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sohfeeuh

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A member registered Jun 16, 2020 · View creator page →

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Recent community posts

Thank you. There actually is a restart button in the menu which is accessible by ENTER on a keyboard, START or SELECT on a gamepad, and the small rectangular button above the X and O on a touchscreen.

Logging statistics like that is a great idea, thank you.

Thank you! The move sound is a bit irksome and in need of softening. I also think some music would help break up the sonic repetition.

Thank you! :D Furthermore, I appreciate the bug report. I've got a good idea on what might be causing the issue. 

I loved the duck art and it was satisfying to accrue a horde of ducklings. I was a bit bummed to see that the game crashed after collecting the treasure in the center.

This was a cute experience that I appreciated alongside a mug of tea. It was fun exploring the bounds of the system. There were so many frogs at over 300 BPM. 

All of the little creatures were adorable, but the ostrich was my favorite. Getting combo attacks off felt satisfying. Additionally, I like that I couldn't endlessly ponder with the timer looming. I do wish that the timer was a bit more visually prominent though.

I didn't think one could make a ladder genuinely horrifying until it was described as having "soft, fleshy rungs". I think I'll pass on the mystery cake at second glance.

Adorable aesthetic. I especially like the title art and chill atmosphere.

Everything is indeed better with googly eyes. Aesthetically it felt claymation adjacent which I loved. A solid number of characters with unique qualities and a second game mode. That's a lot of content to jam into a jam, great job.

The music is HYPE! I appreciated that the baddies had spatial sound cues attached to their spawn. I had some mouse issues that full screen seemed to resolve, but it seems like the game doesn't like super-wide aspect ratios.

Thank you! <3

Thank you.

It seems incredibly scary to make music, but erhaps that's all the more reason to try.

Thank you. :D

I liked how the net had a bit of delay which required thoughtful timing. Furthermore, the cut-in sequence with the mantis and the frenetic gameplay that followed  was both unexpected and fun.

Conceptually, gnomes mining uranium is both hilarious and novel. 

Thanks! Each character does indeed have different interaction mechanics. The pig was a late addition and surprisingly became one of my favorites.

I wholly agree. I think even just one more level where you get to interact with the puppy and explore the mechanics before being tossed into harder puzzles would go a long way.

An narrative intro sequence for a tower defense game was a surprise, but a welcome one. 

I like the 1-bit aesthetic and visual minimalism. Everything read clearly and the mechanics were intuitive. With that said, I found myself waiting, expecting  a new mechanic, a different enemy type, additional enemies,  or some kind of twist, but after the first minute of gameplay it seems like you've experienced the entire game.

The storied intro sequence was fantastic and the art is juicy. Big props on the overall aesthetic. It was a challenge to keep track of your character after a collision though. There's just so much happening on screen and it's easy to visually lose your adorable black cat.

I'm impressed that y'all were able to compose a real time multiplayer game during a jam. It's frustrating not being able to try it at all as a solo player though.

I wish I could hug the other water bears instead of munch on them.

Yep! I'm running CachyOS with KDE Plasma as my DE.

The description doesn't lie.

I enjoyed the section where you saved Klauster. Nice!!!

Mouse capture would oddly lock the camera's pitch which made progression impossible.

The concept is fun and the spider is adorable. I also liked how you included attribution for the music as toast messages on screen.

Deeply soothing and gorgeous simulation. The music, sound effects, and controls strongly synergize with the entire experience which further elevates the whole.
I had never heard of boids before, but now I'm inclined to write such a simulation in PICO-8.

The hamsters are super cute! I liked how some of the puzzles required you to prevent collisions between hamsters.

I enjoyed navigating the circulatory system by obfuscating myself in the shadow of blood cells, but got a bit frustrated with the seemingly random nature of the white blood cells.

I loved the distinctly human "ribbit" sound effects. The balance and depth felt lacking as there weren't any meaningful or challenging decisions beyond place relatively equal amounts of ninjas and wizards.

I found one ant out of three? Unfortunately the ant crawled outside the bounds of the world and was never able to reunite with their kin.

I just beat the last level and I'm deeply satisfied. All of the puzzles felt interesting and thought provoking. Furthermore, the level progression nomenclature evoked a mysterious atmosphere. Loved it.

The disappearing platforms are straight up evil. I like how not only does the frame make the playable boundary, but that it can also push your character.

I was surprised by the progression of repeat characters and some of the character growth was truly heartwarming. Thank you for making this. <3 Also, I enjoyed all of the nuanced rules.

Cute! I like the irreverent and mocking tone and I I'm a big fan of the secret.

Damn! This was genius. I like how mechanics in the preamble were incorporated  later into the game. Also, the styling and theme were ON POINT!

It's nice to see more chill, relaxing art games.