Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

SoftServeDemo

69
Posts
2
Following
A member registered Jul 04, 2023 · View creator page →

Creator of

Recent community posts

Thank you! I'm not much of a musician, ahaha... I didn't want to do something royalty free, though, so I toughed it out.

Went back and beat it all with no deaths. Only two lost hearts along the entire thing. Hell yes.

Getting this out of the way immediately: I grabbed an item through the sign and got stuck. Beyond that, very fun game, but dealing with clones ramps up really slowly, making the early game very very boring, and 40 rounds of it feels like a lot.

I think there is potential for an amazing game here. Genuinely the most interesting tower defense concept I've ever seen. However, rats dying feels unfulfilling, and running out feels really easy for a slow, painful, and inevitable death. It also makes the items that upgrade them feel meaningless. I would absolutely love to see this improved upon and fleshed out, though.

Very fun shooter, but enemy health felt really high, and having to reset to the same set of three boring items felt frustrating. Dash never quite felt right to slot in either. Really good ideas here though.

Understandable! I could have maybe included a few more signposts. There are items for you to find while exploring around a dungeon, and an exit that requires 3/4 of the items to get through.

Very nice and well put-together for what it is. Simple but effective. I do wish there was a way to end it early if I felt like I got close enough instead of having to try and match my prior inputs perfectly.

Thank you for the kind words! I didn't even think of that for the movement. I will try to keep that in mind for the future.

I must confess that I never did get past the boxes. Being able to collect them using cannons helps but eight still feels like it'd be a tall order- let alone what game may lie past it. Perhaps I'll come back to it after the jam to try and make it through fully.

Thank you for the kind words! I tried to make the hazards relatively sparse and lenient, but alas- game jam lack of playtesting will be game jam lack of playtesting. I'm glad you enjoyed regardless!

Very fun game. Getting multiple guys in one go felt very luck-dependent though.

There is a very, VERY good idea here that I'd be very interested in seeing fleshed out. As is, though, the difficulty feels very overtuned- getting even a few boxes can be pretty hard, let alone eight, and controlling the ship is far from smooth. Aiming the cannon is really difficult too, and the entire time, you have to worry about bumping into a rock at a weird angle and getting your health shredded. Very well put-together though. I'd love to see it expanded upon.

Extremely good bullet hell. I don't have much to say- the mechanics work well and it was pretty fun. My one note is that the water and lilypads were confusing at first- usually, lilypads are the good thing.

Very, very well put-together and interesting for what it is. Would be very interested in seeing this fleshed out.

Honestly, more than the circular path, I was fascinated by the towers breaking down and the enemies defeated acting as "currency" for unlocks. I managed to hit 235 enemies defeated on one round. I feel like enemies shouldn't have been allowed to spawn as close to the cities as they can though, and the city position randomization can be similarly weird- my 235 enemy run had both cities next to each other, making things much easier.

Hit 109 on my better of two attempts. Extremely fun minigame-esque game. Well-built in all areas. It didn't always feel like the "lasso's distance to the time I held the mouse down" ratio quite felt right, but I got used to it overall. Very fun.

Thank you! Needing to be careful with exploration was an intended part of the game, but I can definitely understand wishing you could take it at your own pace.

Audio hit a little loud and some of the minigames felt underexplained (first time on the soup i didnt realize you had to click, third time on the soup I learned you could go too fast) but very fun experience overall.

Wish it had a built-in restart and there was definitely something up with the hit detection, but otherwise really good game with a very distinct art style.

Very well put-together. Ultimately amounts to a single, extremely simple puzzle, but great for what it is.

Crashed on me when I went to another tab. Beautiful art and well put-together game, though it felt like the chests would be very easy to lock yourself out of.

Incredibly good art and one of the most fun game loops I've seen this jam. Could definitely see fleshed out into a whole thing. Bug is unfortunate.

Very simple but cute with a creative theme. I wish the food actually did things, but still good for what it is.

Very nice story with good art to go with it.

Short and sweet puzzler. Levels were difficult enough to stall me for a bit, but nothing felt frustratingly hard. Very creative take on the theme.

Very good puzzle game. Challenging too. Good art, good sounds. I feel like the final level dropping one of the two enemy types was a bit strange, but no big deal.

A lot of the time, I'd draw a circle, but there'd be what I can only assume is one weird line in the loop where it didn't connect. Fixing these wasn't very consistent, either.

Thank you for the kind words! And very fair- the risk with making a toughie is that some people can't or won't want to beat it. I hope you enjoyed regardless!

27 Loops. Best time: 57.53.

Super clean all around! Literally just feels like a full, actual game. Art and sound design are wonderful, and the progression mostly felt good. I do think that the ability to recall the ball came a little late considering how easy it could be to get it stuck somewhere you can't reach- made the earlygame somewhat frustrating. Super super good game overall though.

I've played a lot of lasso games already this jam, so my frame of reference for them continues to expand. This one is fun, but it suffers heavily from unforgiving loop detection combined with fast enemies and a tight stamina bar. It gets very easy to feel like actually killing anything is impossible. Beautiful art and sound design, though.

Really cute and fun game that deserves more rates. I wish the reward for doing well was more than just "extra lives that don't reset the timer," but it was fun anyway. I can see myself cracking it open more to see what the biggest fish I can get to is- though, in the lategame, the screen gets so swarmed that the next thing I need to eat struggles to get through sometimes.

Very fun game. I would have liked to be able to see my full line to help with drawing loops, though, and on my entire way to 1000 points I never saw a single bomb. It was still fun to draw around the monsters though. I could see potential for this getting expanded into a full thing- maybe with a wider variety of monsters?

Very short and simple "spot the difference" game. Got through it pretty quickly. Doesn't overstay its welcome, and is put together well enough. Not sure why you were able to look down if it never really came up, though.

Very, very interesting idea. Controlling the mace felt kind of wonky to me, and I felt like some enemies took way too many hits to take down even after a damage boost- I would've liked to be able to see how much health an enemy had, honestly. Pretty fun all in all though. I spin.

Thank you! Doing the art in this game was a weird time, but if nothing else, I am really happy with the jump. It's so silly.

Extremely cute art. Very... particular writing sense. Was overall fun to loop the tasks- I got You Qiang on Day 11 at around 79 Pity- though I do think making one of the possible Dailies "sit around for 20 seconds doing nothing" was a little questionable. Also felt like the rhythm game could be a little punishing, but messing it up never actually lead to me dropping a daily, so it's probably fine. Very well put-together game. Good job. I like Ako-chan and Neonis Smashenburg a lot.

Very well put-together, but it felt impossible to get a grip on even outside of the intentionally strange controls. Would've benefited a lot from a tutorial. Some of us don't know how driving stick works.

I'll be blunt- I can't say this clicked with me at all. Sanity upkeep felt impossible, and the time limit on each day was extremely limiting- there was only barely time to do laundry if I focused entirely on it, and heavens forbid trying to cook at the same time. Probably just serves to make this more realistic to the real experience, though. Judging by the other comments, it might've been a me issue, but it was an issue nevertheless.

Very cute thematically. I appreciate the reminder that sometimes a game dev is also a father of four.

Very short and simple puzzle game. Registration on the button for sending the train off felt weird, and I admittedly struggled to figure out what I actually had to do- each level just kind of felt like I'd win no matter what I did. Nevertheless, well put-together game. Good job.

Very cleanly put-together game. The mechanics of the other two moving along their paths without you needing to be there felt a little confusing, but it wasn't anything too bad. Your whole loop resetting when you die felt a bit brutal though. Very good game all in all.