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SachiTechless

86
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A member registered Sep 20, 2022

Recent community posts

I'm sure others have touched on the weird interactions between enemies and eitehr you or them touching walls. I think I had a weird interaction with the charm ball getting destroyed by the fire one and it freezing the enemies as well.


Otherwise I LOVE this concept so much, a bullet hell of your own making where you are constantly dealing with your own chaos. I think the fire ball might kind of not work with the rest of the game design but otherwise the gameplay loop is super fun as you get progressively more and more stressed about where you fire your next ball and the chaos of how you'll dodge it this time while leading enemies into them.

Ooooooo I like the idea that the theme is in that your viable actions are looping and you have to use that as a puzzle. I hope to see more from this idea if you keep working on it because it's a great start.

So I picked go up and it instead took me down completely off the minimap, and then I faced the wizard like, a 3rd of the way up the map after losing my first run. Fun little roguelike though

Loved the game, wanted to share my playthrough from stream yesterday. Sorry for the break in the middle.

Wanted to share some gameplay I streamed the other day.

Wanted to share a short play of the game I streamed the other day.

Wanted to share my playthrough here if you wanted

Expert yeeter of pigs incoming.

I think there are a few issues, a few other people have also said that it takes a bit to understand what's going on, but yeah it's really hard to tell what you're meant to do after you catch an animal. It's really satisfying and silly though. Also the camera is way too sensitive and clips into the floor but otherwise this is just a fun time.

Wanted to share my play session of the game, sorry it wasn't all that long

Absolute banger game, love me some demon girl roller derby against a robo-fascist cyberpunk army. Music was great, art look good, super satisfying little score chaser game. Makes me want to shake The Pokemon Company until they give us a new Pokemon Ranger game. I could genuinely just sit there for ages making loops around robots.

Only real issue is that the upper hitbox can feel a bit janky, maybe moving the hitbox a bit above the legs might help just because sometimes the enemies, especially the larger ones, can spawn a bit high up the map and it can feel a bit difficult to get around them. I can see the awkwardness though given the skates create your line but your body is where your eyes naturally focus on so it can create this weird dissonance.

Really really solid, I think my only issue is that there isn't really anything to tell you how to give an item to someone so I got stuck in the first puzzle for ages. I might just be stupid though. Otherwise really solid and forces you to pay attention to what the characters are telling you to do. Makes you feel like you're making progress even when you feel stuck.

Blessed be to Steve

So true bestie I've had at least three train trips where loop mode had to be activated

I might have to come back to this one when I'm not trying to get through a bunch of games at once. I like the idea of you having to create a recursive deck, it's one of those fun silly little things in deckbuilders that always feels super fun because it feels like you're cheating the devs when it's actually intended. Sadly it didn't quite click for me on first play but I will try to come back to it again before rating closes.

I feel like I might have missed something in the drag and drop because I saw there were two different colours in some samples but I was only ever getting one colour with each. I feel like if you keep going it would be cool to have more samples to mess around with, or a longer queue, because while it was fun, I ended up getting the same 7 or 8 mixes over and over and would sometimes just have 3 sirens in my queue.

Really fun way to play on the theme though and everything fits together sonically really really well. Glad this ended up in my queue and I hope you keep working on it.

Camera movement barely worked, I'm pretty sure someone has already done this as a rage game.

It's breakout and the audio quality is horrendous.

Game had massive lag at some points for seemingly no reason. The music loop was very jarring, I would suggest adding some kind of fade to the start of your music for like, a quarter to half a second to stop it being jarring every time you loop.

I like the idea, however I feel like I've seen it done better elsewhere unfortunately, it's just a bit too finnicky to control and death planes are rather difficult to judge at times. However it still works as a puzzle platformer.

Peak. Sokoban. Inject. Into. Veins.

I genuinely had a lot of fun with this. I love how many moments I was like "oh my god this is a crazy mechanic" and then you just went all in. Especially how the mechanic of pushing numbered boxes felt like it was disregarded for just enough levels that when you remember it exists again it feels like you're having a pure neuron activation moment. I also love there were a few puzzles where I thought I'd outsmarted the trap I thought was coming my way and then fell into a completely different trap without it feeling frustrating. Like I was laughing at myself for my own hubris.

I will say though the sound design needs to be tinkered with a bit because it is a bit loud, especially with no BGM to judge it I was somewhat jumpscared by how loud the movement noises were and the box pushing the first time I did both of those. If you eventually get around to adding BGM that might help set a baseline level to expect for sounds, but for now I'd turn them down a bit.

Solid game overall despite a big of frustration at the start. Because 4 is so close on level 1 and easy to hit, it made it feel like I had to loop 5 > 4 > 3 > 2 > 1 > 5, not 5 > 1 > 2 > 3 > 4 > 5, and it felt like I was missing some kind of instruction. A tutorial screen showing two images of a loose rope, one disconnected and one connecting with the next rope spawning could solve that, especially if you did 5 and 1 as the tutorial images.

However, I really like the concept here a lot, the rope physics were a bit fiddly to grasp, especially when parts of the rope caught on ledges, however it was really fun and I genuinely hope you build on this in the future cause you have a really cool concept.

So NicolasGatien already pointed out what I think was done perfectly in that the game starts out with you eating your tail to show you "this is what you want to be doing". Great way to demonstrate to someone the goal given usually in Snake you DON'T want to hit your body. I also like the added challenge that if you don't hit the tip of your tail the score seems to be counted based on the segments after you hit your body.

I think maybe the rate of obstacles was a bit fast sometimes, it could be easy to have a fruit just spawn in the middle of obstacles and there was not much you could do about it. Not sure how you'd tweak this though I think it's just a given based on the challenge needed in a game of Snake where you want to hit yourself. Also dunno if it's intentional that you can clear obstacles before they spawn by running over the warning with the snake?


Nice work overall.

I know this game jam doesn't have a lot of time but there just feels like a lot of unfinished ideas without a solid direction of what's going on. I saw the title screen say something about the "loop of violence" but all I was seeing dialogue was was the same phrase. The character keeps sticking to walls which makes getting down from platforms rather frustrating and seems to just break open the levels. There was also the weird monkey bar thing in the first room which felt extremely random and confusing, as did the red dudes who just seemed to chase you and glitch out if you jumped on them.


If you decide to keep working on this after the jam I'd be interested in seeing what it's like with more polish, but this is currently unfinished and I have to rate it as such.

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*cries in playing a rhythm game with mouse* Anyways time to go do my Umamusume dailies

There is something about a Mala game that just hits right in the way that hurts (positive). I can't quite put my thoughts about the game and how things played out into words because everything felt so messed up but also inevitable in a way due to the naivety of Emma and the way Aiyana clearly doesn't view herself in a positive light at all. And the complicated feelings of Adelaide being one of the only people willing to actually make sure Aiyana is actually okay and has paid attention to her because she understands that Aiyana needs someone despite the fact that she was also abusive towards Aiyana and god the character dynamics are so tightly written.

Injects Mala games directly into my veins with great speed.

I do want to say though, I don't know whether the piano piece was composed for the game or was part of the creative commons licensed tracks but I feel like maybe just throwing the track into something and adding a bit of a reverb plugin to tame the harshness of the higher notes of the piano because that was a bit too loud compared to a lot of the other tracks used throughout the game.

The slightly uncomfortable droning sound throughout (assuming that was intentional and not my laptop being ass) definitely added to the feeling that I am watching the most toxic thing that I should not be looking in on.

And then I absolutely screamed at the end.

Yeah, I like how you've built it that you kind of get to know a bunch of the adventurers, it's a really cool way to add some character to them. Also the mimic is a peak character I wish her her best life and can't wait to see her full sprite.

Also, I just remembered, there was a part where the skeleton was like "maybe you should let some adventurers through, they might find cursed items to help you out" which seemed like an interesting mechanic to almost build rapport with some adventurers or a mechanic based on trust and suspicion that never really seemed to go anywhere.

THE HORRORS THE HORRORS THE HORRORS THE HORRORS

Wanted to note down with the Mimic side quest once she gives you the Hag Stone, there is a typo.

"If pass over someone, it'll reveal..."


Otherwise I'm happy for the kraken and witch to have found each other like that I'm glad we did such a good deed.


Also random thing but scrolling this main page is actually kind of uncomfortable, because the potions in the sidebars look like they're vibrating back and forth if you're looking in the centre of the screen.

In the best way, there's just something empty and haunting about taking in the ending, cycles of violence, violence as a part of existence and how even through trying to escape it you'll potentially inflict that violence onto others. I'm left with a similar feeling to Amelie Doree's video about Harukuru and the discussions that sometimes you need to use violence to better society. That being alive is inherently violent, and  I don't know if that's in here somewhere with the content of the game and 444 wishing for violence for ascension but only certain kinds of violence that it approves of.

I also think it's really interesting the idea that 444 was focused on seeking vengeance against people who ascended in the "wrong way", that we essentially became 444's pawns in the end along with our friends. IDK if I'm reading too much into that side of things or not about religious based trauma cycling its way back around without even meaning to perpetuate it.

Really beautiful short story and I'm now realising I never actually finished Meat Girl and I should do that tomorrow.

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Also, this is how far I got, I'm stumped on the squid, the apple and the missing statue corner after trying for ages. (I figured out the Squid)

Uhhhh, is this intended? When I walk for a while the music changes and it feels like I can just walk infinitely.

I liked this, it had a similar kind of vibe as A Little To The Left of trying to figure out the rules of each level, nice style overall. I wonder if you're gonna expand on this concept after GMTK Game Jam finishes?

LET'S GO LESBIANS!!!

I do kinda wish sometimes the other players' visions wandered instead of just having to wait for the next player's turn but otherwise this is such a cute little game concept. I went and played the game from last year this was a sequel too as well I love all these characters and I love the artstyle so much.

Biggest gripe I have is that this game needs an input buffer. I think that the time it feels like you've landed and the time you've actually landed are two different things and it means that it feels like you're jumps are getting eaten sometimes when having to make consecutive jumps across obstacles or getting fruit between obstacles. Anyways cute coconut doggies.

I think there's an interesting concept here, kinda wish there was a vs AI option but I think my biggest complaint is the lack of hitstop on attacks that makes attacks not feel that impactful. It doesn't really feel as satisfying as it good. Footsies is directly mentioned as an inspiration but I think it's just not quite as satisfying to play due to the fact hits just don't feel all that impactful.

It took me a second to understand that the different servers had different ports or in general to understand what I was actually trying to do so I died a few times before getting anywhere but after that it was super addictively stressful. Great little game you've got here.

I wanna like this more but the feeling like there's a lack of progression up the dragon plus the fact that you need to repeatedly press directions to move made it feel extremely tedious. The background art looks beautiful and I like the concept but the end product is just kind of boring and unsatisfying.

This is such a cute little game OMG the only issue I think I had were minor things, bullets traveling offscreen if there was a screen transition and the way gravity just went ham and dropped you straight down when you do an upwards screen transition. I love the subtle changes in how you travel through the game with each upgrade it's so fun to travel through.

Yeah I've got like, no clue what's going on, it was a weirdly floaty game and the fact the instructions just disappeared the moment you tried out the controls lead to me feeling entirely lost as to what I was doing the first 2 goes I had at it. I thought at first it was that sort of early game Spore thing where you have to eat creatures smaller than you at first to grow bigger but then it actually wasn't and I couldn't tell what the end goal of the game actually was.

Yeah it's an okay little proof of concept but it doesn't really have a lot of teeth further from that.

I apologise that my initial reply was rather rude as well, I look forward to seeing if you end up improving on what's here.