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Snarg

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A member registered Jul 01, 2024 · View creator page →

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Really fun with great audio and visuals. One time the enemy charged through the wall and ended up out of bounds. Had to restart the game because they kept gaining hp and I couldn't do anything.  Awesome entry though

I got like 3 player size upgrades before anything meaningful but I guess that's how randomness works. Super clean visuals and audio. Being able to hit yourself with the gun makes the game infinitely more tense and makes the weapon feel more powerful. Very interesting dynamic, it almost feels like an enemy itself.

This is so creative! Every level takes the same basic building blocks but introduces a novel new way for them to interact.  8 and 9 have to be my favorites. There's some jank, both with the physics and the movement system but it isn't too bad. Also number 7 is kind of finicky and weird and evil so I didn't get all the coins for that one. All in all though super cool game

Awesome visual style! There could be some more variety in the game, especially with enemy types (e.g. projectiles, buff enemies) so that the game doesn't get samey but I still played my run until 20 minutes

I love the look of this game, all the characters are super charming. My main criticism would be that as a game it's kind of whatever. You play minigames until your stats are comically overscaled and the main mechanics don't matter because of it. Even then, performing poorly at the minigames also doesn't do anything. So I'd say that as a game it's pretty boring but the presentation is awesome.

Thanks for playing! Without more detail I can't tell if what you're describing is a bug or not as there are a couple of scenarios in which you aren't allowed to place certain buildings. All of those should trigger a message from the supervisor character in the bottom right. Did you get a message or was it just not working?

Sokogear is a super clean puzzle game with <20 ratings: https://mdamage.itch.io/sokogear

Also I worked on this game:  https://snarg.itch.io/job-factory

Maybe I'm missing something but there doesn't seem to be any decision-making in this game?

Thanks for the nice comment! Also thanks for the bug report, although I sadly couldn't replicate it.

First off the idea of controlling time to open new paths and inherit momentum from moving objects is really cool but the execution could have been better. The world felt overly large and directionless, the time manipulation is pretty finicky and although I know I've been mind poisoned by air strafing the movement just doesn't feel right. Also PLEASE do not bind stuff to control, especially when shift is still free. I accidentally closed the tab twice and created a bookmark just by trying to slide.

I know it has Soko in the name but it took me a while to find out you could push the key as well, maybe have a tutorial level for that kind of stuff that is trivial to complete but forces you to use the mechanic. Other than that this is really cool, everything is super clean and fits together extremely well. I would not have felt out of place as a demo on steam.

i just reset and shot myself every turn, kind of got fucked over by neutral being the last to survive (btw the values cant actually be the displayed ones right?)

Love the visual style and the game feels very polished in general with the exception of the stomp, which didn't always damage all the enemies in the area and was quite unreliable in my experience.

i got to round 115 is that good

I've gone through every emotion playing this game (mostly fright) and I didn't even get past the part with the 2 gravity wells in the first proper level

Awesome representation but I'm kind of just hitting buttons as quickly as possible, doesn't feel like there's much strategizing despite the obvious sts inspiration. Cool game nonetheless

Glad you liked it! We originally had an indicator for the aoe of that tower but didn't want to put it in the game until we were sure we had the radius finalized. I think we all collectively forgot about doing that on the last days

I have no idea what parts of this are and aren't intentional

Its working

Either that or reloading the page must've also fixed that issue with the blank progress box. I've updated my review.

Yea that fixes it instantly. You should probably put a disclaimer somewhere, I think you still have time to fix that kind of stuff.

Beautiful artwork, shame the audio didn't work. Also maybe you could've done a better job explaining the game, the huge wall of text doesn't really help that much when you have no clue about how yahtzee works.

Maybe I'm stupid but I don't really see the point in rotating the screen. It doesn't seem to do anything other than freezing the score and changing your field of vision, which doesn't matter that much. Liked the visuals and audio though.

I really liked the game feel with the visual feedback and the sound effects but there isn't a lot going on in the gameplay department. As long as you can keep the indicator in the sweet spot you don't even need to be looking at the screen.

Black Mesa Inbound moderated by Cave Johnson in a post-monetary society

How so?  I thought our control scheme was pretty standard.

someone gets it

Cool idea! Got to all axes and around a hundred kills but 1000 seems a bit much so I didn't finish it. The premise of the game itself is fun but I wish there were some more interesting mechanics built on top of it as there is only one enemy type and 3 items, 2 if you consider the axe an upgrade to the knife.

Unique idea, wish there was more in the way of gameplay though (stopped playing at the combination lock). I think the controls could also be better, pressing x takes occupies one of the fingers usually on WASD.

Simple and fun, pixel art is great as well. Would probably make the player hurtbox a bit more lenient/not tilt it with the sprite.

As you said this isn't a game but as a toy it's really cool. Unique idea, clean implementation. Liked this one.

Solid fundamentals. Wish the enemy waves were more noticable, feels more like a continuous stream.

Cool take on the theme!

Liked the pseudo 3D aesthetic and the knife looks good as well. Although I didn't really get what I was supposed to be doing and I think the scoring system is kinda broken as well (clicking a knife and dying to it sometimes doesn't reset your score).

Doesn't matter in the grand scheme of things, your game is super polished and extremely creative and fun. Had a great time with it!

Glad you liked it and thanks for the feedback! The waves do get a bit more challenging towards the end but we really could've upped the ante a little. I remember there being some random error I couldn't reproduce,  sucks that that happened to you. We thought the game was pretty stable all in all but you can only ever do so much testing for a jam, sorry.

It's really difficult to tell what's going on, what you're supposed to be doing and I also didn't know how my character works exactly. Maybe add some additional explanations or an introductory sequence.

nvm i think there's a bug where the fish just can't eat ever again if you feed it while it's dying or something

Help how do you open the cans my kill count is in the dozens

The raincoat guy spit on me :(