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ryle e

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A member registered Sep 28, 2020 · View creator page →

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Loved this! The art is gorgeous and the music fits it wonderfully. Feels like a mini Hollow Knight with a rhythm element!

Visuals are obviously fantastic and really well-made for a jam game. The environments look great too which really adds to the whole experience (especially the foreground silhouettes!!). The effects on landing an attack and taking damage are really good too, super hard-hitting. The only visual issue I saw was Leit's skirt slightly disconnecting from itself when playing the violin , but I really didn't mind due to the rest of the game looking so good!

Audio is great as well, linking up the music to the violin playing is super impressive and really enjoyable. The music was really good and fit super well with the art style, and the violin sounds fit nicely with the music. The NPC talk sounds were super charming and had a lot of personality, definitely made them fun to talk to! I would love if the music loop was a tiny bit cleaner, as I did notice the loop when it happened, but the blend isn't particularly bad.

Platforming felt floaty but fun, no issues there. The attacking was good, but there was very little leeway on the note timing. No criticism for that, though, as I do think my issue with hitting the timing is more of a skill issue for me than a problem with the game. I did notice that hitting the note right on the tail end seems to buffer it- that is, if I attack right when the note is leaving the beat range, it'll wait another beat then play the attack afterwards. I did also find one significant bug that I think has been mentioned already: on the downloadable version, once I head into the credits room (which I can do before defeating any bosses) and I'm taken back to the menu, the next time I open the game the music has stopped and I'm unable to attack. Restarting the game fixed it so it wasn't a big deal, but I did lose progress. Finally I also had a crash on the web version during one of the bossfights, but you did warn me the executable would be better so no criticism there either.

I really enjoyed playing this!! The art was beautiful, the gameplay was fun, and the audio was on-point- just a really good time overall :))

Ahh no problem at all! I like giving feedback if it makes other devs happy :))

Time restriction absolutely makes sense, that's just the unfortunate part of a limited jam, I guess. I did notice the redness when I hit the enemies though, it communicated the health well so it was definitely a good inclusion!

Ooh, how exciting! I'll definitely stick around for a Steam release, then. Pumped to see what you guys come up with!!

Cute little game! Though I did feel a little bad for the crabs lol

The reverse Pac-Man gameplay was a cool idea, I enjoyed boxing the crabs in to catch them. There's a ton of room for new levels, I think with the base gameplay you've got now it could definitely be expanded into some solid puzzles- I just wish there was more there now! I've seen in other comments that you know about crabs passing through the objects too, so I won't harp on about that as I managed to beat the game nonetheless, so I do see the strategy you were hoping for players to use.

Graphics were cute, all the little characters and objects fit in well together and made for a really charming playthrough- I especially loved the little "chomp" effect when catching a crab :) Audio fit nicely too, though a little effect when chomping the crabs would be cute. I did encounter a bit of screen tearing every so often, but I believe that's more of an engine issue than something on your end, so I'm not considering that a valid criticism on my part.

For a simple game for a jam this does the trick! Cute, and I like the direction of the gameplay :))

Alright, third time lucky :) Just uploaded a fixed build that's definitely working. Would love if you still felt like giving it a play!

Thanks for letting me know, checking up on this now

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Okay, so if I'm making sense of this correctly, you guys built an entire pixel-based physics system with temperature and electricity for a game jam? Thank god for open repositories, because I would not have believed you otherwise. The game is really good!

The game itself is great, the puzzles are well-designed and required more out-of-the-box thinking than I was initially prepared for. I spent far too long on a couple levels trying to think of an intricate and complex answer, only to find that it was staring me in the face from the start. Playing around with physics to find the solutions was very enjoyable, and it always felt satisfying once I worked out how to continue. The only consistent issue I had with the gameplay was that some solutions were dependent on me using a fluid to push the duck in a direction, but due to inherent physics randomness it could take me a couple tries before the duck would actually move that way, rather than bobbing back and forth or moving to the opposite side. Once I knew the solution to a puzzle I could repeat it to get back to that point and try again, so it wasn't too annoying- but it was enough for me to mention.

The visuals of the game are cute and simple, fitting very nicely in for the gameplay. I wouldn't've minded a backdrop in some levels, but that's a minor thought. I do think it would be worth changing the colour of electricity, though, as it looked virtually identical to the water and took me a minute to understand was separate. The menu UI looked great, I loved the mini level previews! I'd also like to quickly note how much I enjoyed the little taglines for each level, they were really charming and made me smile while my brain recovered from the puzzles, as did the duck sprite itself :)))

The gameplay didn't really have much audio, there was the background music and reset sound as well as the UI noises, but nothing really beyond that as far as I could tell. The game could definitely have done with some more audio throughout, to add a bit more texture to the gameplay. Maybe a water splash when the duck falls from a height, or a crackle when things are burning? I do, however, understand that with an open-ended physics system it's much easier said than done to implement audio for specific events like that- so I'm not too fussed on it for a jam submission. The music was good too- but unfortunately got a bit annoying after a while.

I'd love to hear more about the development of the physics system too, I had a dip into the code and its history and there seems to have been quite a bit of thought put into it. Overall, really well-made game with charming graphics and difficult puzzles :)))

Very cool idea, very good execution! I'm unfortunately not smart enough to use the mechanics to their full potential, but this was really well done.

The main gameplay of firing light in a laser then reflecting, diffracting or compressing it to fight enemies is cool as hell, and the objects (densouls iirc?) that you've given us work wonderfully to make it happen. I had no issues with the combat, though I do think the healing was extremely slow compared to the speed and damage of the enemies, I didn't end up using it much. The actual mechanics of the light worked really well, and a concept like this in a jam time frame would definitely be prone to bugs, so I'm quite impressed at how cleanly it functions! I would suggest changing the placement button from CTRL to maybe SHIFT for a web build, I CTRL+W closed the tab a few times lol

Graphics were nice and simple, I liked the enemies and the way you used actual light in the environment. The enemy sprites were good, the player and the beam look sufficiently unusual for it to feel like they're not from the shadows like the monsters are. The beam looked good, though potentially could've done with some more FX, e.g: hitting an enemy, hitting a densoul. The audio was good as well, the beam sounded as strong as it felt and it all seemed pretty consistent! Again, maybe some more FX for hitting the enemies could help juice the game up a little.

I did also notice that the game uses pixel art in some places, and line art in others. It's not a huge deal for a jam game, but it could definitely enhance the visuals a little bit if you made them all the same- the majority of the game is pixel art, so maybe making the text and densoul particles pixel too could tie it all together a little more. I do think that maps with pre-placed densouls could be a cool idea too, so that I'm not limited in power by my own stupidity as much :) Could potentially add some depth and strategy to player placement too if you need to work around what's already there?

Overall liked this quite a bit!! Gameplay concept and execution was really cool and the rest of the game fits it nicely :))

Inscryption comparison is very very appreciated, and I haven't actually had one for Oxenfree before- though I'm checking it out now :)

I'm very glad it didn't spook you out, I scare like an idiot so I was adamant on there being no jumps lol. Thank you for the comment on the visuals as well, super happy it felt unique!

Thank you for playing and for the comment!!

Thank you!!! I'm so glad you liked the atmosphere and the audio, I'm relieved that it turned out well. Very happy to hear that the hints worked too, it's so hard to test them when you already know the answers 😔 Thank you for playing :)))

Thank you very very much! Especially for the feedback from the sound designer perspective, that's super valuable to me and I'm over the moon that you liked it :) I would love to explore environmental audio puzzles more, but I fear I may have some audio design practice to do beforehand lol

I definitely need some more guidance for the controls, that's a good point. Some sort of indication to use the top number keys would be good too.

Thank you for playing!!

Thank you so much!! Really glad you enjoyed it, especially the second part- I was less confident about that part when submitting the game, but it makes me happy to know you liked it :))

Also really appreciate you saying it could be expanded upon! Your feedback definitely makes me want to lol

Of course!! I had a great time :))

Honestly I don't think balance and audio are a massive deal for a jam, though that might be a bit of a controversial statement. I'm much more appreciative of the implementation and completeness of the gameplay itself rather than the balance, if I was coming into this expecting a perfectly balanced game with impeccable audio I shouldn't be allowed to vote in game jams in the first place 😔

I wasn't sure about the stars either, but the difficulty has honestly grown on me :) I'm a massive fan of difficult games outside of jams, and the lack of workarounds for finding the stars feels very Getting Over It! It's refreshing to have no shortcuts for a jam game like this.

I don't blame you for struggling with the block behaviour, it's a big dilemma to have 😔 I think they turned out really nicely though, I forgot to mention in my original comment but the little physics interaction at the start of LV7 really hammered that home for me. For someone with little design experience you managed the physics extremely well!

I found exactly what you were talking about in LV6 too while I was trying to get down that bottom area early- trying to push the grey boxes across the gap to push the ones on the other side, etc etc, I did notice the physics being a bit inconsistent there. It didn't really matter in the end since I didn't need to be doing what I was doing, but I did see what you're mentioning!

Magnetic effect makes sense for the anti-gravity, I do see what you were going for :)) Jam time restrictions strike again 💔

Just played and commented on yours! Love the visuals, those are insane

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Super cool, the visuals are phenomenal! Gameplay is solid, I see what you were going for and you did a good job capturing it in a jam period :)

First and foremost, the visuals are fantastic- some of my favourite in this jam and will be hanging in my head for a while to come. In particular I'm really impressed by the outline and 3D chromatic abberation shaders, I'd love to hear more about the creation process of those- I've already had a look in the repo and they're very very cool! The shaders plus the rotoscoped hand has a very specific visual style that I haven't seen before, and this executes it extremely well for something made in this short a time. The pulsating to the music was cool as hell too, I paused to watch the environment a couple times because of it :)) I do think the wave projectiles themselves could use a bit of work to fit them in a little better, as right now they look a bit out of place- possibly making them 3D lines rather than 2D could help? Either way I don't really consider that much of a criticism given this is a jam game, after all!

The gameplay felt good, I liked the movement a lot! I did struggle to time the counters properly, some kind of explanation as to when the effective part of the counter happens would be helpful. I definitely picked up on the Ultrakill direction the game was leaning towards, and trying to scale that down to a jam is very ambitious- but this game does a good job of it! It felt like there wasn't much reason to constantly switch between all waveforms rather than just sticking with a couple (particularly green, the healing was almost a necessity), but I really appreciate the complexity of giving them individual counters and self-casts, that was a good way to add depth.

I had a hard time progressing through the game though I'm blaming that on a skill issue on my end. Though, there wasn't much of a reason to run headfirst at enemies rather than camping behind a wall and only popping out to shoot enemies once in a while- though I do notice that changed over time with the introduction of the red enemies. A bit of extra feedback on the player's attacks (and hits especially) to make shooting more enjoyable, and I would happily play this start to finish in a full version!

Overall, really loved the aesthetics of this one and the gameplay complemented nicely. Super excited to see where you guys take this game and its visuals :)))

Edit: I thought more about the wave projectiles, and I think my issue with them was that they used fades on the edges rather than flat lines, whereas the rest of the game was flat lines. I think giving the projectiles harsh edges would help them look a lot more in-place :))

Ahh thank you!! Just played and rated your one, so you should see my comment there too. Really really fun game :))

This was so much fun! Roguelike shooter that looks great and plays wonderfully :)


I really like the look of this game and the way the visuals merge together. The style felt clean, consistent, and well-executed (I love vector art + bloom), and I really liked the individual sprites for the player and enemies. The particles looked fantastic too, detailed but not overwhelming, and really spruced the whole game up. I do think there could've been a bit more visual clarity differentiating enemy and player missiles from each other, though, I couldn't really tell in the moment what was or wasn't trying to hit me as I only had a split second to look before flying away. Perhaps making player missiles blue like player bullets could help?

I do agree that the balancing was a little off. Once I got a couple upgrades and could circle around groups or fly away while shooting, I didn't really have an incentive to do much else. It was a repeating pattern of wait until spawns, Time Sink through the crowds until I get clear space, then just drag them around behind me until everyone's gone. Don't get me wrong, though, the gameplay was still super fun, the feedback on shooting and hitting enemies was terrific- it just felt a bit limited in terms of successful playstyles, though I know that's the main balancing problem for any game like this, really.

The Time Sink meter in the corner could also be enhanced a little bit- I struggled to read the stats in the center, and although I loved the moving texture over the top it wasn't easy to tell how much power I had left. The ability itself felt very strong, which from what I can tell was the point, so no complaints there. It also felt really fun to use, sufficiently like a time-warp drive!

I know audio has been mentioned a couple times too, and I do agree there should be a bit more of it- I think even a whoosh sound when a bullet gets close to you or something, to help join what I'm seeing with what I'm hearing.

As far as shooters like this go, this one was really good. It felt super satisfying to play, and I'd love to play an expanded version after the jam :))))

I actually had yours open and ready to play right before you sent me that notification! Just rated and reviewed, really enjoyed it :))

This was great! I love the look of the game and the gameplay was super fun. The music was great too, and the whole game meshed together really nicely.

My first thought on playing this was that it felt really similar to BPM: Bullets per Minute, but synthwave, scaled down to jam-size and a lot more contained in its gameplay. This similarity isn't a negative on this game at all, though, I'm honestly really happy that the FPS rhythm game concept is getting used and it's executed really well here! The gameplay was simple but satisfying, and felt really good to work with. 

I do really love the visuals in the game, I'm so happy to see the PSX style in something that isn't horror- and the synthwave theme fits it really nicely! Loving the gun model in particular, it'd be great to have one of those in real life :) The bouncing bars on the edge of the map looked really cool too, and set the scene for the arena really well.

My main thought is that it was quite difficult to read where enemies are and where they're coming from. There's not really any consistent indication that the spawn walls are about to change, and if I'm not constantly scanning all around there's a reasonable chance enemies will sneak up on me. Some kind of audio or visual indicator to show that a wall is about to change could be really helpful, just some way to track what's going on a little easier. I'm hesitant to say minimap, but it could possibly work? Unsure about that idea as it'd likely break the diegetic-ness which I'm a big fan of

I found the fast guys in level 3 to be REALLY fast, I didn't feel like I had much of a chance against them- but I'm fairly confident that's just a skill issue on my part, so I'm not considering that a valid criticism yet :) It may just be player bias, but it felt like there was more leeway for perfect shots after the beat rather than before? Not massive, but enough for me to notice. Also, going back to the main menu partway through the game seems to clear my full progress- I figured it would take me back to the start of the song, just not the whole game 😔.

I had a great time playing this one!! Awesome gameplay, awesome visuals, awesome music- really putting the jam in game jam :))

I wasn't sure what to expect coming into this game, but I was really impressed with what I got :) The art scratches the Fancy Pants itch, and I had a great time throwing myself at all the levels trying to work out how to get every star (which I can proudly say I did succeed at- 20/20 stars)

The level design was fantastic, I didn't expect it to be as good as it was. Solutions that felt incorrect ended up being paths to stars, and the whole ending sequence was a really cool shift and level callback- I wish it went for longer! I'll admit that I spent way too long on that star in the middle of lv6 before eventually working out how to get it- that bit was cool, albeit a little frustrating lol. I was considering saying that the inherent chance-ness of the physics was a negative- but the more I read about the game, the more I can see that it was probably intended, and to that end I don't consider it a bad thing. Lv4 seems like the only time that's a valid criticism, really, but given it's only one level that was probably thought of too.

You've already had people mention the music not looping, so I'll try to come up with other points! I think there could be a bit more guidance on where the missing stars are, maybe a little icon in the level select to indicate all the stars for a particular level have been found. I think that should be the extent of hints for the stars, though >:) The blue pulsating effect in the anti-gravity areas also looks really out-of-place, and broke the visual theme in the levels it was used in. Was it meant to be a watercolour-type effect? If it was, potentially lightening it and filling the whole anti-gravity area could make it feel more like a texture than a strange effect. Otherwise, I'm not really sure how to interpret what it was supposed to be, but that could very well be a me problem!

The whole game felt like a cool comic you'd see drawn by a kid (aside from the level design, I don't think kids are well-versed enough in puzzles)- and I really loved it! Again, terrific level design, love the art, overall really awesome game :)))

Liked this a lot! Super fun, and the juice is awesome. I managed to get a god run by focusing entirely on the cannon, and ended up unkillable until I decided it was time to stop :)

Could've hit 1 mil :( Potentially needs some more difficulty scaling in 7 star

The art is really nice, I especially like the player ship. The only visual complaint I had was that some of the particles were a little out of place with the pixel art style, mainly the yellow circle particles behind the player (not sure what causes these to appear), and the laser. Despite also being non-pixel, the explosions look great and all the smaller FX particles do too!

The gameplay was very very fun, I really enjoyed playing it. The controls felt really tight, and although aiming was a bit of a challenge sometimes it was balanced nicely with the ramming and heal drops. The map generation was clean and complex, and felt good to navigate. I did notice a bug with the cannon, which was that when getting the multi-cannonball upgrades and firing multiple balls at once, they always fired vertically. This meant that if the boat was horizontal and shot with that upgrade, the extra balls would all be on top of one another rather than beside.

The upgrades were fun, the progression was fun, I really liked it overall!! Would love to play more :)))

Really hard to pull off a game like this at all (arcade-y build-y roguelike-y, whatever Balatro and Nubby's are), let alone for a jam- this is very very cool! Quite a bit of replayability and a bunch of builds already.

The whole idea is super fun, super cute, and I love the little aliens and their names and their descriptions- the game just made me happy to play :))) If this is a prototype as the main game page says, I would love to play the full version! I love you Fleep the Joyous ❤️

The controls for creating a connection can get a little difficult with clicking back and forth, potentially could be changed a bit? Maybe right-clicking creates connections rather than left or something, not too sure. It didn't hurt my experience very much, just made it a bit annoying when I clicked one too many times lol.

This is really really good, overall! Can definitely see myself coming back here to spread more joy among more aliens :)))

Really really cool! Most impressive part of this to me is how well-scoped the project is- it doesn't feel like you've missed anything, and the whole game feels very complete.

Story is really good, especially for a jam, and the art comes together really well! The radio tuning mechanic is awesome here, very creative and well-executed application for it. It was really satisfying to transition from staring at the frequencies while tuning to make sure I had it right, to scrolling without looking while dodging enemies- the increase in difficulty over the whole game was done super well with that and in general.

If I stretch to find some constructive feedback, there's really not much to say :) Potentially some kind of spawning animation for the enemies, as I do think it'd be iffy to both spawn them offscreen and require the player move around the map as it'd become a lot harder to track them all. Maybe a bit more juice on the jellyfish, like a sizzle effect every once in a while to draw attention- but that's less something I would've hoped for in the jam time than a future thought. I also got stuck in between trees every so often, so potentially a collision reduction or something, maybe passing through them while dodge-rolling (though that would also be tough to balance)? And to really stretch, it was a little difficult to initially work out that the seagulls only take damage after the dash, but that cleared itself up pretty quick.

Again, all those are me really pushing hard to find points to make- the game as a whole was fantastic, and extremely impressive as a jam game- let alone a first one :)))

Really enjoyed this!! As someone with zero sailing experience it took me a little while to get used to the controls, but I managed to amble my way through to the end :)

All the visuals slot in nicely with each other and are arranged really well, as is the audio! The highlight for me was the controls, it's a really unique system and is much more complex than most other ship controllers I've seen. The instructions for sailing upwind were a bit confusing, but looking back they did point me in the right general direction. Once I worked it out, though, it was a super creative movement system that felt very complete as far as jam movement goes!

Combat was quite difficult, multitasking the movement of the ship, dodging the rocks and lining up the cannons was challenging, but satisfying when pulled off correctly. I get the impression that's what you were going for rather than simple combat, and it came out really nicely! The whole game felt really complete, it was short but well-contained and I didn't really feel like I was missing anything by the time I reached the end. 

Scrounging a bit for some feedback, though, it was a little difficult to read the fullness of the sails, especially when they were parallel to the wind. I'm not entirely sure how to enhance this while keeping everything diegetic and not adding some out-of-place UI, possibly adding some extra wind lines around the sails depending on how full they are? I also had a bit of trouble with the aiming of the cannons at times, it seemed like the angle of fire was changing depending on the movement of the ship but I couldn't figure out what was actually causing that change, and kinda just had to keep trying until it all lined up. I did also notice one minor bug: when a small amount of damage is done to the ship, it won't repair itself until more damage is dealt- you're just stuck with some minor damage until the next hit (though this could be just visual).

Overall, really nice game, very few criticisms! Had a great time playing around with this one :)))

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Thank you very very much!! Really glad you liked it :))

Thank you for that comment about the radio! The system itself was made to be a separate open-source package I've since put out, but my intention is to make it code-only and have separate implementations for other engines and audio tools- now that you've mentioned them, I'll add FMOD and WWise to that list :) (unless they already have their own radio equivalents!)

A tutorial for the controls is a really good idea. I couldn't work out a way to make one cleanly integrated and look good before the end of the jam, but I definitely agree that it's needed. Some direction towards using number keys in the first part would come in really handy too now that you've brought it up, numpad integration at the very least.

The whispers being inaudible is very interesting, I might need to make it more obvious which volume slider they're tied to so that they're not as easily missed- there used to be a bug that caused them not to play at all, which I thought I had fixed but would be worth me hunting for again if it happened to you too

Thank you again for the feedback! Would love to see more projects from you too :))))

Thank you!!! I've just played and rated your team's entry- absolutely awesome :))

Holy moly, this was awesome! The size of the dev team was absolutely put to good use :)

I would absolutely pay for and play the full version of this sometime, especially so that I could try some more challenging levels. As a Level 1, the current difficulty of the game makes sense- though for a jam release, it could probably have been tuned up a fair bit. Zero criticism about the game being short though, I understand that's just a jam time limit thing- what's there now is fantastic!

The UI and art was great, I loved the portrait artwork in the dialogue parts as well, and the 3D perspective after beating the boss was awesome (I couldn't tell if that was being rendered or was just an artwork, but I really liked it either way)! I did notice that the score screen at the end of the level was filled quite slowly for how many "Enemy destroyed" entries there were, but given it's the end of the game for now that's a pretty insignificant issue to have.

The whole game reminded me a lot of Picayune Dreams, but the shield/wave mechanic was definitely its own thing and a really cool interpretation of the jam theme. The music was very reminiscent of that game as well, in a really good way! I actually dug through your repo to find the music so I could listen to it again lol

Overall loved it :))) Would love to keep track of this game if it keeps growing. As everyone else has said, super polished, extremely impressive for a jam like this- I wish it had more eyes on it, but the curse of the downloadable entry is eternal and infuriating :(

Just rated your game! Really good, really fun :)

Not sure if you're still playing other entries, but would love it if you could check out my game too if you've got the time.

The concept of this game is cool as hell, and the execution is really solid! The whole idea of your movement changing according to an active wave is really awesome and I would love to see more of it :)

The art looks great! The different parts of the landscape complement each other really well and it all looks super tight- though maybe the electric balls can be a bit difficult to see.

The game is quite challenging, but I did manage to beat it- but the final level seemed to have a bunch of unnecessary spikes in it that felt as though they were punishing me for not having reached that part of the level before. I did notice there being some mechanics in the tutorial that didn't really get used in the final game, but that's just a game jam time restriction thing so no criticisms there :))

My main thought is that some parts of the game run in time with the player's wave, and others don't. I think the existence of the wave in the first place is a great idea, and obstacles are sometimes pulled off really well, but having some parts of the map (e.g: the two vertical lasers right next to each other on the last level, second electric ball on the last level) run on their own timings made those parts feel a bit unintuitive. I think that's an unfortunate tradeoff to have to make as I understand that having all the obstacles running on the player's waves would make the game less about platforming skill and more about just waiting for the right time- though maybe a bit more clarity on some parts would help? Like the two vertical lasers in lv2, for example, they're running on their own timings but it's really difficult to work out what those timings are- a graph or timer or something on top of them would solve that problem without locking them to the player's timing.

Holy essay, anyway I liked it a lot! Really good game, and would love to play some more of it if it continues to get worked on over time :)))

Would love to try this, but there doesn't seem to be a build anywhere? The repository is empty too

Just played and rated yours, I liked it! The audio was fantastic :))

Would appreciate a look at mine if you're still rating games! Hoping to play some more of other people's before the rating closes too

I really, really enjoyed this :)) It took me a minute to work out how to actually apply the controls, but I had a great time playing once I cracked it. The game was a liiitle bit easy overall, but it meant I got to progress right up until the end, which I'm not complaining about!

I would potentially suggest adding an arrow pointing to the side once a boss spawns, as it took me a long time to work out where the bosses actually were. Adding some more attack types to the bosses would be much appreciated too, like a horizontal laser or something that you have to dodge- though a full bossfight is a little wide-scope for a month long jam lol. Possibly also an explosion effect when the current boss attack goes off, right now the red light just disappears. 

I also noticed that shooting while moving to the side caused the bullets to shoot on an angle, which I like a lot- but it felt a bit under-utilised. I'm not sure off the top of my head how to include it as a bigger mechanic, and I do appreciate the simplicity of the game as it currently is- but could possibly be a goal down the line if you keep working on the game.

I also really liked the upgrades, though I did very quickly become indestructible- but the attack cooldown was well-balanced, it prevented me from feeling too unbeatable.

Overall, I had a great time playing this one, and would love to see it grow! The gameplay was super fun :))

I liked it! Struggling to read philosophically into what was written but it was at least a very interesting departure from the other games :)

The length of time I needed to wait before moving the text along initially felt too long, but once I remembered that the game was just the text, it made more sense as a way to make sure we actually read what's written lol

Would love to read more ramblings sometime :))

I liked it! Art was good, audio caught me off-guard a couple times in the best of ways :)) The caveman model was really funny too.

The t-rex is difficult to avoid, I ended up just going for the mushroom guys furthest away and bolting as soon as the roar happened- are there other ways to play around it than just running away until it goes elsewhere?

I liked the easy mode inclusion, came in handy after beating the first level a couple times and wanting to rush to the second. Having two separate gamemodes is often pretty ambitious for a jam like this, but you definitely did a good job at fitting it all in.

I encountered a substantial bug, where taking one of the crystals in the second level prevented me from moving at all afterwards. It seemed to happen after picking up the colour building crystal or the fire hydrant crystal- unsure about the others. I also couldn't hit the fire hydrant after picking up the tree branch- I'm not 100% sure if that locks me out of completing the game as I shortly afterwards got frozen after picking up a crystal 😅

Overall cool! I liked playing this one and the caveman will be burnt into my brain for a long time :)))

I only just realised that the rating system had changed, and would love to get some more eyes on downloadable games for this jam as I know they're always a bit underloved :) I'll also happily play web games too, and I can try out Android/VR builds as well!

I try to give substantial feedback to all the games I rate, so please flick yours through for me!! My submission for this jam is a puzzle/walking sim about tuning a radio, and any ratings/feedback on that will be reciprocated- though you may need to comment so I can see lol

Thanks to everyone for a really good jam so far!! It's been a while since I last participated in one this extensive and I'm quite pleased :)))

Very cool idea and really good execution! Unfortunately I'm pretty stupid with wave functions and couldn't get too far, but the levels I tried all seem unique enough that it wasn't just a matter of using one good wave repeatedly- really well done :)

Good looking game, but there's little to no downtime between waves making it really hard to last for a long time. Still fun though :)

If I'm reading into the game correctly, there's kind of a "space renegade" thing going on with taking missions and tracking targets which I find very cool. It's really easy to get hit by drones when they spawn in front of you, though, and the controls are spread out a bit far. The whole game looks really good nonetheless!

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Cool game, nice visuals, quite fun! A couple bugs, but nothing too major :)

Cute! Love the art and style, and the hand animation looks great! The gameplay is a little buggy and the story in the restaurant part is a bit unclear, but I liked it nonetheless :)