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Sombrarrow

73
Posts
11
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6
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A member registered Sep 05, 2022 · View creator page →

Creator of

Recent community posts

You may find it funny to know that the ring fx are a FNAF shader flipped on its side. Thanks for the kind words!

No the map wasn't randomly generated. That was just me going ham with a tile brush with very little time left. 
Thanks for playing!

Incredibly Polished! Seriously it has excellent presentation for an indie game let alone a 96 hour jam game. I loved the Balatro influences.
I have a couple nitpicks that being 1. I't was very easy I wasn't even sure how you lose at first. 2. I'm not sure handling does, or what the point of speed is if your measured in loops made not how fast you make them. But perhaps I just ignored some instructions. Seriously good work, keep it up!

Very Neat! The levels are well thought out and the mechanics well explored.

Very Polished physics for 1 dev day! I liked the track, though the placing is a little bugged. 

Adorable! We almost went with a very similar concept, but you knocked it out of the park. 10/10

Very Classy! Awesome job!

Awesome game! difficult but very fun, great job. 

Used your music for our jam submission!
https://sombrarrow.itch.io/bomb-scott-pirate-software-jam-2025
Thanks you saved us when our composer dropped out.

Thanks for playing! Yeah the timings and buttons definitely need work. We're planning on touching it up a little and putting out a post jam release with a few missing features.

Thanks for playing! Glad you liked it

lol thanks!

Thanks for playing! Were the drinks too loud?

This game is so charming! It somehow makes me feel all nostaligic. Awesome job!

Thank you so much!

Haha, yeah I thought we were being so original at first! I'll check yours out! Thanks for playing!

Lol, Thanks!

Very kind Thank you!

Thanks for playing regardless!

Yeah I was worried about the blind drops, I tried to offset by a last second addition of arrow signs but tbh I knew it wasn't great. Thanks for playing though! I had a ton of fun finding ways to implement the mechanics we made into the levels.

Thank you for playing! We will check it out!

Thank you!

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Sorry you're experiencing that bug. Unfortunately we can't do anything about it in the jam version of the game. Can you send a screenshot?

It's possible the download would work if you don't have a problem downloading games.

Well the ground and walls are supposed to be visible. Are you playing the html build or the download?

The sheer style and creativity of this game. With an absolutely perfect control scheme. If i had one critique it seemed a bit too easy to get great and perfect ratings.

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Gotta have lore for all the freaks on the internet lol. thanks for playing!

What a compelling gameplay loop! I spent about a minute killing the wrong cells, lol but the presentation and polish was top notch! I definitely think more could be done with this!

It's definitely not just you lol. We fully admit the wall jump could use some work. We might return to this project after the jam finishes to polish it up a bit more. Thank you for checking it out!

Glad you enjoyed, I'm glad you liked the levels. I sort of cheated at the end there, the final level even needed a last minute update after we published the game. Thanks for playing!

That's very kind of you! We worked really hard on polish. most of it was polish tbh, and while there are many areas we see to improve (and might) we're very proud of this one. Thank you!

Really glad you enjoyed the music. Our composer worked really hard on it. Thanks for playing!

Glad you liked it!

Thanks. Had a lot of fun making his sprites.

Great execution and a good exploration of the mechanic. I was a little confused when i had to jump on the block to essentially hover. it felt a bit like i was breaking the game rather than figuring out the puzzle. also no duck payoff.

Thanks so much!

Thanks! The wall jump is something that changed several times throughout dev time. Initially it was literally just the Celeste wall jump, climbing and all, we then paired that down to a more hollow knight style wall hang, then when we decided to incorporate a stamina system that controlled how many times you could wall jump we removed the wall hang altogether. Unfortunately that meant that the wall jump ended up needing perfect timing. We really should have kept a moment of wall hang to give the player a split second to decide whether or not to jump or fall down further. But hindsight is 20/20

Art and presentation is top notch. I couldn't figure out how the attacks were chosen from the inventory though.

The great struggle of a game jammer. You can make a mechanically sound game but not have time to make any levels. I was pulling my hair out trying to make these in a rush. Thanks for playing! 

Our composer is freaking out right now. High praise indeed. Thank you so much for playing our game.

That's super high praise, at least in my book. thanks so much!