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sharkunderground

47
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4
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A member registered May 06, 2023 · View creator page →

Creator of

Recent community posts

This would make a great co-op game imo, well done

Baa-latro! Really enjoyed this one. Would love to see more development; I think the card-breeding mechanic has a lot of potential!

Neat concept to add urgency to a stealth game! I couldn't quite get the final diamond after a couple tries, but the juice and interesting mechanics did get me to try multiple times. 

Very fun! Revealing that you can add a space instead of a letter midway through was very well-timed to keep me playing. Also the audio design is so satisfying; the clacking is great and the train station ambience was very creative.

Best game I've played in the jam so far! What a waste of time :p

I liked the flavour text in between levels lol. Nice one!

Excellent and funny art, and after seeing the comment about the input being reversed and accounting for that I had a good time :) Great little jester

The work-life balance meter was really funny lol

You got a lot of mileage out of a very simple concept, kudos! I liked the art style and the ending where even the button blew up made me laugh. 

Hello fellow Dracula enjoyer :) 

I think the flipboard looks really nice! The game idea sounds cool too, I hope you finish it :)

Made me laugh, but I struggle to believe that CEOs do this much work in real life :3 

Lots of fun little details in this werewolf sim :p I really liked how one headlight was dimmer when it was broken in the intro slideshow. Also just the presentation of the intro slideshow itself was great! The controls were very silly (in a good way) and made me laugh; it really gave the vibe of a guy really desperate to go see the moon.

The presentation of the skeletal hand using the smartphone hooked me immediately, and the premise paid off. I did have some problems with the game freezing so it'd be nice if I could skip the tutorial dialogue after refreshing the page to try again. Mechanics-wise, I thought the clock items were very interesting and obviously fit the theme of the jam doubly well. 

Well-executed premise, and I found the visuals very nice and coherent. I really enjoyed realising that I could be carrying a bomb around with me to save and throw later rather than throwing them immediately to keep them away from me!

Thank you, I'm so glad you like the model!! I've just come back after taking a break from game dev to try out another engine with another tbh game if you're interested :)

+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.