back again and (with some effort) managed to beat it. Playing through the game a second time once I had become more comfortable with the mechanics made me feel totally badass whilst combining dashing and double jumping for maximum effect!

I'm very impressed by both the environments and level design and how you incorporated the dashing and bullet time mechanics. Though something about the bullet time still feels a bit off to me, I had a tough time gauging when to activate it, because it only lasts for such a short time and takes fairly long to recharge. For most levels I liked the fact that you could look ahead and plan how to progress but the moving platform section mentioned above I had to learn by trial and error and was frustrated by the lack of checkpoints, but it felt satisfying to make it in the end. I also found a couple short-cuts by double-dashing in the air, which I thought was really cool. 

The concept of being stuck in multiple levels of dreams is awesome and suits the theme quite well, in my opinion. I enjoyed the narrative aspects of the game (after eventually realising that the dialogue box was being cut off on my widescreen monitor and switching monitors) and the game looks really vibrant and appealing (although there were some parts of the game where it felt like detail was missing and you just have a lot of flat edges, but I'm guessing that's due to time running out). The integrated tutorial on the first level worked really nicely. The music was good but the game would have benefitted from more variety, but I'm already impressed by how much you managed to put together in a week, so I can hardly complain!

Thank you so much for making the effort of going back and trying the game again, I really appreciate it and the feedback you gave me is really valuable! I know that things go really slow at the beginning when the game is procedurally generating the map (and at the end its simply running the same process again), I've worked out a way that should potentially speed this process up enormously, but I've yet to implement it. Since the game ran fine on my computer I didn't invest much time in optimising and opted to add more features instead (always a tradeoff in these shorter game jams). 

Sorry about the cursor thing, I think its due to HTML5, also the desktop version of the game runs significantly better so I regret not uploading windows/linux/mac builds. I agree that it could be game logic such as AI causing the frame rate to drop, although the AI doesn't do too much other than a bunch of raycasting for the most part (can't easly update navmeshes during runtime in Godot at the moment), I'll have to do some profiling to be sure though.

I tried a different kind of movement system with this game, which kind of works the way you describe, provided you call the direction the camera is pointed 'north' the character moves in that direction when you press 'W' and analogously for the other cardinal directions (relative to the direction the camera pointing) and the mesh of the character aligns itself with the direction of velocity. I quite like it, though I can understand that it might feel strange initially to players who are used to something different.

I've already made a bunch of small improvements based on the feedback I've received, so looking forward to seeing if I am able to take this game further. Thanks again for being such a good sport!

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Just watched your video, thanks so much for playing! The sense of pure panic I got when you clicked on the settings button though xD, sorry I broke it before the submission (so clicking it basically kills the UI)! 

I never imagined that the game would run so poorly in some people's browsers though, I'm sure that makes it a lot less fun than the actual intended experience, sorry for that! Had to do a bit of work on optimisation before submission but I will have to check what is bottlenecking the resources. Next time I will definitely provide a downloadable build too. Thank you for sticking with the game though and giving it another chance. You're spot on with your commentary though and I now realise for instance how awkward reloading is with no visual feedback (didn't have time to make an animation) so its just a 1s timer, definitely something I will keep in mind for the future. Since you mentioned that you've never made a shooter, this is actually my very first attempt at a shooter game, so for one week's work I think I'm quite happy with the result :)

PS: You could have utilised your jetpack way more to bomb the thugs from above, there is nothing stopping you from aiming down sights and shooting whilst jetpacking :) The idea was at least to separate the thugs as much as possible initially (I made AI that runs away from the source of nearby explosions) so you don't land and get caught in a crossfire, which usually ends in immediate death.

Close call, managed to defeat the zombie horde with just one citizen remaining! (I may have accidently squished a couple)

Love the chaotic scenario of controlling the digger and accidentally knocking stuff over etc. Really fun! Cool that you mostly used physics objects (although I did stuck on a couple of things, like trees I think). Pathfinding works really nicely and the zombies made a very dynamic enemy! The citizens might have been a bit smarter and tried to avoid my digger!

Really like the lowpoly graphics, they suit the game perfectly. And you managed to create an impressively detailed little town, with multiple different access points for the zombies! It was very helpful that you included a minimap, though it would have been great if there was some kind of wave timer to show when the next wave of zombies was about to spawn (I had to wait probably about half a minute after the first wave and had started wondering if any more waves were going to come when they showed up). Sound effects were good, the game would be even better with some whacky music to fit the chaotic situation though!

Hi, thanks for the feedback!

Do you think the lack of control was perhaps a performance issue? Did the game run smoothly for you? The jetpack wasn't necessarily designed to maintain a fixed altitude indefinitely, pressing the space bar adds upward acceleration (so if you are already moving upwards you'll move faster and if you're falling you will just fall slower at first until you change directions in vertical velocity). I sort of pulse the space bar rhythmically whilst playing (eg. 2-3 seconds on, 2-3 seconds off). Its a bit more chaotic that way, true, but that is the nature of this game jam! :)

If your game wasn't running smoothly for whatever reason, then I can imagine the controls would be more frustrating, and I'm sure there is plenty of room for me to optimise the game, but this is just what I managed to make in one week..

If you're willing to give the game another chance I would love to hear if you manage to control the Rocket Cop a bit better. 

Was it mainly just the controls of the jetpack you found awkward or other controls as well?

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Not really a bullet hell player, so I think that's about as good a result as I will be able to get, at this point things were just getting way to frantic for me, but I certainly had a blast playing your game, it has a really addictive quality!  

I had quite a lot of coins at this point so wanted to give the last gun a try (was still on fully upgraded pistol at this point after having tried the assault rifle in the previous round) but didn't survive to get back to the shop. Might have to have another go to check it out. 

I can't really offer any suggestions for improvement, everything was great! Music, graphics, atmospheric lighting, the juicy gameplay, particles, blood spatter, all just came together nicely here. A minor point might be that the dash mechanic didn't feel that natural (I was hoping I would dash in the direction I was moving, but I think its in the direction you're facing which usually meant dodging into bullets etc.). Also it would be nice if there would be more indication when the player takes damage, often I would be surprised to see that a chunk of my health was missing but that might just be the fast pace of the gameplay. 

Fun game!

Got to the boat with that damn tornado on my heels!

This game almost has some horror aspects, I had to keep turning around to see if the tornado was behind me. Really awesome that you included voxel terrain in your game and I'm impressed by the performance. Are you running marching cubes or one of the fancier algorithms? And on the CPU or GPU? And how did you do the chunking? :) 

I did notice some issues with the voxel terrain though(holes in the mesh on restart, the sea plane poking through, that's a tricky one to solve I think, once I dug to deep and fell through the world, and a bit of texture stretching on vertical surfaces (triplanar mapping?)), but I'm guessing you're probably aware of them :)

Gameplay wise running around with a gun that's able to morph the terrain is always fun and it was cool seeing all the catastrophes you came up with to torment the player with, though maybe a couple more would have been nice. I only knew I was supposed to look for a boat from reading the game page, you should probably inform the player in game. Sound effects were awesome, really atmospheric. The graphics were great for the most part but the tornado was a bit jarring. Not really sure how to make a convincing looking tornado, maybe layer multiple meshes on top of each other with transparent noise textures and lots of particle effects? It should at least spin a bit faster IMO. Also it was a bit confusing to work out that I had to press escape on death before I could click  the 'restart' since I had not looked at the controls first. Was it not possible to uncapture the mouse cursor on death automatically? 

Those are just minor gripes, the game is good!

Enjoyable platforming action, would have been easier if Oskay would use his damn shield to block the crossbow bolts! :D

Made it through to the end after a couple of tricky bits but the difficulty felt just right I would say, and rewards patience and observation. Good job putting in a very generous checkpoint system, saves us players a lot of potential frustration from having to start over. I'm also impressed that respawning is instant and lets you get right back into the game. The controls felt great, the character behaved just as I expected.

I like the the look of the game, especially the character and foregrounds. The backgrounds were nice but some of them didn't fit the art style particularly well (pixel art vs very smooth graphics, particularly noticeable in the purpleish one with the UFO in it), but I liked the variation in sky colours. The music and sound effects were excellent and give the game a nice cheerful atmosphere. Its cool that you put in a backstory and even a twist at the end, good work!

I like the style of the game!

You can probably make it a bit more challenging easily by introducing a reload mechanic, because at the moment I think there's nothing stopping the player from just clicking the whole time to kill everything that shows up on the screen. Even better would be if you make the weapon only be effective when the enemy comes close enough so that the player has to time their shots and gets hit if they are too early/late. Adding in a bit of movement for the player would add even more possibilities. 

Very cool sound effects, gave the game a real sense of atmosphere. I also liked the small touches like the stars shining and dimming and the different layers of ground with bones and stuff. I like the zombies animation. Good work!

Very stylish game, it has a great retro-inspired feel!

Really like the graphics, the attack animations look especially cool and it also feels good to run and jump around. The music is great makes the fights feel way more epic. As do the bombs that come crashing down and leave trails of fire of course :)

Its great that you already have 3 different kinds of attacks and the AI seems to be working very nicely (although did get stuck once or twice). I think the combat will become even more interesting with more combos etc. At the moment the medium attack seems to be very strong and I think its possible to stun-lock the enemy AI just by spamming 'k'?

All in all great game, I could imagine playing it with a bunch of friends. 

Simple concept but executed well and a fun challenge!

I did manage to get to the end of each maze on the first try, so you could have maybe increased the difficulty by a small amount. I liked the first person perspective and controls were smooth but sprinting felt a bit weird as if my character kept speeding up and slowing down. I think the animations showing the path through the maze were extremely well done, not too fast (so you can't keep up with the turns) and not too slow, so that you start forgetting them again.

The main menu music fit the concept of the game well but I was missing some in-game music too (preferably something relaxing that doesn't distract the player's concentration). Very nice use of sound effects though.

I think there are plenty of ways you could expand on this idea, for instance by putting traps in the mazes! It was already very cool that there was a freeze time pickup, maybe you could come up with other pickups as well (like XRAY for instance or something like that?). Nice textures on the ground but some textures for the maze walls would have been nice!

Tragic but hilarious! 

I feel sorry for the girl, and bad that I never managed to find the solution. Maybe the solution would be for her to pay attention in class and do her homework? Seriously though, I have tried everything I could think of and found loads of different outcomes, love the dark humour! I like the hand drawn level and the amount of details you managed to incorporate and especially the effort that went into all the different outcomes. A couple of very cool small touches such as the XRAY magnifying glass in the main menu. I think the music fits well, you might have to give us some hints for the solution though!

Oh, cool there are a whole bunch of magical weapons, I must have been unlucky with drops then, might have to give the game another go!

The fact that I'm only the 4th person to rate this game is completely incomprehensible to me, you must promote your game more, its definitely worth playing! 

I might even go so far as saying its the  game I've liked most of all the game jam games I have played so far. I find the orthographic perspective and clean, flat-shaded desert and water aesthetic super appealing and love the music and how it changes tempo during possession, really cool. The possession mechanic is really clever and its super satisfying to play the enemies off against each other. You could probably expand this idea in all kinds of interesting ways! I loved the integrated tutorial with the text being actual 3d object that causes reflections and everything, nice touch!

I have just two minor gripes and one suggestion: The enemy pathfinding was a bit 'dumb' sometimes and perfectly happy to let enemies who were pursuing me run straight into the water (which is kinda fun in its own way and if I'm benefitting from it then who am I to complain? :D) and aiming was a bit difficult for me (possibly because I'm on a widescreen monitor, I read that the game is only meant to be played on 1080p, I think this caused a slight offset in the rotation, it was totally manageable to compensate though). My suggestion is that when you cause mayhem with an enemy (eg. blowing up a bunch of barrels that somehow ended up next to the whole enemy squad), the camera shouldn't immediately snap back to the player character but rather let me watch things play out for at least a second or two.

Hope you get more reviews/ratings soon, you made something really special here!

Your game has two main strengths, finding hidden passages and turning into a dragon! 

Really liked the sense of atmosphere and lighting of the levels. I would have suggested using smoothing shading on the character + dragon, but that may be personal taste. I really liked the glowing sections on the dragon model. I had some issues with the mouse cursor not being captured (so it was possible to move it outside of the screen and I think I would definitely add a settings option to invert the y-axis on the mouse (since I'm more used to it being the other way around). Got stuck on the third level after beating all the enemies, I see there is a destructible wall but I have no idea how to make the grenade throwing enemy hit it, am I missing something? The music was not bad, but got a little bit repetitive, but I'm sure you just didn't have time to make more tracks/extend the track. Breathing fire as the dragon felt good, but the movement was a bit awkward (e.g. turning) and in my opinion he should be able to fly up/down way quicker!

As I said, I really like exploring for hidden passages and it would be cool to experience a bigger/more polished game world with this concept!

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Nice game! Like the explosions and the way the gun feels. The time control mechanic is a cool idea, it would be great if there were some enemies to fight in slow motion. Good music and sound effects and I like the way the level is put together. Initially I also had problems with the low sensitivity of the mouse but when I restarted the game it seemed a lot better. When I was twelve I also knew that I wanted to make games, so keep it up!

Thanks for the honest review, you are of course entitled to your opinion and its totally ok to not like a game! Perhaps I can convince you to give the game another chance though. 

Firstly, I'm quite surprised to hear you had trouble with the camera as my camera setup is very standard for most 3rd person games and none of the other raters have complained about issues. Was the mouse movement too sensitive or something? It could be that if you alt-tabbed out of the game your mouse cursor was not captured and that then lead to strange behaviour with the camera?

Secondly, the gun is actually supposed to be a grenade launcher, which means that the projectiles are not meant to travel far (like bullets) but therefore explode damaging enemies and buildings in a certain radius, so you don't have to hit things precisely. So the idea for playing is to fly above the roof (high enough that the enemies can't hit you) and shoot down from above (this will destroy parts of the roof and separate the enemies (ideally onto different levels inside of the building). Divide and conquer! You can keep engaging and disengaging your jetpack to maintain height. Might take a couple tries but once one gets the hang of it, I find it quite fun to rain grenades down from above at the thugs and then go in and finish them off once they are isolated. If your HP gets low you can always jetpack away to regain some health.

I agree that the map is rather empty, there was only so much I can do in a single week and yes I broke the settings button by accident, these things happen in game jams. Loading is slow because the map is generated procedurally and each cell is destructible, there's plenty of room for me to improve performance but I ran out of time.

I'd be really grateful if you're willing to give it another go with these points in mind but if not, that's fine too, no hard feelings!

Very cool hand-drawn art style! And fighting off hordes of alien monsters was frantic fun. I especially liked the lizard/salamander-looking one, they almost look too cute to shoot :)

I like the fact that you included multiple different weapons, and that they all feel different. It was a bit confusing at first what the bullets were and why there were additional particles being emitted from the gun, but that's a minor point. The particle effects of the explosions looked really nice. I like the music, fitted well to the setting of the game. Also the 'endless' aspect of the game is really cool but maybe giving the player a bit of reprieve in-between waves of spawning might have been good (but less chaotic, I know). Eventually I was overwhelmed by enemies because they were spawning faster than I could take them down and they cornered me I a place where I couldn't get to the gun that had spawned.

One technical issue I had was that the game didn't display properly on a widescreen monitor (the computers continue button was cut off) so I had to use my 2nd monitor instead. I think the enemies need proper pathfinding, they tend do get stuck on the level geometry, (presumably because they are always walking straight at the player?). Also the restart button doesn't seem to work. 

These are only minor issues though and I really enjoyed the game!

I think this is an excellent game but held back a bit by the difficulty. Very impressive that you managed to make this in one week, especially the procedural generation system, it certainly fits the theme of chaos well, especially when combined with the destructible environment. The fact that you managed to reduce the control down to just a single button gives the game an almost tactical element. But I think the fast movement of the character combined with the bombs dropping and other hazards to avoid feels a bit overwhelmingly difficult, at least for me. So most of my runs only lasted for about 10 seconds at a time and sometimes I got lucky with the level layout/bombs and made it a bit further. If the player had more time to plan their next move and a larger window to react in I think the game could be a bit more fun to play (just by the virtue of getting further even). It feels like sometimes there is just no way to avoid death and that's a bit frustrating.

Otherwise the old school Gameboy look and sound really turned out great! I especially like the pixel art of the background and the characters animation. So yeah, nice game, fits the chaos theme very well!

Made it through to the end and it fits the theme really well! The involuntary aspect of throwing the potions and them having negative effects feels very unique to me and makes for a compelling game. I like the visual style of the game especially the thumbnail and the knight character. The lighting and background were good but the foreground scale feels a bit off (it feels like a tiny character running around on a desk or something). 

The main menu music fits great and the in-game music sounded good to me, with the sound effects being even better. Also I like the integrated tutorial, but it would be nicer if each trigger area was a bit larger because I kept running straight through them and having to backtrack. 

I found it quite difficult to dodge the knight's thrown swords, so maybe one could consider slowing them down a bit? The potion throwing mechanic worked nicely although it seemingly became easy to end up in a failure state were enemies keep duplicating faster than you can defeat them and the player is basically forced to retry the level. I was missing a bit of variety in the later levels but I know that you only had one week to work on the game. 

All in all a very nice effort, I enjoyed it!

Just like in real life, if you don't gather enough fame, you get bexecuted! :D

The sense of atmosphere you managed to create in your game is simply astounding. I must have spent at least a couple minutes at the title screen just listening to the fantastic music, which is easily one of the strongest features of the game for me. There was a bit of a complexity overload for me in my first attempt at playing the game and I was just going around gathering fame whilst wondering why it was so easy to kite my hunter (I had forgotten that you are supposed to defeat them/how to defeat them). Since no progress seemed to be happening I reread the tutorial screen and description and then was able to work it out and defeat all the hunters to defeat the Holy Burch and win the game! So I'd say this game would definitely benefit from an integrated tutorial to make it easier to get into. I had no problems with the mentioned overlaps.

The fame as a health/resource management aspect makes things interesting, I once played too aggressively and recruited when I should have gone for the '?', which resulted in the hunter catching and bexecuting me.

I really like the hand-drawn map and 'board game tokens' they contribute to the atmosphere in a huge way. I find the game's setting and lore extremely amusing for some reason. The off-screen alerts for the purple '?', hunters and gold 'recruitable' tokens are very well done and save the player from searching around the map too much which would otherwise be very frustrating. If you spend more time working on the game it would definitely be interesting to see if you can make the 'obstacle' tokens less static/ give them unique properties, since at the moment they are pretty easy to avoid. Nice work!

You absolutely nailed that PS1 look! And I love the juicy and frantic gameplay. The particle effects are especially satisfying! Took me a while to get the hang of staying alive and I noticed that you can influence your next run from the previous run since the world state doesn't reset on death, which adds another interesting dimension to the game.

I wish it would be possible to stay alive a bit longer by default because its difficult to grasp the mechanics of the game as a new player when you only survive for a few seconds (especially the policemen mechanic which I think I still haven't really understood). There also seems to be a strong element of RNG, but that is the nature of chaos I guess. I feel the game should definitely tell you why you died. Maybe adding indicators of where cars are about to show up offscreen would make things easier for the player? Initially the controls feel great and responsive but as you move around the camera rotating makes the character move in unintuitive ways, especially around the southern health pack dispenser. Sometimes it felt like I was walking close enough to a health pack to pick it up but it wasn't.

These are minor gripes though, the overall game is fantastic. Especially with the music and sound effects it all comes together into an excellent game, in my opinion definitely worth expanding upon.

Finally managed to get both endings, this was a fun but punishing platformer.

Took me ages at the beginning to discover that the player can double jump (I think you never mentioned it in the instruction part) so I was trying to jump on top of the meteorites as they fell down and died a lot (it looks like you should be able to jump on them because they are square, so maybe making them round would be better?). To me it seemed a bit unintuitive that touching the top/sides of the meteorites would kill you, so maybe its also possible to make them look more dangerous somehow (eg. sharp edges pointing out)?

I liked the music and the abstract feel of the game, though I personally don't find the colour scheme that appealing. The player character was cute and I like its animations. Also great job on incorporating environmental storytelling, that's definitely an idea you could develop further, I think. Like it would be interesting to find out the bosses (I like its design would have been cool to have seen more of it) and meteorites connection to the 'apocalyptic chaos' as you mentioned.

This game really reminded me of playing games growing up, it has a really awesome old-school feeling to it. I really like the graphics and wish the game would have gone on longer and allowed me to see more of the world! Its fantastic that you even managed to make an inventory and Diablo-style equipment system, but it would have been great to have a belt to drink potions without going into the menu in the middle of a fight (unless it was a game design decision).

Really liked the design of the main character but he reminded me of Kratos. It would be awesome to learn more about the lore of the in-game world and what the meaning of 'chaos' (staffs/ enemies/ boss) and what the character's motivation is. 

The music was great, really put me in the zone, honestly if there was more content I could have gone on playing this game for hours. One tiny critique is that the transition to the boss music was quite abrupt and could have been faded. I saw you made a wiki for this game which is amazing, but I didn't manage to find a page with all the loot, I was hoping a new staff would drop but never found one in game. Is something supposed to happen after beating the boss, there was no ending screen for me so I just went on exploring the dungeon but all the enemies were gone, I'm guessing that was just the end?

The graphical style of the game is phenomenal, from the 'cardboard' children to the user interface, pastel colour theme, everything just fits perfectly. The concept of the gameplay is simple but its a real rush when the herd size starts to snowball! Even so a huge herd can quickly be decimated which keeps the game tense until the last moment, very nicely made! In terms of complexity, it would definitely be cool if the different coloured piñatas somehow behaved in different ways (which isn't the case currently unless I am mistaken?) to really add to the chaos (they could eg. interact with each other in different ways). 

Steering was a little bit difficult (not sure if that was a design choice or not to make things a bit more frantic) but it took a while to get used to the movement of the piñatas. The music was serviceable but got a little bit repetitive quickly, so would have been nice to mix it up a bit somehow.

The latter are minor points though and my overall impression is of a charming and fun game!

Post your games here and we will rate them and try to give fair, honest and constructive feedback!

In return we would appreciate receiving ratings and feedback on our game, Rocket Cop

1107 - I knew I must have done something right when my computer slowed down to a crawl :D

Really enjoy the concept, creating a complex reaction from very simple initial conditions. the game rewards a bit of experimentation but maybe it would be cool to start small and then scale up to learn the basic rules of interaction in a more intuitive way, starting with 60 seeds(?) makes it a bit tricky to follow what's going on initially. But the reaction is mesmerising, very cool particle effects! Like the graphical style and calming music, very nice!

Just rated your game, would be awesome if you could have a go at our game Rocket Cop and give us a rating!


This game was really hard, I tried all the levels (1 & 2 and boss) a couple of times but unfortunately didn't manage to win on any of them. I think the chaotic movement is an intriguing idea but my reflexes weren't quick enough to react in time. I liked the vibrant and clean graphics and the different music tracks for all the different levels, they fit together nicely. A more hands on tutorial where the difficulty ramps up slowly would be much better than just having the static screen, but its more work too, I know :)

Hi, our game Rocket Cop is currently at 6 ratings, and we would love to get more honest feedback. Also there are thugs that need eliminating! Appreciate the offer to help the less rated games :)

Unfortunately over all too soon!

I really would have loved to have seen more, because what is there already is stunning! The artist did a fantastic job and it feels like the comedy/horror atmosphere you were trying to achieve is already there. Would be nice if the worms were animated when transitioning from straight to bent for a bit more telegraphing for the players with slower reflexes :), but I guess there was only limited time during the game jam.

The music is also great and fits the theme perfectly. The premise of the game sounds intriguing and it would have been cool to see the chaos elements. Whilst limited in content there is a definite feeling of high polish there and I'd certainly be interested in seeing more of the game as it develops.

Hi, I'd like to put forward our team's game for you to play and rate.

It's called Rocket Cop and you get to blow up thugs (and buildings)

Will be checking out your game, your thumbnail art looks absolutely awesome!

Thanks for playing, appreciate it. I enjoyed watching the stream!

The concept and execution are both fantastic!

Love the dual controls, 'let there be chaos' indeed :) Tried it using a controller but maybe mouse and keyboard would have been better. The difficulty is punishing, but in a good way I think. Unfortunately I got stuck at level 8 (I just can't seem to figure out what triggers the lasers, am I just too slow?), but I think I'll come back for another crack at it later! 

Nice touch that you have a practise mode, even though it took me a minute to work out how the main menu works, but it is very clever. Music was decent and the graphics were crisp and clean and made reading the levels easy for the most part (figuring out which pressure plate/switch triggers what was a bit trial and error though, but maybe that's intentional).

Great game!

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Hi, I hope you might consider playing my team's game, Rocket Cop!