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A member registered Jun 04, 2017 · View creator page →

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Really nice work! It's a very complete autobattler with charming visuals and sound effects! Love that there's a leaderboard as well, that's really impressive and a nice touch! It was straightforward to understand and addicting to play. My only complaint is that I feel there's very little build variety, or specifically I feel pigeonholed into using a preset build rather than discovering my own combination since there's items like the Mage staff that just made it so I only ever consider Mage items.

Devastating :(

Nicely done! It's a great gameplay loop with some nice polish! The only thing I'd wanna see is maybe a speed slider to make the simulation go just a little faster.

Really well done! I was quite frustrated that when you restart you have to climb back up to the checkpoints. It feels like you should start from your highest checkpoint. The visuals are incredibly well done and the sound effects are very pleasant! It's a lovely game :)

Really love the idea. Sadly it feels extremely repetitive to me. I played the same 3 cards like 10 turns in a row to defeat the first enemy, only to get 1 new card and have to fight the same enemy again. I didn't feel like I was making interesting decisions each turn.

However, I really love the art and the sound effects in particular are superb. Overall nice work, would love to see more focus on making the gameplay engaging!

Wow there's a lot of content here! I love how you've got gambling, stocks, and shooting all together haha. Nice job

Incredibly addicting. It taught me a valuable lesson that hard work is always better than gambling. An active cookie clicker with a roguelike upgrade system and a side of gambling is a dangerous combination! Nice work!

Nice work! The camera movement was a bit too nauseating for me. It felt well balanced and the right amount of stressful overall, and the SFX were very good!

Very cool! I like how the gameplay forces you to learn the map a bit while you bring back treasure and then once you have the 2 upgrades you have to execute 1 perfect run to win.

Nice work! Loved the intro cutscene :)

Bouncing is fun but I'd love to see some gameplay :)

Really well done! It's super simple but I felt like I was making interesting decisions throughout, and the sound effects and visuals made it enjoyable to do so! I liked how the Reward/Risk pair meant I sometimes would take a choice for the preferred Reward or for the preferred Risk

Loved the setup/worldbuilding. I hate this bread so much. Once I took the bus I tried shooting the animals and didn't seem to be damaging them and then they were faster than I was backpedaling so they killed me very quickly. I would've tried again if I didn't have to repeat everything before getting there

Nicely done. The items do a good job of mitigating risk, although I don't love how sometimes it just feels like a 50/50 if you live or die once you're out of items.

Really clever use of the QWOP mechanic! I actually think the controls are quite intuitive (yet still challenging to get a handle on). Nice work :)

Great juice! I love all the sound effects, screen shake, and the way the bowl is slowly getting more cracked. Really cool how you can even have fun playing against yourself :)

really well done! A quick roguelike platformer with great juice!

This game is goated

Sick game. If only I didn't keep hitting my own dudes with the ORB

Cool game! It's super intuitive and weirdly addicting. My only complaint is that I wanted the game to end at some point. Maybe I missed something but it seems like I could've gone on forever.

Either a time limit or maybe the cauldron overflowing with ingredients if you aren't quick enough might be a good way to naturally end a session and encourage you to try again to see if you can get a higher score.

Love this game! Super zen. I love how satisfying it is building out your grid with such simple and easy to understand mechanics. Really well done! Plus I love how the stats encourage me to try again to beat all the other commenters >:D

Yeah I used the foghorn and then the ghost appeared. That's when I went to find the harmonica and returned to the ghost but randomly playing notes didn't work. So I clicked around everywhere that I could and was unable to find a key or any clue that would help me advance further.

Had a chance to play a decent amount and I was really impressed! The atmosphere and music is phenomenal! I also like the art style. The voice acting can get a little repetitive and sometimes the dialogue doesn't seem to relate to the thing I just clicked on (I heard a lot of "why would I go outside now?" when clicking on random objects). 

I liked exploring the environment and figuring out the first couple puzzles. Unfortunately I got stuck on the harmonica bit and clicked everywhere that I could in the environment. I'm guessing I'm missing the key which maybe opens the cabinet to reveal the notes I need to play, but I just can't find it anywhere.

Aside from getting stuck there, I really liked this experience because of the atmosphere. This is really solid and I would like to try again sometime to see if I can see more of the story.

Navigating the environment was fun and easy. I liked running around and touching the targets. Unfortunately I had no idea what I was supposed to be doing. Since the targets changed colors when hit I just wandered until I found them all but was confused why they went back to red. Then I randomly bumped into the intruder and some dialogue kept popping up saying I finished my third round after that.

It's hard for me to understand what the actual gameplay is supposed to be. It's described as anti-stealth gameplay but I'm not sure I feel that when playing. It seems that the objective is to walk to checkpoints and find an intruder. "Anti-stealth" is an interesting tagline so I'd love to see more emphasis placed on that concept. To me it felt a bit too random for now.

Should it matter that I touch the lights? Maybe if it's anti-stealth you have to stay within the lights and out of bushes. That tagline and the game has me thinking quite a bit which I think is a good sign but the gameplay itself felt more random than compelling. I'd be curious to see more of this game with clearer objectives and more emphasis on anti-stealth.

That's great to hear! Thanks for checking it out again! The Steam page just launched today if you're interested in wishlisting: Omelet You Cook on Steam (steampowered.com)

Overall it's a neat platformer. I found the inconsistent art style and the non-instrumental music to prevent me from feeling immersed in the world. The story had me interested as it made me wonder if ants and cotton have some sort of real world relationship to one another, but the dialogues felt a bit longer than I'd like.

Overall I found the movement to be lacking for a game that's main focus is the platforming. There seemed to be invisible walls, having to hold a key to run felt a bit unnecessary, and pushing boxes was hard since I would seemingly automatically jump/roll over them.

Killing ants didn't feel as impactful as I'd like and neither did dying. I ended up dying several times to the spikes that move before you land and that made me rage quit the game. If your goal is to make a rageplatformer I feel that should be communicated in the visuals and dialogue of the game, since currently it looks more cutesy and the story almost feels like it's implying something scientific.

I think the vision of the game needs to be clarified and communicated more clearly, through descriptions, dialogue, music, and visuals. Overall it was a fun enough experience but I think the movement needs some work to get me to replay it more.

Really neat puzzle game! I got stuck on Level 8 and ended up giving up after struggling for like 10 minutes. I tried to use the level skip shortcut (shift+space+p) but it didn't seem to work. I'm wondering if you've disabled that. I would've like to attempt some extra levels to give you some more feedback.

I'll start by saying that I personally don't play puzzle games so take my feedback with a grain of salt. Overall I found the basic mechanic incredibly clever and you've clearly shown it's unique enough to design a whole game around.

The first few levels did a great job of helping me understand how to use the mechanic and I felt like they had a great ramp up in difficulty. If I were a more puzzle-minded player maybe I wouldn't get stuck on Level 8 but that's where it felt like a bit of a wall for me.

I really enjoyed both the music and the visuals. Overall this is a really solid entry and I hope you get some puzzle-enjoying playtesters for more relevant feedback!

I enjoyed playing the early stage of this game but I quickly gained so many resources that there was never any challenge. Finding the right balance is difficult but very important for a tower defense game and right now I feel this is far too easy. To me, it felt interesting to place the first few towers strategically but then I realized I could just spam them without thinking. It also never felt like an interesting choice of which tower I should be upgrading and I never understood what their benefits were when incrementally upgrading so it didn't feel as impactful as I'd like.

The combining elements mechanic seems interesting but again I had no idea what the elements do or even how much better those towers are compared to one another. I'd love to see some stats and maybe damage numbers so I can feel the impact of my decisions more.

Overall it works as a tower defense game, but it left me wondering why I would play this over another tower defense game. The combining elements seems to be the most unique factor but it's unclear to me what the elements do. I'd love to see the choice of which elements to be a big component of the game. Certain enemies could be weak against others (and maybe they already are and it's not displayed clearly), and maybe certain elements have different attack patterns/ranges.

Overall this is a solid jam game. If you plan on continuing development I would definitely recommend figuring out how to lean into what makes this a unique tower defense game, and of course finding a way to balance it so it's not too easy to just spam without thinking strategically

Great theme, lovely sounds and visuals. Pretty addicting gameplay! Could definitely see this being expanded into a full game

Thanks, I hadn't really considered different omelets but I like that idea! I'm making more content for a full release so I'll see what I can do!

Thanks I appreciate that a lot! Glad you see the potential in it because I plan on continuing to develop it a bit so I can explore some other ideas I have. Feel free to follow my page or sign up to the newsletter if you wanna be notified when the full game releases: Omelet You Cook (mailchi.mp)

Hahaha exactly, the extreme cheese strat always works ;)

Interesting point about more omelet variety. I'm curious if you have anything specific in mind. Do you mean more ingredients or would you want completely different base omelets?

Woah over 1,000 is crazy!! Didn't even know that was possible haha. I'm glad you're happy to see that there'll be a full release, it's been a really fun design to work with! :) Definitely agree that the game needs to have better difficulty scaling and balancing in general.

Yeah the balancing is quite broken sadly! I like the idea of having a win condition so players get that sense of satisfaction.

Haha I love that idea! People have been asking for a slower more relaxed version but the idea of it starting relaxed and peaceful and then turning into absolute chaos sounds fun to me

Cool idea. I ended up clipping out of the map a few times but otherwise the puzzles were interesting and straightforward

Really cool! The enemy swarm was a fun opponent. Simple visual. Upgrades feel fun. The only issues I noticed were being able to push rewards out of bounds and being able to wall yourself in completely so you couldn't lose.

Stumbled across this and I really love the concept of being the one to decide where to send heroes on quests! I appreciate how the traits of the heroes determines their ability to solve certain quests and would've loved to see more emphasis on that.

Unfortunately it felt like I got stuck with just 2 heroes that didn't have the right trait and then one died and I never got another haha. I also really liked how ignoring quests would lead to consequences like the bridge being destroyed or the village being set on fire.

The art is beautiful! Love the map. I'd love to see a bigger more fleshed out version of this game someday!