Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Rundevourer

101
Posts
2
Followers
A member registered Apr 24, 2025 · View creator page →

Creator of

Recent community posts

Very fun interpretation of the limitation! Just a nitpick, but the villager sprite in the selection boxes seems to have accidentally been placed too high.

The spritework looks great! Also enjoyed the stages. I wouldn't mind playing again if you ever add more stages or improve the game with music, SFX and/or background art.

It seems I'm one of the few to actually beat the game! You've done a nice job with the pixelart and I like the premise. The very high encounter rate is a bit annoying though and the first few enemies on the second floor were a bit underleveled compared to my stats. There also could have been some visual effect to show you taking damage instead of the shield number just going down.

The animations look pretty good! The idea of using glowsticks to be able to find your way back fits the creepy atmosphere nicely. The monster did kill me once even though I was observing it, but I don't know if that has to do with my torch not being fully lit.

Nice art! I'm not really a fan of lofi music (as it has never helped me study), but it does fit the game and the idea of deep sleep and studying well. Something you might want to fix is the sprites for the start and level complete screens not scaling when you go fullscreen.

Fun to see one more game with oxygen management as a primary mechanic!

The concept is pretty interesting. I do have to admit that walking around quickly gets a bit too repetitive, especially due to the lack of music and the environments not being distinct enough, but the artwork is very well done and Malt is great.

Fantastic game! The character and enemy design is great and the same goes for the different abilities and evironment, especially the moon. I did sometimes clip underground for a second while dashing downwards, but I got ejected back up afterwards so it's not really a problem.

The souls look really good! Navigating the map is a bit annoying though as passages are a bit too easy to miss and you keep getting stuck on steps while going up vertically. Also really liked the choice you have to make at the end.

The quality is great! I was expecting there to be around 30 fish max, but I've gone underwater so many times now and still haven't found them all. One recommendation I have is to show to current color of the submarine while on the surface, as it's currently always yellow.

(1 edit)

This really stands out between all the submitted games! I don't know if it's just an issue I have, but the audio is a bit scratchy, especially during the bubble transition when starting and ending an episode. Everything else is still fantastic!

P.S. How can I get gray pearls?

You've done really well with the art and mechanics, especially the screens that appear for opening the door and escpaing. 

I do have to say that the enemy detection bar should progress faster, as you can currently just sprint past the two stationary guards instead of sneaking around the building. 

And I also noticed that the player and door don't reset if you play again after beating the game.

It's still a very nice game!

Hilarious concept that also fits the theme so, so well! The cards were always on the bottom right of the screen instead of the middle though and some SFX would have made the experience even better, but the game is still fun as it is.


(1 edit)

Very unique concept! It's nice that the exit is randomised forcing you to think more about where in the map you're at. Having SFX for teleporting and sending a probe would have been nice, but that's just a minor complaint.

Thanks for the comment and informing me about the bug with using W or Space for jumping! That should be fixed now.

Thanks for informing me about the jump issue, it should be fixed now. 

I also made the part you were stuck on easier, so you can try it again if you want.

Wasn't expecting to see a game incorporating every meme on the internet today. The concept are puzzles are pretty neat! This is just a nitpick, but I do think the text and buttons that appear after completing a stage could have been bigger as they look a  bit too small and the darkened area around the text and buttons doesn't cover the entire screen, making it look like a mistake rather than being intentional.

It's nice that the party is random after time you play since it make each playthrough different. It's also impressive how much unique dialogue, encounters, and character quirks you managed to incorporate within the time limit, while also having great art and music. Playing it was truly amazing!

This game is gorgeous! It also ended up educating me on the possible plays in poker, which is nice.

My lips are sealed...

Yeah, I realise now that I might have made it a bit too difficult, though it does get easier once you start getting abilities.

The pixel looks great. I would have loved to see what the end result would have been if you had enough time to finish development.

Neat concept! The player and enemy sprites are a bit blurry, but the designs do look pretty nice.

Love the fish designs! I might have developed a bit too much of a liking to the idea of selling fish to the restaurant though...especially once I realised how profitable selling fish that you caught with the boat is, to the point where I stopped racing and breeding to become a fisherman instead.

Thanks!

Thank you for the proposal, but I sadly need to decline as I prefer making music for the game myself for a post jam update so I can learn how to make my own music.

You can find my explanation under your post on my game's entry page.

(2 edits)

I made an integer that increases when you press the Z key while decreasing automatically at a slightly slower rate, forcing you to press the key rapidly to outpace the decrease. Meanwhile, there is a timer running in the background with it's remaining time being displayed above the player. If it ends, its timeout signal is received by the player's and frog hand's scripts, causing the QTE to end and you losing oxygen if it's the grab QTE or getting a game over if it's the ghost QTE. If the integer reaches its required value, the timer is stopped and you succeed at the QTE.

The art looks great and the gameplay is pretty fun, though the game would really benefit from having SFX. 

By the way, I don't get what the green rectangle is supposed to be (I understand that it's an enemy, but not what type of creature it is).

You've made great use of the theme! I found nothing to be lacking while playing, which is an amazing accomplishment for a jam game!

(1 edit)

I get what you mean, I just meant that your interpretation feels a bit shallow, not that you haven't included the limitation in your own way. Sorry if I didn't make that clear in my original post.

The artstyle really stands out and the music fits the game well, making it pretty addicting to play! One complaint I have is that once the gem chance reaches 100%, the upgrade for it is still purchasable, yet doesn't do anything, leading to you wasting your gold if you buy it after that point.

Nice to see another game with an oxygen meter you have to keep an eye on! I really liked the zero gravity mechanic being momentum based instad of giving you a constant speed. Having some SFX would have been nice though.

Well, this game gave me a reason to brush up on my geographical knowledge! While it is fun, is feels a bit out of place in relation to the theme and also in relation to the limitation.

The graphics and music are great! Also love the dog's deadpan expression, as if he's in complete shock due to what's going on. It would have nice though if the barries and buttons weren't just colored rectangles, but that isn't too big of a deal. 

Interesting concept! I can't say I'm a fan of the sound effects, but the gameplay is pretty fun. Will definitely play again if you ever add more stages!

Fun game and well done, especially for your first jam! Not too big of an issue, but the choice between upgrades ends up being a bit meaningless when you end up getting multiple of the same upgrade to choose from, especially if one of them is just a better version.

Love the ending! The text would have looked nicer if you had used a different font and I did notice that the outlines of the rock sprites didn't line up that well, which is likely due to the stage being randomly generated. Still liked it!

This is in my opinion the most interesting interpretation of the theme! The game is really well done and I like the contrast between the stages of the game and the realistic ending screens. Also glad to see someone else implement a CRT-esque look, though yours is much more polished than mine.

The environment feels complete and not rushed like you would expect from a jam, which is pretty impressive. The game does feel a little easy once you understand what you need to look for, but that's more of a problem with spot the anomaly games in general than with your game. It was fun to play!