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sockow

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A member registered Mar 24, 2024 · View creator page →

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Thank you for playing!!

Fun game! The setup is crazy and funny and super stylish... I like that is possible to ""gently"" get everyone out of the way with the minor inconvenience of pissing locals in their homes lmao

Amazing entry. Mini Return Of Obra Dinn made in 30 days?? Absolutely marvelous! I had some trouble with some little bugs but considering the size and time-span of a project like this, it was totally acceptable. Great game!

Haa I got really spooked at the end. Very cool atmosphere of mystery and terror. The puzzle was good, I just wish it went a little longer. Great work!

Thank you! Yes, I went a little overboard with the jumps... Its interesting that I didnt see how annoyingly hard some of them were, and I think that's because while developing it I knew exactly how everything works and what is possible, and on top of that I was constantly replaying everything and becoming like an "expert jumper" so I was clearing those gaps easily and thought therefore they must've been easy... but obviously players would have a different perspective and those jumps would seem impossible, so that was sort of a beginners mistake on my part.

Very smart! I like that at some point it seemed obvious that the highest frequency and amplitude were the best strategy but it spend way more energy and that got me into trouble. Balancing those mechanics must have been hard but it works well!

That dinosaur is scary af! Got killed by it the first time so I was more careful in my second attempt and it didnt move at all, I dont know if I just didnt startled it or if he just got stuck... Sound design is pretty good, that added a lot for the dino's "scaryness". The second part of the game I was able to finish but I played it on browser and it had performance issues... anyway, slapping suited workaholic guys and sending them to the sky was really neat =)

Neat idea for a wave-themed game! I really like how the wave slowly evolves and I think it would be cool if this behavior affected how the player moves, like getting some boost when sliding down and losing speed when going up. At some point I played the game making no air jumps and it was cool because I had to time it right to avoid the spikes. The music is amazing. I would suggest adding some sound effects (at least for jumping and coin collecting). And I appreciate the color changes!

Awesome game with a more than impressive pixel physics implementation. The puzzles are pretty solid and the visuals are great. I would maybe address that the music is good but it becomes a little annoying after a long time (and sometimes it takes a lot of time to realize how to solve some puzzles), also more SFX would be reeeally neat here. All in all this entry is crazy good, specially for a 30-day project. Really amazing.

Amaaazing game! Very good graphics and sound design! The boat design is super cool and getting the upgraded versions is VERY rewarding. I love how it steadily becomes an unstoppable warship. The cannon mechanics are very enjoyable, like in one moment where I could pass between 2 enemies and fire both sides at the same time and kill them both and that was SO GOOD. Hitting enemies from long distances also is satisfying as hell and the boss is killer! I just wish there was more to do at the town, because it was very charming!... it could really fit some story there, but I understand the time scope of a game jam is very limited. Overall amazing work!

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Thank you for the through analysis and kind words! First of all, I have to say YES camera shake WAS in the to-do-list since the beginning and it got postponed over and over again until it was too late 😅. I probably still had time to implement it at the very end of the jam but the game ended up not having any sort of camera control and I didnt want to touch anything that close to the deadline.

The tutorial room felt "good enough" but I actually didn't like it... It has too much information written without being absolutely clear about how things work, and it can even create confusion such as that one that happened to you (and now that I think of it, it really is confusing because the image of the player jumping at 2x jump high is of him going back, like why?). Maybe I should have made it go slower, making the first levels with just the falling mechanic and then having players figure out that jumping would help too (because its kinda obvious and now I kinda hate that I didnt do it that way lol). Also I could've used the blocks to communicate those heights (basically 2 blocks = 1 jump and 4 blocks = shockwave high)... the point is it needed more care.

About coyote, yes it has some sloppy "coyote mechanics" but only for jumping and yes this is the biggest complaint players justifiably had. For such an important feature for a platformer, it kinda sucks that I overlooked it, but that's ok, I'm pretty inexperienced after all. Its amazing how much I'm learning in this whole jam experience and this is why those comments mean so much to me. So thanks again!

Great game! Sound design and UI were outstanding and the controls are smooth and respond really well. It all felt very impressive and professional.

Although I think the color coded shields are a pretty interesting mechanic, it ended up no working so much for me AT FIRST, because I couldnt remember quickly which mouse button activated the green shield and which activated the blue one, but I could beat the game without them since movement is so good in this game.

I then was able to beat the game using the shields and I didnt realize that I was building up this super blast thing and it was SO cool that that blast happened to be the one that killed the boss! I think a short tutorial explaining all of those little mechanics would make the whole experience even more enjoyable. Amazing entry!

Thank you so much! Yeah I think the lack of coyote is making things not necessarily harder, just more annoying. This game isnt supposed to be about precision, only puzzle solving (and a bit of block physics chaos) so I should've been more careful with that. The game does have some sort of coyote "time" but only for jumping... I think I was shortsighted by a specific play style during development and I didnt even realize I overlooked this issue. Anyway thank you again for playing and for the insightful comments =)

Lovely game that tells a very beautiful tale in a very beautiful way. The repetitiveness of the daily chores, with the light mundane tasks like chopping vegetables and cooking dinner being just as normal as the gruesome sneaky threats you get by radio and Morse code... this set the tone so nicely you feel part of that reality. And all of this mood is neatly tied up with the AMAZING music. Having voiceover

A couple things I would point out that could improve the whole experience is small things like the floor transitioning, because sometimes (specially with the bedroom's stairs) I wanted to walk down the room and the player ended up going to the lower floor. Maybe changing the region in which pressing down changes floors, idk... The other small thing is some UI elements, like in the (amazing) Morse code minigame, the coded message could stand out more, or in the (also amazing) cooking game it wasnt super clear if some ingredients really were added at first.

Overall, beautiful game! Congratulations.

Incredible entry. The length, complexity and creativeness of it all. Very unique and there is clearly a huge amount of talent and passion put into this work. I like the difficulty, its very hard but the progression felt adequate, specially knowing this is made in just a month and we all know those kind of things require a LOT more time (I too had a "difficulty" problem in my game but, unlike this one, the progression wasn't properly handled). And on top of that there's even a (very nice and touching) story? Damn... Congrats!

Its really impressive that this game was made in just one month. Music and graphics are incredible and the veery ingenious mechanics is very well made. Outstanding work!

BEAUTIFUL ENTRY!!! The upgrades are super fun.. I love how the game starts like HalfLife2's Ravenholm and end up straight up being DOOM 2016. The demon literally gave me chills! He had to be a little harder to beat imo... because he is absolutely terrifying and it fits perfectly with that very well established somber atmosphere. Shooting mechanics are very well made too and the map is a masterful craft of how a horror town should look like. I got to wave 15 but then 4 remaining enemies were "lost" and I couldnt keep going, but this is a very justified bug for a 30-day jam, Im amazed how everything else ran so smoothly! Amazing work!!

Please make a full-length game of this, with this mechanics and overall eerie (and just terrifying) vibe. It is VERY unsettling and chilling, the kind of horror that I like most!

I like the puzzles, specially the first one, but after I read a tip and understood what I had to do I got mad that I didnt take the time to figure it out, because it is very well designed and its 100% MY fault that I recurred to the hint... Maybe if the game had some sort of easier, simpler puzzle at the beginning, to be sort of a tutorial that also introduces the game, it would make the players more familiar with the mechanics and the the hints would not be necessary... idk.. Im only saying that because I already think this game can go very far and those sort of things dont necessary apply to a game jam.

About the second part, I thought the puzzle itself was a little less ingenious than the first, but the whole thing, with the whispers and all, was TERRIFYING and I loved it! Really cool game, congrats!

This game is a very creative and interesting take on the theme. Loved the story, loved that it has this lonely mood that is well communicated not only by the story itself and the island setting, but also the art style and the music.

BTW this mechanic is very unique. Ive never played a game where I had to use the mouse wheel so dynamically. This is super creative and maybe more games should explore it!

It was really fun, I love those games where you act on it but at some point you just get to sit and watch what you've built unfold. The fact that the setup is simple makes the results of the strategies used even more interesting because its such subtle differences in what units you select and WHEN you select them that makes all the difference. Very cool. Id just suggest that we could zoom out more to see more of the map and the army =)

Finding out the right strategy was challenging but the game is so fun to play that I didnt mind retrying multiple times until it worked, and it was veeery satisfying finally crushing the enemy. Incredible that you managed to create that amount of strategic complexity with a setup that simple! Congratulations!

Incredible entry. Very interesting story that managed to oscillate between dark/somber and light/heartwarming, and with a very clever use of the theme with the "soul syncing". Absolutely beautiful. Also the music in this game is LIT. Thank you for this entry.

Thank you very much! Yes the main takeaway of the feedback Im getting is how the jump strictness is hurting the fun. After the jam is over I'll adjust that and see how much it would improve the overall experience just by making it less annoyingly punitive 😅.

I find reaching this level of excellency of "game feel" truly amazing.. like yes the game is kinda easy but why do I just want to keep putting more blocks and then just watching it unfold for so long? Its really very satisfying to play (and at some point, just watch). Very cool game!

I Love those simple yet very well implemented ideas! Felt like those old flash games from the 2000's. Is so nice just flipping around and landing smoothly on water and bouncing back to the air! Getting higher and higher speeds adds a lot to the game loop too. Very cool idea and very cool game you made!

Nice entry! I like the retro vibe of the art and audio in general. Simple game that is fun to play. Jumping waves was oddly satisfying. Very cool!

Thanks a lot for trying the game and I really appreciate the criticism! I think the art of the game communicates a more casual vibe and the difficulty curve ended up being too steep too abruptly, so all of a sudden players have insanely hard jumps to make and puzzles to solve and it may feel out-of-tune with the aesthetics. So maybe the bigger problem was handling that progression better... Its interesting to see how players are reacting to this issue and it really shows how important playtesting is (because I had no playtesting and it shows 😅.. I feared the game would be too easy).

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Thank you so much for the kind words and through analysis, you made a lot of great points and it really helps a lot since I'm actually trying to start pursuing a career in game designing. Also its amazing that you could get all 20 stars! I meant to be kind of cruel with the stars but at the same time not penalizing those who didn't get all of them with some kind of reward other than the satisfaction of seen that 20/20 on screen.

I have to tell, I struggled a lot with the behavior of the blocks, trying to figure out how to make them more predictable but I ended up testing them with physics and it felt right, I thought it was cooler that way... but the downside was that designing the levels was waay harder because of that (of course the core mechanic of the game was already making level designing challenging), and, as I already mentioned, I have basically no experience with this, and this is why we have LVL4 for instance... its a failed level idea that I turned into something more "sandboxy" that will reward (with stars) players who wanted to play with that stack of blocks, but essentially you can just go through the level. I also had problems with "ghost collisions" for blocks sliding in some levels (specially LVL6, which I just wasn't able to fix the problem and its so annoying because it happens like 10% of the time and it kills me), so handling those blocks was an ordeal an took more time than I anticipated.

About the art for the anti-gravity area, its same with most problems the game has: I don't know what I'm doing 😅. I wanted to somehow communicate that it was a "magnetic" area with shaders and I couldn't spend a lot of time on that so I ended up asking AI to help me with this and the result was that thing and I didn't like it but I had to keep working on a lot of other stuff so... there's that... but I agree its out of sync with the rest of the art and theme and its good to point this out.

Thank you so much for the kind words! I agree I was too cruel with the collectible's secretiveness, but it was more of a deadline problem.. ended up not having time to improve some of those "quality of life" issues. Still I'm so glad you could get almost all stars and reach to the end!

So.. the problem with the audio is that I don't know what I'm doing 😅. The main music was already poorly handled (and you can actually see the messy code that does that on github, but please dont 😂) and I wanted to create some kind of tension when you get the power-up so I faded-out the music and played the other when you get the power-up.

But I couldn't loop that second music properly so I just let it end and hoped players would finish the game by the time the music finished playing... I'm very new to game designing but I didn't realize handling the Audio would be that hard... I have a LOT to learn =)

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This is ABSOLUTELY BRILLIANT! It has the chaotic aspect of Vampire Survivors, with every new wave getting more and more terrifying enemies haunting you while you get power-ups (having new lenses and mirrors to help fighting said enemies), and at the same time having the cool creative puzzle-solving experimental vibe of Portal, where you place those lenses and mirrors where they might fit best to utilize the light beam. What an amazing idea! Congrats!

I have to say I'm having some trouble getting the rhythm right, but I too had trouble with this kind of thing when exporting my game (which was also made on Godot), with a slightly different behavior on the audio of the exported game versus the game godot plays on my computer when im testing it. But the ideia is pretty good and the music is fire!

Wow! This is superb. Loved the "drifty" controls, felt very boat-like, but at the same time still being very controllable. The powers are very satisfying and fun to use and upgrade. Awesome game, kinda addictive! Its just a bit hard but you managed to keep it fair, with a well-calibrated learning curve (I certainly messed up with this issue in my game so now I appreciate it more when its well done like this). I started every new run being able to understand the mechanics better and then being able to get farther with the enemy waves. Also good work with the nice water shader and the art and vibe as a whole.

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Really appreciate the feedback! I'm getting complaints about the difficulty of moving around and I think what happened was that I played so much trying to get the feel that I wanted for the movement and then the sizes and distances that I ended up becoming "too good" at the game so I thought some jumps were too easy to make and I feared everything would become too easy to do, puzzle solutions too easy to spot, etc... So I ended up overshooting with the difficulty and actually made both moving around AND solving the puzzles way too hard XD. This might be the most important lesson I learned making and sharing this game! So again thanks for sharing your thoughts, it helps a lot!

Thank you so much! I had a lot of fun toying with animations since the design of all objects were so simple.

Super cool having the game stopping all the time for you to adjust the trajectory of the ball and then watching it go nonstop on replay after clearing the level. That was a nice touch that made all the difference. Great work.

Cool idea! The game is really interesting and it really makes you fell that feeling of disorientation while at the same time having clarity about where you have to go. The only thing I'd recommend is shorting the time the player cant move after a wall hit, because it happens a lot even with caution and it gets a little annoying being stuck without being able to move for this long. Great game!

Nice atmosphere! I loved the art and sound design. Nailed it.

Cool entry. Has that nostalgic 90's games vibes.

This was basically impeccable. Amazing work. There's not a lot to say about this one... maybe cut the dialog for all key collecting and level retries... But yeah, absolutely beautiful execution.

Very nice (procedural?) map, had fun exploring it. Controlling the player was hard though. It might be accelerating too much on air. But other than that, its a great game. Good stuff!