Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

snoresnax

92
Posts
1
Topics
10
Followers
13
Following
A member registered Feb 09, 2022 · View creator page →

Creator of

Recent community posts

Hello,

We're a team of 4-5 friends that have worked on jams together for the past couple years. Does that make us "too experienced" for this jam? We don't do any game development professionally.

Thanks!

I like the use of the clouds as layers. Not a waste of time :)

I liked how committed you were to the "interview" style of the zine. I thought it was an original take on the theme. The quips were funny but I did wonder why some had some and others didn't. The art style was really cute! 

I liked the font choice (especially the a). The children's book style of it was nice but I thought the last page really recontextualized the zine in a mature and funny way. I really liked this!

I didn't really understand how to print and fold so I just rotated the image lol. I liked the yellow bee paper :)

Short and sweet! I liked the use of the photographs. 

I liked the tactile feel of the art style you used. The color based imagery you used was pretty effective when constrasted against the b&w of the zine. The scientific perspective of the narration was interesting and evocative. Cool stuff!

I like the style and framing of the play space! I do think the initial speed can be a little faster as the "foresight" doesn't really affect my spell usage. I navigated mostly on reaction. Maybe a way the foresight could be more useful is if identifying the constellations was easier done with the lookahead. That way I'd have to use my memory in addition to spell resource management. But great job :)!

Really clever take on Balatro and Scribbage! Very simple but with lots of possibilities and strategies. I like the theming too!

Really liked the aesthetic and concept for this game! I also think it was clever to limit the vocabulary and expand it as you went on.

I liked the concept and "sight" effects. Splatting the little guys was also satisfying.

Interesting concept but I couldn't really see the link between what I typed and the text output near the top of the screen.

Very charming! I liked the intro cutscene and I can tell you guys had a lot of ideas for the simulation aspect. Also, how did you guys manage to put the dinosaur in the bottom right of your itch page? It was a really cool embellishment!

Thanks for playing!

Thanks for the feedback! We considered giving the player something to do while the bone was being retrieved but we couldn't settle on something that would work with the atmosphere and story we came up with. The catching mechanic was meant to inject some action into the game but I can see how that could make the wait more noticable.

Thanks for the feedback!

Thanks for playing! I think the ghosts no longer spawning is a bug but at least you caught all of them before they disappeared :)

Thanks for the feedback! We didn't have time to implement a win/lose condition, we figured people would stop playing when they caught all the ghosts lol. We did have a story underlying the game but chose to keep things mysterious :)

Presentation was nice and the gameplay loop was really polished. The sound design was a highlight for me!

Interesting concept and story. I wish this could've been executed to your guys' vision but what you have it still an accomplishment! That notes section is too real lol

I liked the playground setting and can definitely see the potential for a more fleshed out experience if you had more time. Nice job!

I liked the presentation (esp the "monitor" framing) but the game was much too easy. With five energy, and replenished energy each turn, I usually ended a turn without using all my free enegy because there was no point.

The movement felt smooth but I think some feedback when "scaring" the people would've been nice. I also think that it was unclear when I fully scared the people to death. I like how the ghosts follow you after.

I think the opening, music, and overall presentation were nice. I think it fits your goal of a "relaxing, stressful" type game. I think it'd be cool if there was some kind of timer and "levels" where you get gradually introduced to different types of UFOs,  

Echoing others, I think this could evolve into a decent game. I know it's probably for debugging purposes but labeling the enemies based on their AI behavior was kind of tragic in way? Like this is their purpose and they can only do as their directive demands them to.

I like the concept of having to check your phone while you play this game. It's a good representation of how you can really focus on one thing at a time. The game part of it could use more fleshing out.

There's a lot of personality in this game. I didn't finish it because I got stuck in the endless labyrinth. I think maybe the font could've been changed to suit the other art too. Good job!

Had a really good time with this game. The polish is amazing and the game is designed very well. Look forward to checking out your other projects!

The polish in the art and sound effects is off the charts! Getting Samurai Gunn vibes.  I do feel like the game would be better suited to more carefully plotted encounters like Samurai Gunn or a scrolling-type action platformer but I see the vision. Great job!

The polish in the art and sound effects is off the charts! Getting Samurai Gunn vibes.  I do feel like the game would be better suited to more carefully plotted encounters like Samurai Gunn or a scrolling-type action platformer but I see the vision. Great job!

The particle effects, lighting, and backgrounds look really nice. The music also matches the tone of the game too! I think there could be a "quick" mode where the TTK is really short. Could be good for settling arguments!

I liked the design of the cards. I had to refer back to the comments here to figure out that you were supposed to push the table to the customer. Seems like it could be more elegant to have a button or slot like in Papers Please to bring the next customer. 

I think there could be more verticality in how you arrange the cards to. I'm not sure how the game is scored but trying to mimic the image would go further if you have that dimension to work with. Nice job!

Done, thanks for letting us know :)

Thanks for the feedback! We updated the page with controls now. Glad you were able to appreciate the art at least!

I really liked the music in this game. The controls were a bit confusing, it would've been nice to have an accessible guide while playing. Wasn't able to try the online multiplayer but kudos for implementing it!

Got 4 players for this and had a lot of fun! Simple concept but executed really well. This is how I imagine QWOP or Getting Over It would feel if it were multiplayer. Great job!

It's hard to trust a raccoon. I thought there could've been more the player characters to do to cause mischief. The spotlights could've been used to more effect too, like a high risk high reward gambit.

There's a lot of depth in this game jam, to the point of being a little confusing. I appreciated the tutorials in the beginning but I think I'd need to see a walkthrough to really understand. Art style felt cohesive and unique, especially from looking at the game you're developing on Steam.

Bouncing the player was a good interpretation of the theme. I felt it was conveyed well visually too. Could've used more variety with the recipes. Good job!