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slimewitch

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A member registered Jun 11, 2020 · View creator page →

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this is very similar to a puzzle game i made a few years ago called pipi linja, but i think the core mechanics are a lot stronger and explored a lot better in this one. really liked it :)

i absolutely agree with what you said about the sound effects, they're levelled perfectly for my headphones and i didn't think to test on anything else til close to the end. i know its not a complete solution but on a lot of the levels you can bounce off the floor faster than waiting for the circle to turn the whole way, but ill have to think of an actual bandaid for that. glad you had a good time with it regardless!

thank you! im sure its a little harder on mobile due to the clarity not being great with a touch input, but im glad you still had a good time with it! 

this is technically very very competent, being able to get these systems done in 4 days is very impressive to me! some more interesting puzzles and mechanics would've elevated it quite a but but this is absolutely something to be proud of and i enjoyed it quite a lot. feels like it could be a good basis for a classroom game used to teach sequential programming or something. good work!

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currently given up on the second level where you have to get multiple keys but ill be back. i ADORE this, this game genuinely feels evil in a way ive never felt before in a game, like the aesthetics, sound and gameplay come together to make something that genuinely feels otherworldly and satanic. probably the only game ive played in the jam that id straight up pay for in its current state. glad you directed me to it from your rating, easy favorite by far tbh

im glad someone else is as much of a sicko for games like this as me, thank you so much for the kind words!!!!! i'll be sure to have a look at your game before ratings are over

i was gonna add an "orbits used" stat to the level transition, but i forgot about it before the deadline :( otherwise, i find it useful to bounce to give me time to line up shots and such. glad you had a good time with it!

thank u!! ive been meaning to play your game, ill give it a shot soon :)

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this was a delight!!!! gorgeous colour palette choice. as soon as i realised what you were doing with the level concepts i couldn't stop smiling, my only real complaint would be that I wouldn't have minded if the hitboxes were a little more lenient, but that's absolutely a skill issue. banger soundtrack too 

goty, sat here for far too long

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thank you!! I'm sure i could've found a way to more accurately convey the orbit's motion but both the left turn thing and not preserving velocity were actually fairly last minute decisions, i'm glad they worked out as well as they did regardless. ill absolutely give your game a try the next chance I get. 

this was really special! reminded me a lot of the dream sequences in night in the woods, the slowly building soundtrack was really cool. the only thing i can really criticize is i wish there was a volume slider, and i wish the platforming was a little more challenging! itd be really cool if you had to far off and make some really challenging jumps to get some of the loops. but thats just my tastes talking, i really did like this a lot. hope it does well!

yeah ive heard this a few times, hope it wasn't too obtrusive!

this is delightful! question: is this inspired by the works of Stuffed Wombat (mosa lina, handulum+, ect)? i see a clear resemblance in both aesthetic and design. i hope this does well! it deserves it

sick as hell. i could see myself getting really into this, i wish the speed was a little more granular? like keep max speed and slowest speed the same but make the distance between them much farther. other than that its got a very cohesive aesthetic and i feel like theres a super high skill ceiling here, really great work.

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this was really cool, i loved seeing the dialogue of the different echoes who'd ended up in different stuations through out the game, well written dialogue. the music was great and the puzzles were great. my only nitpick is i would've liked a fast forward button, this could just be a me issue but my echoes got asynchronus pretty quick from me moving around a ton. overall very very good game though, absolutely one of my favourites on vibes alone, i see this doing well.

i like the interpretation of the theme as a habit, something i haven't seen elsewhere in the jam! the graphics are very nice, i can tell a lot of effort went into them, easily the clear standout from the game. the gameplay itself is simple but i like that he jukes you out, adds a lot of depth to an otherwise one note mechanic. my only real criticism is the fact that he can go a long time without actually picking his nose, i think if you made this slightly more likely and maybe made it so you got more time every pick itd elevate the experience a bit and allow players to go for crazy high scores. overall though, this absolutely has the bones of a really great arcade game. good work!

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i suck but wow the core mechanics of this are so so strong. i really like this! im usually a big fan of foddian games but im not super sure that format works well for this kind of expressive platformer, this but level based would be perfect. the texture of the music increasing as the level progresses is super cool too, really like that little touch. super good, great work!

ive done 4 gmtks in a row and this is legitimately the best jam game i have ever played. nothing else to say. full marks

hell yeah this was sick as hell

this was cute. unfortunately it was a little too lenient for my tastes which ended up making feel as though it overstayed its welcome a little bit, probably not the worst problem to have in a jam but it might've benefited from a stage or 2 less and a slightly steeper difficulty curve, but thats just my tastes talking, the core was very very strong! i think "musical chair"-likes could be the new thing. the power ups were super creative too. good work!

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im not the hugest fan of roguelikes as a genre so i'll try not to let that cloud my judgement here while rating. i think this was really very good! i think people who do like the genre will get a lot out of this, im impressed by actually how much like rogue it is? most people make a roguelike and its just a vibes based pick 3 things proc gen game but you could very much feel the dna of the original rogue in this, and it takes a lot of the benefits of that! the way you battle monsters in this really helps to build a unique narrative within runs, and i love the aesthetics and color palette. overall fantastic work honestly, even if i dont like these sorts of games much, rated very highly!

i understand it wasn't finished so I won't be too hard on it but I did not know how to play lmao. it is very pretty and the effects are really nice though, surprisingly good audio design for a game that is unfinished, major props for that. good work! glad you still submitted it

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this is delightful. i love the use of just flat pngs for the graphics. it is ultimately just a pretty generic clicker game but there is something really funny about just making a hamster run really fast with sneakers and technology, i had a good time with it EDIT: left it running and just unlocked BUTTER, gotta add a few points for that 

interesting as hell. i love games where you have to work around your own mistakes. might be unbalanced and i know this isnt how real pool works but i kinda wish the full speed shot bounced infinitely, wouldve lead to some crazy solutions. overall though this is great, probably my favourite ive played so far. high score: 12

immediately jumped down a pit and fell for forever. awesome. genuinely really like this

really cute! theres a surprising amount of depth and variety of strategies you can employ to keep your runs going longer. one major thing that really inhibited my enjoyment was the game seemed to start chugging the longer i played? and every time i picked up a power up there would be a Major slowdown that usually cost me a life (even on the desktop build! i am running it through wine on linux though so i wont dock any marks) still very very fun so i can't fault it too much for that. really great work from all of you!

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it took me a second to realise what you wanted me to do, but after that these were some really really nice puzzles! a little rough around the edges but i genuinely really like this, id play a full game based on this mechanic. i think a more concrete setting in the tilemap (castle walls, a dungeon, ect) would've gone a long way, but i like the grey aesthetic and i love how the creatures look, reminds me of original d&d art. great work!

this is so unique! currently stumped on level 6. one thing that im not the biggest fan of is how inconsistent the permeable blocks feel? this could just be a skill issue but it feels like sometimes i fall through them according to the shifted gravity id expect and when im trying to walk into one beside me i turn then just fall to the default ground, i get the feeling this is intentional but the rotation animation still plays, making it a little less clear. 

that's very much a nitpick though, this is very good! i wouldn't be surprised if you place high in creativity. 

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ive personally never had the catching issue? but the intention is generally that you direct the ball towards the orbit, rather than trying to grab it directly where it is, oh and that the orbit only starts *on* the line rather than a radius, i meant to put somethin the tutorial that says that directly, that might be the pain point. regardless, im glad you had some fun with it!

the art really wasn't bad! the enemy designs are very cute

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very fun!!! im surprised at how lenient and accurate the beat mechanic feels, or maybe i just have incredible rhythm. not the most polished entry but this has a really strong core and i could see it being expanded easily, really great stuff! high score: 753

oof yeah i didn't even consider how often people would be seeing the level transition, ill absolutely make it something easier on the eyes after the jam. glad you got some fun out of it though!

im evil and have an impure heart unfortunately 😔

its not for everyone, it is very much a game i made for sickos like myself, but im curious about what level made you quit if you'd be willing to share? i tried to make intended pathing somewhat obvious and if there's an issue there I'd like to rectify it.

yeah I absolutely intended to add a "hold shift to slow down" difficulty bandaid towards the end but ultimately forgot, glad you still had a good time with it though!

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only having one direction was an intentional decision to make level design easier and the game more "puzzle"-y with you having to plan your path ahead of time, but i understand that its very difficult lol. thank you for playing!

this was really lovely! one of the few getting over it-likes ive liked because instead of retreading getting over it's discussion of the value of frustration in video games, it does its own thing. even if i don't super personally relate to the feelings expressed in this game, im sure many other people do, and i respect it heavily for that. really unique game, loved every second of it.

is there anything in particular you wanna know how i did? i might be able to help. thank you btw! ill have a look at your game when ratings begin

yeah sorry about that i added the level select thing last minute, if you press it with the option set to "0" it just loads the win screen