Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Serious Table

56
Posts
1
Topics
9
Followers
4
Following
A member registered Mar 12, 2016 · View creator page →

Creator of

Recent community posts

This was a lot of fun! I wish the fireball had been a longer-range projectile rather than just exploding right in front of me, but Raze Ground ended up being a LOT of fun to use. Some careful maneuvering behind pillars to get everyone into range, jump into the air, and hold right mouse button, and it was laughter-inducing every time. Nice job!

I can tell there was a great deal of care put into the style of this game; it looks like it could be lifted straight out of the Game Boy era. That's incredibly well done!

The gameplay somewhat devolved into running in circles to pile up a bunch of mobs and let the gun handle it, so a little variety in the enemies (ones that keep distance and shoot at you, for example) would have gone a long way.

Otherwise, this was great!

You've got some great feedback on the game's page that I agree with, but this is a good start for your first gamejam! I hope you continue!

This is really well put together, honestly! A few bugs here and there that could be smoothed out but there's a ton of promise in this game already!

Only complaint is I didn't see much in the way of the Evolution theme. That's a minor complaint for what is an otherwise great entry.

This was pretty fun! I would have liked to see maybe a bit of competition in the pond, like fish chasing smaller fish so you have to compete with them for the points, but otherwise it was pretty well executed!

Ah the nostalgia in this. Felt like I was playing with my old Rancor tamogatchi again. I'm excited to see how this grows, there's a lot of potential here!

This was an interesting mechanic and I liked the risk, reward, and planning involved with trying to grab the dust but still being able to hit the plus. Nice work!

Yup, the effects are all Particle2Ds, save the lasers which are just Scenes with Sprites! Thanks for playing!

Goodness. I need to stand up from my desk... and go find some shrimp.

Fantastic work. The evolution of the artistic styles was a wonderful touch. My only regret is the friend not jumping into the water with me. We BOTH needed a good re:Evolution!

This was such a fantastic experience. Everything works together really well, and eventually reaching the point where you ARE the food chain was a lot of fun! My only regret was not being able to evolve crab claws!

Stupendous work, I loved every second of this!

This is really neat of you to do, Jade! I'll have to make sure to toon in and take notes!

I'd love if you could take a look at my entry: https://itch.io/jam/go-godot-jam-3/rate/1561628

Every ounce of feedback will be useful, as I'd love to expand this post-jam.

This was a neat concept! I ran into an issue about midway through where my melee troops just suddenly stopped attacking the enemy ranged troops, so I kept loosing guys 3 guys back, but they couldn't kill my front guys. Kind of hilarious in retrospect.

Nice work!

Yeah, definitely agree on the movement of the enemies. I'm hoping to expand on this idea in the near future, so will take this feedback to heart! Thanks so much!

This was great! I think I stumbled across a convergence of spawn points, though, as I got to sit there for about 45 seconds and just swing merrily away and nab 89 birds!

Great work!

5:21, 21 deaths, pretty well put together! That one jumping section between the spikes where you have to jump up on the platform is brutal and a little unforgiving (it's where most of those deaths are), but otherwise pretty good!

The art for everything is great! Though the frequency of the parallax layer closest to the screen was rather disruptive, so may be worth looking into reducing that.

I'd be excited to see how this evolves (no pun intended)!

The art style is really well put together, and fits so well with all those retro sounds, great work!

A rather absurd looking little auto shooter! Glad to see the classics of "kite around in a circle" still work!

Got a good laugh while playing, well done!

A fun game and cleanly designed!

What a fascinating little game. Love the cohesive art design! I seem to have run into a bug where I could still pick up sources of energy after having consumed them. But otherwise, the style of the art and music fit together REALLY well. Great work!

This was pretty well done! I wish the attack was in the direction of the mouse, rather than where you were facing as it would have helped a bit with the controls, but otherwise this was quite fun!

This was incredible, and so much fun to play. It's so cute!

My only complaint is just about figuring out what part of the trunk of each tree you want to avoid. On the simple cherry trees, I thought I had it figured out, but the oranges had so much trunk, I couldn't tell what was safe or not!

Still, this is incredibly well put together, and the game page itself is darling, as well. Great job!

This was absurd and I loved every second of it. The music shifts were especially well done. Great work!

This honestly looks really nice! I love the Godette model, and the dash is really satisfying.

I see you posted about not being able to work more on the game this weekend, so I hope you'll pick up where you left off with the idea and see it grow. The little Alux was cute!

This was delightful! Beautiful and really well put together tiny Metroidvania, and some really great difficulty scaling. Felt great every time I cleared the next hurdle.

Only suggestions I have is:

  • Could have pushed the "Evolution" bit by having the character grow wings when getting the double jump (perhaps they get bigger with more jumps?)
  • A little indicator on how many jumps I had left.

Fantastic work!

You could open up a game like this and just chill at the end of the night, with the music and puzzle pieces. Well put together!

I didn't see the evolution part come to play, but there's some really interesting gameplay here in this game. Carefully manipulating the control rods was really satisfying!

I might suggest some UI improvements, like the temperature gauge being a bit more clear on what levels started where (like a bar, or even just an indicator of when things would tick over), and I think I would have liked dragging the cooling rods to a desired height a bit more than simply pressing a button. But all in all, great!

Wonderfully done, and I think your team should be proud!

Only real complaints were minor inconsistencies: some text boxes requiring Space Bar, some being automatic, and no real indication of which. Stepping on plants and a simple pop-up message above the character's head after the first would also probably help.

Great work, team!

This was delightful! The controls are simple, but I still got a bit twisted around from the pushing satellite being opposite my mouse, but expecting it to be on the same side. Something simple like an arrow to indicate direction would probably help.

Visually gorgeous, though, and despite it being what I'm supposed to be avoiding, bounding off the opposing stars was deeply satsifying. lol

So the gun fires in the wrong direction, which made that first level awfully confusing. Otherwise, it's an interesting mechanic that's pretty well explored! My major complaint is that a number of the puzzles are more tedious than clever, so can be frustrating going through the motions to solve them when you've figured out the solution.

This is honestly a well done game! It's a cute time waster (I got up to 640 points on my second go), but I don't know how it fits with the theme. After discovering that the cursed controls were simply controls that weren't directly aligned with the camera, it became pretty easy to navigate. If those controls maybe swapped around or had weird effect when you grabbed an point, that would have been a better take, in my opinion.

Well done, regardless!

An entertaining game of tag! I would have liked to see some additional pressure put on the player, though, such as the barrels being a requirement to collect (fuel, for instance), or to beat out the other cars. As is, I was able to hit the win condition by simply hiding in the corner while the rest of the cars did circles.

What a goofy and charming little game! And rolling for the "PG" version of this was a good choice, as every word elicited a good chuckle from me. Well done!

This really isn't bad at all! There's some balance issues, and I think it would have been better to introduce the Goblin before the Demon, but it's otherwise a neat idea!

What I would change is to make things that are more powerful than the Blue Wizard's bolt need to have a trade off, such as lower DPS (like the Orange Wizard's), or shorter range. The Demon has range greater than anyone else's, and since the mobs don't aggro upon taking damage, you can sit just ousdie of the Wizard's range and never take damage.

So my major complaint at the beginning is that it's a point and click adventure, but it's requiring me to press space to advance the dialogue. Being able to just click on the message to continue would be preferable, I think.

Otherwise, the concept isn't bad! Given it's a point and click, I would have focused on letting the player explore and figure things out on their own. You start with an objective of "I'll see if my wife's in the kitchen", and from there, rather than having a big marker that says "Goal", it may have been better for the narration to offer some HINTS as to the objective, and then let the player figure it out.

Also, perhaps having such small items on larger interactables is frustrating. I had been able to click on the desk and the PC, and hadn't realized the cell phone counted as a separate object on its own.

This was delightful and incredibly well executed! The only visual feedback I would have liked was an indicator of how many points a combo was worth, so I could tell getting 4+ cleared more than just 3. Very well done!

Solid concept! The text is a bit small, however, so it was hard to tell at first that the blocks that looked like empty slots were actually deployable.

So the first time I died, the game locked up and had to be restarted. Every time after that, dying cleared the level?

It appears to have frozen up after I died.

The visuals aren't bad, though it would have benefited from a bit of variety in the color (varying shades of grey, as it were). Everything just kind of blends together.

This is about as cursed as it gets.

Without spoiling it for anyone else, a lose condition of some kind would be good.