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sharkunderground

31
Posts
A member registered May 06, 2023 · View creator page →

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+1 for dedicated meow button. The ability to change the battlefield state on the fly is neat, and could become a great tactical action game. It might be cool if you could recharge your reversals faster with good play, such as by perfect dodging. I didn't always agree with the game's definition of "role reversal". In my mind, the reverse of a sword projectile is a healing projectile, rather than a stationary spinning sword. That might just be me though. Good job :)

Very impressed that you've managed to make effective horror in such a short time period. The graphics and sound created an eerie atmosphere. It felt like an interesting spatial awareness puzzle that could've have been more tense if there was some kind of enemy to avoid. Maybe they'd also be invisible and only one of the characters can see them? Nice job :)

I like the idea. As others have said, a slower pace and less sensitive rotation would have been nice. It also might have been easier to keep track of if the sprites always stayed vertical. This could have some great puzzley elements if objects in the dungeon slid/fell based on the rotation. Nice job :)

Infuriating in the best way possible. Reminded me of those puzzles where you navigate a ball through a maze by tilting it. I'd be interested to see what would change if you could tilt larger chunks of the dungeon, or even the whole thing. Loved the visuals and sound effects. Overall a great entry :)

It took me a bit to understand that the spells would activate at the start of next round, but when I did I saw the potential in this idea. Very nicely presented. I would have liked if it was easier to comprehend what each spell would do before buying them. Great stuff :)

Left me wanting more, which is a good sign. Excellent effects and juice. Could easily be expanded into a full game.

Great visual style and colour palette.  The puzzles were fun and challenging (I couldn't get through the whole game). Some keyboard shortcuts or an "advance one step" function would have been appreciated :)

This was surprisingly addictive. The movement has that Flappy Bird factor where it's just frustrating enough to make you think you'll master it next try. The risk/reward of competing with other fish was clever. At first I thought it was one of those games where you grow larger as you eat, which might be worth considering since I also struggled to distinguish my fish from the shoal sometimes. Small touches like the fishbone volume sliders were very cool. Nice job :)

Great version of the reversed tower defense idea. Being among the action was far more exciting than a more removed view of things. The ragdolling of your soldiers was hilarious; that was an excellent choice. I was a bit put off by how fast the player character moves and found my goblin hard to control. It's a shame that the icons don't do anything; it might have been a good idea to remove them from this build of the game. I did find myself excited to see what they would have done while playing. Keep at it! :)

The idea of becoming too big to fit through barrels and being trapped and/or forced to find a different route is very clever! I enjoyed the sound effects too; very funny. A map where you could plan your route would have been cool, and would fit with the treasure theming, if you wanted to develop this game further. :)

This was so cute! Dancing to summon the fishermen was very funny and Shark Dad was fun to control. Hard mode was pretty hard, as advertised! Overall a great role reversal :)

Very solid, with lots of juice and clever bits of design. The coffins exploding, the light radius, and the choice between building wide and building tall were all great. :) 

Great puzzle/stealth game. The visuals were cohesive and flavourful. Would love to see more done with these mechanics. :)

Loved it! Got some great immature laughs out of how quickly the stage filled with your own poop. The tamagotchi's singing synchronising with the music was A+.

Great juice, great "push your luck" mechanic with score increasing rapidly when you're exposed. I found myself instinctively moving to the beat, maybe this would make a good rhythm game? :)

Deciding how to nerf yourself for more score is very clever, and a balancing technique that I wish more games would explore. Blind Drunk, in particular, was hilarious. The music choice and the cute models were very cool. Would love to see this idea developed further :)

Very unique gameplay, felt like a more freeform tower defence game. The presentation was very sinister and sold the idea of being an evil imprisoner. It would have been cool for the escapees to interact and synergise with each other like a real escape room, which would make it worthwhile to disrupt a whole group instead of singling out one of them. Nice :)

This is very cute! It's fun watching the ants leave and return. Could be developed into a solid idle game :)

Reminded me of Papers Please (big compliment). Found the font quite hard to read though. Loved the art and general vibe :)

Great concept, enjoyed building up the endgame geese army. If given more time it could become become a full-fledged game ;)

Very nicely presented. The animations had a satisfying bounce and everything had a distinct style.

Hilarious concept and animation :)

Hilarious concept and animations.

Enjoyed the humour, and a very creative concept.

Loved it. Beat it in 3:15 according to the timer. Controls were tight and the level design taught the mechanics well. Can't figure out why they didn't give a goomba a gun sooner.

Really nicely presented. The "Play as the platform" idea and the launch mechanic were used in creative ways. A bit buggy, got softlocked in the first level, but overall very impressive for a 48hour game. Worth expanding on :)

Chuckled at the idea, laughed out loud while playing. Great stuff. Really struggled with depth perception though lol.

Got an error trying to play this after downloading all three files. Shame, since the concept sounds cool. So far I haven't seen anyone reverse the roles during the game.

Very creative concept. Would have loved to be able to keep a cannonball over the island for longer and wait for the perfect moment to fire back. I also agree with Stormph that sinking the ships would have been cool.

Very creative, loved the twist with the mouseholes. The movement felt a bit clunky but I could see the interesting potential with the power-ups :)