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Slug_Overdose

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A member registered Apr 05, 2018 · View creator page →

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We'll see if I even get to it, haha. I'm currently a SAHD caring for a 1yo. The last 2 jams I joined, I ended up not submitting because I've just been so busy with life. My 1yo is a constant distraction, so it's not easy to get sustained work done. But I'm hoping with a month to submit, I can at least get something in.

I am a fairly conservative-leaning person who has been quite blessed under capitalism and is not particularly against some of its basic ideas, yet I still intend to participate in this jam. As far as I can tell, participation is fairly open, and there are a multitude of reasons someone might want to participate. I didn't see anything saying you have to be 100% anti-capitalist to participate. So maybe consider toning down the implications that all of us here are radical communists who want to dismantle all of Western society.


I think there is and should be room for capitalists to at least explore some anti-capitalist ideas in this jam. That's certainly how I'm approaching it. It's just kind of frustrating to log in checking for activity and feeling lectured by a bunch of people who clearly don't understand where I'm coming from.

I went back and finished the game. The only thing I never understood was the point of the "buffer" gate. As far as I could tell, it seemed to have the same effective behavior as "push", but perhaps subject to real-time inputs? Which would ironically make it the only gate that DOESN'T buffer. In fact, in order to solve a bunch of the later puzzles, I ended up creating what I think of as a buffer out of a long chain of "reflect" gates just to act as a trash bin for discarding unwanted outputs. In the end, I completed the game without ever using "buffer".

This is a really cool idea that fits the theme well, but the scribbled notebook drawings really ruined it for me. I just had no desire to strain my eyes or brain trying to interpret them. I would've preferred much clearer pictures or text.

As a first-time father of a 7-month-old, you sir, are a monster.


10/10, would yeet again.


Whoever said the camera man never dies has never played this game. Thank goodness my mouse has 5 sensitivities, because even on the lowest, the camera was messing me up.

As a first-time father of a 7-month-old, you sir, are a monster.


10/10, would yeet again.


Whoever said the camera man never dies has never played this game. Thank goodness my mouse has 5 sensitivities, because even on the lowest, the camera was messing me up.

Excellent jam game. I guess the only thing I found a little disappointing was that the whole tethering/connection thing felt a bit arbitrary, like it would've just been better with weak attacks and then a special meter for the big gun. It seemed like the theme was kind of shoehorned in. That being said, I love that there are different approaches to dealing with enemies.

Excellent jam game. I guess the only thing I found a little disappointing was that the whole tethering/connection thing felt a bit arbitrary, like it would've just been better with weak attacks and then a special meter for the big gun. It seemed like the theme was kind of shoehorned in. That being said, I love that there are different approaches to dealing with enemies.

The concept is very intriguing, and I haven't really seen it done in other games before, at least this way. However, I really had no idea what to do, as there was not enough of a clear explanation. I just kept clicking things and everything seemed to fail.

The concept is very intriguing, and I haven't really seen it done in other games before, at least this way. However, I really had no idea what to do, as there was not enough of a clear explanation. I just kept clicking things and everything seemed to fail.

Hey, as someone who struggled learning grid systems in Unity in the lead-up to the jam, I can respect this!

it's a cute little game that could serve as the basis for a fun collection of minigames. It does feel a bit too short though, and it wasn't obvious which things the player could interact with.

As it stands, I didn't find the core gameplay loop of capturing citizens and bringing them back to the start all that fun, but I do think it's a very interesting take on the stealth genre, almost like Assassin's Creed assassination missions but with escorting involved. I think there's definitely something there for further development.

As a complete sucker for humor in games, this one spoke to me. It also reminds me of the good old days of playing Twisted Metal as a kid. It's a very simple game, as a jam game should be, and easily among my favorites.

This is a funny little game idea that was well executed. I'm just not super crazy about these rage games for rage's sake, so it's not really for me, but it is an interesting perspective on a seemingly basic task.

This is jam game perfection. It's the right scope, the right level of polish, easy to pick up, difficult to master, innovative, and tied to the jam theme. I really have nothing bad to say about this game. The only issue is that the play area was kind of small for managing all the pieces, but I think that was due to being in the browser. Now that I mention it, I think I forgot to check if there was a full screen option, so I may have just missed it. I had a blast and will definitely be coming back to finish up the rest of the levels once I get through rating a bunch more games.

This game has an incredibly satisfying kill mechanic. The only thing keeping it back from jam perfection is the downtime from having to manually exit stages. I would've preferred just having the game progress automatically once all the enemies were defeated.

This game is really polished and competent for a jam game. My only gripe is that I don't think permadeath and resetting back to the start is appropriate for this game, since it's kind of a series of distinct puzzles more than anything else. I would've appreciated checkpoints, especially considering there are hidden bonuses that incentivize the player to take risks going around blind corners and such. It seems a little harsh to ask players to go over there after a bunch of puzzles and then send them back to the start when they fall.

The story was amazing. My only gripe is that there wasn't much need for this to be a game instead of an animation. To be fair, I've never really played many visual novel games before, but I essentially enjoyed this for its story, not for the ability to walk around the rooms and inspect things. I'm also not crazy about the times when the camera zooms in on the pixel art, which just makes it look too coarse and blocky. Conceptually, pixel art is sized and designed to achieve a certain style at particular range/resolution, so when zooming, it makes sense to use different pixel art to capture more detail. However, I was emotionally invested from beginning to end, so congrats on making an awesome jam submission.

The camera and controls make this game almost unplayable, unfortunately. The idea is pretty cool though.

So, it's clear this was an artist's first attempt at making game logic, and in that context, I have a lot of respect for this little game.  It may very well be the most beautiful jam game ever in terms of graphics. It's not just the graphical fidelity, but the art style as well. Everything about the visuals makes me wish this environment were the basis for a full AAA game.

The shooting part of the game does feel very generic, but the environment itself is quite beautiful and captivating in a way. The pyramid-like mountains remind me of structures from the Halo series if I remember correctly, but these are natural instead of metallic, which makes it seem like they were the result of terraforming or something. Could make for some interesting lore.

This game is very creative and has the potential for many different puzzles. However, the physics are a little too free-form here and some of the obstacles are downright too tall to scale reliably.

This game looks absolutely beautiful and has the potential to be something special. It reminds me of board games I've played. The biggest problem is that it's really not easy to know what one is going to build. I get that there's a legend up top, but it would be nice if there was some visual confirmation such as a building silhouette or UI element. There were times when I was trying to build one thing and it built something else without me understanding why.

The ending sent shivers down my spine. Really well done.

The character movement is way too slow and the jump mechanics aren't really fully fleshed out. It seemed like the game required you to bounce off walls in awkward ways. I can definitely appreciate innovative approaches to platformer level design, but they need to feel consistent and reasonable to some degree. In this game, some of the challenges were just too punishing, like there being a very tiny valid jump location and anywhere around it causing you to plummet several levels down.

This was an incredible experience, on the edge of being a jam masterpiece in many ways. I have to agree that multiple choice would've been better, it was too easy to get stuck and the possible responses weren't always very intuitive. That being said, the story was super intense and unfortunately very relevant to many current events in a sad way. This game is a work of art.

I'm really confused. Apparently, I'm just not getting it. I get to the early part with the airlock door, and then I just go MIA without seeing anything. I tried it multiple times and looked all around but didn't notice any enemy or other pathways.

The premise of this game is pretty hilarious, but there's one fatal flaw, and that is that clicking before a text bubble has finished rendering immediately skips to the next text bubble. Most games like this follow the convention of a single click or key press quickly rendering the remaining text, giving the player the opportunity to read faster than the default rendering speed. As it stands, the text appears way too slowly, and there was no way to make it faster without skipping valuable information, which is obviously not good in a story-based game. Otherwise, I really like how the game pokes fun at office politics, and could see this being fleshed out into a long-running video game equivalent of The Office, lol.

I really had a blast with this game, but I got to where I could have just gone on forever. I would've liked some other challenges besides just the single enemy type.

This game looks really full-featured and beautiful. I just couldn't figure out what I was supposed to do. I'm not really into these kinds of games where you're just supposed to try things to figure out how to play. A tutorial would've been really nice.

This concept has a lot of potential, but I just couldn't figure out how to play. The only instructions I saw were WASD, but I didn't know what to do with all the humans and zombies. Also, the fact that cars can just spawn right behind the player and kill them instantly seems broken.

This game is really visually appealing, and the premise seems rather simple and engaging. However, I could've really used much clearer explanations of how the various controls work. Just pressing the keys as instructed didn't appear to be sufficient, there were other concepts like activating a unit and then activating a location to move them there and so on, which really could've used a deeper tutorial. Kudos though for actually having something of a tutorial in a jam game, which is definitely not common, but it didn't cover everything I would've liked.

The game is really well done and looks amazing. My only real gripe is that having the whole scene rotate all the time is extremely disorienting. I suppose it simulates how frustrating it would be to be in the character's position, but by the same token, the player is supposed to be solving the puzzle, and it's very hard to do that with a limited view of the world that spins around all the time. Still, this one is excellent overall.

This was a fun and funny take on the theme. I had a good time. I could see this getting intense with more letters and words.

I'll pretty much echo the other comment. The core concept is phenomenal, but the difficulty curve is insanely punishing. Even that first gap seemed brutal.

There's one huge flaw with this game...


...it's too darn short!


This one legit put a huge smile on my face. I didn't even realize you could kill enemies at first, I was just trying to run away from them, and then I accidentally slammed one into a pole, heard that metallic ping noise, and just started going John Wick on them fools. I could honestly play this for hours if there were more levels. This is an absolute gem. Very well done.