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slimer37

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A member registered Feb 23, 2020 · View creator page →

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this feels very good. this is your first jam? ive played with a bunch of janky 2d platformers this jam and yours is probably one of the only that ive played with zero momentum or input stickiness jank, and the extra abilities feel great. good job!

i fell off at the very end i hope thats the intended ending, lol.

sometimes if i jump from a standstill i get a jump thats about twice as high as usual. by stickiness i mean when i press a and d it takes a long time for the knight to reach max speed in that direction, and when trying to control myself in the air or after a jump it takes a while to counteract my momentum with the opposite direction.

idk if the superjumps im getting occasionally are intentional but they are kind of messing me up. and the stickiness of the momentum also kinda gets to me. but i like the art and music.

two tanks and an ice tower kinda solo the whole game lol. at the start it took me a second to figure out i had a tower selected and thats how i placed it, i kinda expected it to be like bloons where i could see a ghost of the tower at my cursor. other than that this was a nice little game.

the hardest part was the start; i think it needs to be way harder especially as you go on. this is one of the more polished versions of this idea i've seen this jam though, good job!

there is actually an interaction prompt but it doesn't render correctly in the browser. the downloadable version displays it correctly, though, and it annoys me that that's the case. thanks for playing!

its a fun minigame at its core, i just wish there was a little more to look at or listen to, since its a little bland otherwise.

its a little trivial especially at the start since your swings destroy bullets and i expected the swings to go toward my mouse. i like the art and music though, its a shame you couldnt get the reincarnation stuff in!

i think i got to 4 but i dont really remember what im supposed to consider as "the originals" for each iteration.

the jump is SUPER floaty and is mainly what makes this very difficult (although i was able to beat it in the end since you can ignore most of the spikes). in a post-jam version i'd probably bump the amount of air control you have by a lot, since i can hardly tell i am at all, and fix the bug with the music duplicating itself on each loop. it's got good vibes though and i like your choice of music.

oh hey, thanks! im glad you enjoyed it. we developed things kinda backwards (or i guess i did) and i put a lot into feel and such before we got the core mechanics but im glad it wasnt for nothing lol.

thanks, and yep thats fair. the timer was one of the last things added and does need some better precision. the web rendering stuff is just a result of us lacking testing on the webgl version since again we did that last second, and unfortunately i didnt take into account some rendering quirks there, so the pixels get squished down

i love this game with all my heart; the look, the feel, the funny descriptions for each upgrade, the omega end state, the little dude... this is such a banger. amazing game.

this is cool! i wish there was more!

this has the most amazing polish ever and it looks fantastic but i am nowhere near good enough to even survive for a minute, great job

this is cool and it plays well. but i find it a little weird that theres not really a consequence to losing and it doesnt start off at a point where you can defend yourself (nor does the difficulty really scale) but when i got to a point where i was just mowing down ships it was satisfying.

took some brainpower and a few levels to really comprehend what i was doing but i got it by level 4 and i like it. cool game!

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idk if im just being stupid but i cant get past the first level because the door doesnt open when i step on the button

thanks! the timer wasnt in the orginal vision but we realized we had to for technical reasons

i do love pre-rendered 3d in a 2d game! reminds me of factorio in a way

ill say the models look great and the sfx fit well. my only complaint is that i found myself double pressing up and down so i didnt have to wait for the animation to finish, and didnt really see a reason to use the top view. otherwise, nice job.

i was playing this with headphones on and the sfx REALLY kinda destroyed me lol. im not super with the dog in the middle being the only link to the theme and the riddles were a little annoying with needing to be specifically like "a bottle" vs just "bottle". respect for using pygame though

this is pretty difficult but i was able to complete a run w/ 9/14 disks. the primary projectile is actually really satisfying to be able to use but I found myself just dying to it more than the enemies lol, and some of the boss rooms felt like a trial of luck of whether my shots would hit--but the other rooms were fine

:)

this was super satisfying and fun to play and surprisingly difficult!

10000 is the highest i got but this game will probably be the only game i spend this long on while rating for this jam; man this gameplay is addicting and such a creative concept. i could see myself playing this for 8 more hours. the music is also a banger and the sound effects are so satisfying and rewarding.

This is a banger of game i love your art style

I'm the programmer. This is probably the best feedback we'll ever see. About the multi-projectile thing, yeah, you're absolutely right. We had no ideas for how to make the big guy's projectiles unique except for just making them bigger and manual-fire. The navigation I can't really take credit for, I'll admit, it's just some A* Unity package I installed and let the artist mark the wall collisions. The art was absolutely a result of our lack of time management as 2x'ing the background, for example, was one decision we made for time; after Yeofoxeon had worked with the isolated tilemap without foreground context. Most of it came down to us thinking the simple idea was actually finished, and realizing too late that some things really needed the playtesting we didn't have (e.g. sloppy combination control and map visibility).

As always, the simplest ideas have the best execution. :)
And I really like how your take on the theme.

This description is really charming.

It reminds me strongly of the bob-omb minigame on NSMB DS. It's fun, but the cursor's too big and the guys are too small so it's pretty difficult to click on them especially when you're zoomed out.

(btw the thumbnail says CUSOR CLASH you still got time to update it!)

So simple yet really fun. Had me hooked for a good while. The style and sound effects are really charming. It's just a liiittle too slow when you get to max size and the attacks range feels just a little too small; and the music is a little bit annoying.

I love everything about this game; the textures, the camera filter, the effects, the sound, the movement, the overall aesthetic and the gameplay it's all amazing. I only wish there was more to play!

I can imagine there's a really fun game under here if you made the guy faster on every surface. I played the whole thing through but I found myself getting pretty frustrated sometimes especially when there would be a chain of bad luck during the last two slots and a bunch of boxes stunlocked me and knocked me down to the ground.

This is suuuper fast paced, and I often found that by the time I figured out how to make something and began to set it up, the feature was already full of red dots and I lost. I like the vision and the style a lot, though. Reminds me of Factorio or Shapez.

I like the particle effects and the puzzle layouts, my only complaint is that the greys make it kind of hard to see where one wall starts and another begins so I was a little disoriented. But I thought the platforming was engaging and I felt like a boss jumping to a platform and shooting it mid-air.

I got the cloud to grow but if I'm being honest I didn't really understand what was happening. I think I scraped some clouds and that's what caused it but it wasn't really clear that what I was doing was doing something.

Got to like 30 tiles wide! Took a little bit of finesse but I was mostly fighting the physics trying to get the bug eggs off.

Thanks!

We were this close to naming it Fungi vs Robots...

the mush must grow, no exceptions