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sockow

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

Creator of

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I really thought it was funny, and not in a bad way.. I played for a good 20 minutes (which is more than the majority of the games Im trying to review)... I just realised the way I wrote may imply that I didnt like the game, but it was actually well made and, again, pretty funny

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Yoo we had similar ideas! I loved the way you implemented the shockwaves with shaders and destroying blocks sending physics particles all over the place was a ton of fun! I got confused about why sometimes I was taking damage but then I read your disclaimer and everything made sense... I also wasn't aware of potential compatibility issues and that also caused a little bit of harm in my game but its ok, lesson learned I guess. Anyway, great job!

Great game. The idea is really smart and the game have a level of satire that I enjoyed a lot (having to forcefully smile with a mouse drag with that sound effect was funny as hell and so sad at the same time..). BTW, music and sound effects were on point! Amazing work!!

Crazy good! Genius idea and funny as hell. Nice one!

Got to 100, then to 142 because I wanted to end with Earth right at the center

This is brilliant! Brilliant and perfectly well executed. Amazing game!

Nice game! Art, music and controls are on point! Loved that the controls are just a little floaty, I think it makes a lot of sense in a spaceship game, gives a sense of inertia that I really liked. The graphics are well done, its a pleasure to look at, specially the animations of the asteroids exploding. The boss is pretty cool too. The only problem is what people already pointed out that the firing is unpredictable and that makes the game a lot harder, even maneuvering gets harder because you can't tell if you're going to fire again in time to clear that one asteroid out of the way, stuff like that. Also, one or two more power-ups would add a lot to the game loop I suppose. But overall I think it was really enjoyable, congrats!

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Thanks a lot! I appreciate the compliments on the animations because I have almost no experience with it (hence the black & white stickman design choice) but I had a ton of fun playing with those in krita! I reckon the difficulty curve is way steeper than it should be and the problem with not knowing where to go is probably just bad design but I think is mainly because of how I failed exporting the project with the right fixed viewport (worked the way I wanted in Chrome but not in Firefox...) and there are a lot of areas on screen that should be hidden beyond the viewport's margins if you play on full screen and I think this alone hurt the game more that I thought it would and its kind of a bummer... idk if I can try fixing that now

This idea is crazy smart and very well implemented. Didn't get to fully understand how everything works but the gameplay is smooth and even just randomly assigning combinations to see what patterns emerge was very satisfying to do! Its hard getting this level of game feel. Congrats!

A short journey into existential crisis

Its incredible that this game was made in 30 days. That was a very bold idea to attempt and you delivered 3 huge maps with very unique visuals and mechanics. Loved the long light tracks the racers emit. It was hard controlling the surfer at first but I got the hang of it and it was a lot of fun. Congrats!!

Very cool take on the gj's theme. I think the story is enticing and well written and the art is beautiful. I think music would enormously help set the tone and mood for this game but overall I found this a nice visual novel, well done!

Felt like this an incredibox but with a twist that all characters make annoying sounds. Its a nice attempt, pretty funny.

The art is decent and audio is very good. Controls could improve, like I couldn't walk diagonally and its a little bit annoying. Also I didn't get how this relates to the GJ's theme and the game was released the day after the jam started so maybe this wasn't made for this jam?

Very interesting take on a deckbuilder. Loved the idea! I know that animations are not central for this kind of game but I believe having more animations would strongly benefit this game. Great work!

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Thanks! The mechanic is simple but its kind of specific so it was hard communicating how it works. And I didn't have playtesters because I finished the game too late so the difficulty curve is way steeper than it should be it seems...

Thanks for the feedback! I actually implemented some sort of coyote "time" with raycasts but in hindsight this might not be the best way of doing it... I'll toy with other methods later, with timers probably