Skip to main content

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

Shadowtony8

39
Posts
7
Followers
A member registered Mar 13, 2022 · View creator page →

Creator of

Recent community posts

That was pretty fun. I's pretty hard to adjust position while the pizza is spinning but the game was pretty generous with positioning. As long as I was I wasn't in the middle of the slice being eaten, it let me keep playing, which is nice.

First of all, the game is great, it feels like a complete experience. The visuals are great, the UI is clean, and the "combat" is innovative and well thought out. I do have a bit of an issue with the crush "fight". The powerups add a level of randomness that I didn't personally find fun. It feels like they change the wheel so much that diminishes my preparation. I could spend as much time as I want optimizing my wheel but as soon as the fight starts she does some powerups that I couldn't prepare for because they weren't displayed anywhere. The player sided powerups do help a bit with that but it doesn't stop it from feeling like I have no control over it. Crush fight frustrations aside, the game is extremely well polished and the team did a great job in such a short amount of time.

I have no words. Everything in this game is amazing. The art is beautiful, the music having Juniper voice clips is genius, the minigames are fair and creative. 10/10 no notes.

This is such a fun game. One of my favorites so far. I love the powerups being just different parts of your "body". Very unique take on a platformer. Having to hold the red/blue hooks was a bit awkward at times because it meant I couldn't just extend the green side to push myself off the wall to get some horizontal movement because the same motion to extend green was the motion to raise/lower the grappling hooks.

It's an interesting game. Kinda gives RTS vibes where you're assigning workers to gather resources. I don't know if there is an end goal, aside from pushing the asteroid back for as long as you can but if there is a time/day limit, it would be nice to have that displayed somewhere. Like, survive for 20 days while the scientists find a way to redirect the asteroid or something similar.

I'm familiar with Mancala in passing but I never learned to play it. Still, putting a new twist on a well known game is always fun. The red background is a bit too bright. It's not to the point where it's uncomfortable to look at, but I would have personally preferred something more toned down.

Also, I found a funny way to cheat. If you make a bet, the game still lets you bet on something else while the roulette wheel is spinning. This means you can see where the ball lands and spam bets on that number while the wheel slows down. 

First thing I noticed is the art. It's really good, and has a lot of detail. I do agree that it needs a way to let you know you're drying correctly. I thought it wasn't working until it moved to the next screen.

I love the gameplay, reminds me a bit of the type of fights you do in mmorpgs. Every attack was telegraphed well, so you're not getting hit out of nowhere. I think the theme implementation could be stronger, spinning is completely optional. Even if it does take you longer if you don't spin.

I only beat him twice 😅

The quality of this game is crazy good. The music, the art, everything feels very well done. Since you said you're looking to expand this after the jam, I think it would be really cool to have cards that interact with the wheel so that you have a way to mitigate the randomness when you're forced to spin it. Also, the enemy actions aren't super clear, I was left wondering what exactly they did a couple times.

(1 edit)

I played twice. The first time I think my first two were saw blades and rotating platforms, and the second run I think it was spikes and fire or spikes and on/off, one of the two. I did leave the game idle for a bit during my first run but not for the second. Second run was start to finish if I remember correctly.

(1 edit)

Very fun and more importantly, very serious game. I mean, you play as a guy in a suit, it doesn't get any more serious than that. I like the idea of adding more obstacles each run. It got pretty tough at the end but I don't think it felt unfair. The report at the end wasn't working correctly, though. It said I died 0 times (as if) and that "there was nothing and nothing" but that's an easy fix.

I like it. It's simple but uses the theme well and you mentioned it was your first game ever, so even more impressive. I feel like the dust clouds have a bit bigger hitbox than they seem, sometimes I got hit when I didn't think I should've (skill issue). Very cute premise.

The game is not a breeze (pun intended). The jumping feels a bit too fast, so it's a bit hard to aim. I honestly couldn't get past the first level after the tutorial but I think this has potential to be a fun puzzle platformer without the time limit of a game jam. There's a lot of fun mechanics that can be done with wind "powers". The pixel art is cute, it feels cohesive and it's very clear.

I did plan to let players change an icon in their slots but it had to be cut for time.

I like the concept of a game show of death, it's pretty twisted. The art is really good, too. Since the game is somewhat long, I think it would have benefited from a different minigame or two. but it was still enjoyable. 

I love how adorable everything is. It's cute even when you get the order wrong and they insult you. 

Great game, it looks very polished. Took me a bit to understand how to win since I didn't get any knives or stun guns in my initial items but I won on my second attempt.

I don't know what I expected when clicking the "Don't Play" button but I'm glad I clicked it. Might be one of the best menu options I've seen, ever. I think the camera might be a bit too close, sometimes you can't see where you're going to land. The bounce mechanic is a fun concept. I can very easily imagine someone optimizing a speedrun route and bouncing everywhere. Could be a fun game to speedrun.

A very serious, very creative game. The propeller is a bit hard to control at first but you get into a rhythm of short bursts after a while. Very glad there are plenty of checkpoints because I am BAAAAD. Would've maybe liked to see the grappling tongue mechanic used more but I understand it's a silly and fun concept that doesn't match with this very serious game. I like that everything has a serious face, even the tree.

I'm amazed by the attention to detail in this game. The bouquet's sprite actually reflecting the exact number AND color of flowers I picked blew my mind.

I enjoy push-your-luck boardgames and this reminds me a lot of those, so I really liked the gameplay. This probably would be a lot for the short development time we had but some monster abilities could be fun, adding an extra layer to deckbulding aside from pure stats.

(1 edit)

Very nice Vampire Survivor-like game. I like that you put a good number of different upgrades, so there's a lot of different build possibilities. For a bit of feedback, I would have liked a way to check my current upgrades. Maybe a pause menu or an icon I can hover while the upgrade screen is up.

I do have to give a shoutout to making it so the enemies don't all bunch on top of each other when following the player.

I saw a few in-development pics of this on bluesky! It's really tough. Not sure if the game detects how hard I'm falling but sometimes I lose 2 hearts at once. However, theme implementation is really strong, and the skill expression possibilities for this game is massive and that's always good.

Even though I'm not the target audience for this, I have to say the UI is amazingly done. I like that the questions aren't always the same, so you can play multiple times and keep learning. And of course, saying the implementation of the theme is unique is a bit of an understatement. 

(1 edit)

I would suggest going in level order, the game slowly introduces new mechanics that are used in the later levels. I did intentionally leave every level open in case people wanted to take a break and continue later or if someone was feeling confident and wanted to try out the higher levels.

Interesting use of the theme, I like it. Sadly it ends before it really gets going but with a bit more time, this definitely has legs to become a fun puzzle game. The concept is already interesting, I'd love to see it expanded upon.

Very nice, relaxing game. I feel bad having to wake up the kitty to keep their sleep bar balanced but bro would not stop napping. I'd have liked to see the shelf unlock earlier and if possible have the music loop, I think having the relaxing music sooner would help with the cozy vibes.

(1 edit)

Bit embarrassed to admit I lost a few lives to the balance sheet calculations but it's a fun way to implement a few different interpretations of the theme.

(1 edit)

I'll have to agree with everyone saying the atmosphere is fantastic. My tiny brain has trouble seeing the moves with the first person view but I like that you can set up as much or as little movement as you want each turn. You can take it slowly if you're dumb like me (but not too slow or you run out of turns!) or you can use all 5 moves per turn if you're secretly Magnus Carlsen.

Very funny concept. I definitely gave my workers enough rest :) Yep :) Didn't overwork them at all :)

The swinging controls are really smooth and that's extremely important for a game all about movement. It can be tricky to control your momentum but it works exactly how you'd expect. Shoot up a bunch then shoot down to give yourself a slingshot boost. It's very intuitive.

I love the topic of balancing joys and regrets in life. Great symbolism. 10/10 theme.

I know I have to try other games but I keep coming back to this. It's incredibly good. My only complaint is that I can't save my endless progress to keep playing again later.

(1 edit)

I enjoyed this a lot. I can very easily see the main mechanic of adjusting your move speed and jump height carrying a full game. It's very unique. Adjusting the slider while on the move can be a bit tricky but that's a minor detail.

Took me a few tries to understand that the tilting background was meant to represent the wind but i got it in the end. I love the hand drawn art, very cute and unique!

Very cool take on the theme and a pretty fun game. I started writing a comment but had to go back to improve my score. I'm pretty happy with it now.

I like that you have to make a decision on every aspect of the game. Having to decide between increasing stats or enhancing your abilities is interesting. Also knowing how much damage your attack will deal, or how much you will heal is a smart approach to avoiding the player from spamming attack until they need to heal, and spamming heal until they are full hp.

Pretty charming game. Some jumps can be tricky and the final boss's attacks feel fast but the retries are pretty fast so it didn't feel frustrating.