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somnule

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A member registered Jun 30, 2015 · View creator page →

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Cool game! Looks like you've gotten a lot of the same feedback I would give. Aside from that, the intro sequence when it says to press Space to initially spawn is oddly slow, so it's not clear if you're supposed to be doing anything or not. I like the groovy Earthbound-y background patterns, and how they and the music are randomized. 

Also the Cool Cats team logo is rad. :D

I didn't realize at first how important it was to get your human off balance! The game gets a lot more fun then. My high score is 25 :)

ZXC and BNM also do something. :) The idea was to make basically the whole keyboard do *something* to make experimenting more interesting, but you know how jams go. We also wanted a UI showing how many of the features had been discovered. So that's all for V2! Fixing the build, too.

Thanks for playing and for the thoughtful feedback!

Oh man the presentation on this one is really good. I love the little veggie sprites, and the sort of comic-strip slideshow at the beginning, and the sad little sliced veggies on the level-end screen. It's kind of a Pyrrhic victory when all your friends are sliced in half on the plate. :(


Really solid jam game! Well done.

Hahaha, thank you!

I like the odd gaunt man you play as - he has a sort of spooky storybook vibe about him. The monster art is very cool, too; it would be great to see that design in motion!

I think on the first day I didn't open enough of the cages, and so the monsters I did have ended up getting swarmed. I wish I could do something to help during the fight~!

Haha, thank you! I was wondering if it would work well as a shared-keyboard game, so I'm glad you had a good time with that. We have a lot of ideas for additional weapons and maybe more scenarios, so I'd love to do more development on it in the future. Thanks for playing :)

Yooo! It's a super simple concept for a game, but the polish here is just stellar—great pixel art, great animations as you sway to and fro, even a great logo! Kinda feels like a really good Wario Ware minigame?

Nice to see this much polish in a jam game. Great job. :]

Cool game! The cards are nicely made and it feels like a very well thought-through system. I feel like I would be able to make more interesting decisions if I had more visibility into what the climbers are going to do next—I'm just getting caught by surprise when a climber suddenly goes up 3 tiles at once.

The background music is a good jam. :)

Haaahah! This is really good! I like how you were able to adapt the different chess pieces into this genre - the way the knights thud as they jump the way the bishops zip in from across the board. It's very good. Once I internalized that "en passant" really wanted me to *pass* the enemies and not go through them, I started doing much better.

I love the little profile picture of our rambo pawn.

The victory lap ending level is great, too. It's always fun when there's a surprise final step at the end.

I like the idea for the game, and you have a nice set of different attacks the enemy does that the player can learn to avoid. It's super hard, though, and it often feels like you get hit when you shouldn't have. Some iframes on the roll would help a lot, I think.


I'm curious who the enemy is! Do you get to see them when you win?

I like the push and pull of possessing enemies to gain HP vs killing enemies to gain possession points. There's something good in there. The combat feels a little bit rough and the way you die super abruptly doesn't feel good, but that's pretty darn understandable for a jam game.

I really like the art! The crater-thing you come out of is super eerie  and the animation when you zip from one body do another is great. The music is very moody - makes it feel like we're on the verge of something horrible about to happen.

I played a few times, and eventually got to a point where I was walking around as an ax-man and there was basically nobody left. Maybe I can count that as a win? :P

hehehe this is a good time. I love that you voiced all the characters, and while I kept them on, I also appreciate that you put in the option to turn them off. The different powers were neat, but I found it difficult to switch between them while also aiming and moving. Maybe you could cycle through them with the mouse wheel and toggle them with clicks? I'm not sure.

The way the characters kind of bounce back and forth for their walking animation like they're action figures is a good, economical use of your jam time. It works well, and with only one frame for the character!

This is a fun, charming little game. Well done!

Nice work! The presentation is great on this - I love the monochrome aesthetic and the little character portraits, and the bullet hell action has some nice crunchiness to it. The spells were a little bit confusing to me - I didn't quite get what the benefit of something like "rotate CCW" was - but eventually a new wave started that made me just explode bullets in every direction and that let me finish the hero off. (Is that a failsafe wave, or did I get lucky?)


I wonder what the hero's Plan B is. :)

Try out different letters on the keyboard and look for things changing on the ship. Weapon controls are grouped together (so long as you're using a QWERTY keyboard).

Thanks so much! :)

Thank you! I'll think more about pacing in opening cutscenes (and probably add a skip button) in the future. Thanks for playing!

Thank you, and thanks for playing! I'd like to explore the complex control panel idea more if I can. :)

I'm so glad you were able to figure out the missiles! I figured the cannons were more obvious and that folks would probably mostly use those, but I liked the sequence required for missiles and hoped people could discover it for themselves.

I think I must have configured something weird, because the zoom thing seems to affect people differently for unclear reasons. Sometimes it's totally fine, sometimes it's all wonky.

Anyway, thank you for your comment and thank you for playing!

I ran into this too and I have no idea what's causing it. Reloading doesn't work, but when I hit enter on the URL bar, it does. Weird!

This is so good! I really like the idea of your task being not to destroy the hero, but to create a satisfying, balanced challenge for them. It's a little bit like playing the DM in a tabletop RPG.


All the bug enemies and the venus fly trap hero look great, and you've got a lot of nice crunchy effects when the battle is going on. I'm curious how you implemented your hero AI - we did a reverse shmup too (focusing on a bullet hell boss fight), and I only had time to make some basic repulsion, but your fly trap is smarter and takes the offensive while it avoids attacks.

Overall the presentation and polish and concept are great. Nicely done!

We did a reverse shoot-em-up too, but focused on the boss fight/bullet hell aspect. I expected it would be difficult to balance something like your game, where you're summoning armies, but you did a pretty good job of it! I survived with just 4 health to spare. :)

There's probably a setting in Unity that lets you scale pixel art cleanly - it's a bit of a shame that the boss ship was a big blur.

Nice work! Well done executing on the concept.

Really creative idea. The premise of having to defend a thing that is actively attacking you is pretty diabolical, and I love the way it looks like something is squirming around inside the stitched-up Yin Yang. No idea if I got close to collecting enough currency to upgrade my skill tree, but it's impressive you managed to build that in during a jam!

The pixel art is so charming. Make more things, please!

Cool idea! The controls feel really good and the sprites are cute. The 4th level is a tough one, but I figured it out. :) 


I'd love to see more of this!

Really clever, snappy game that expresses a clear idea concisely. The neurotoxin one is pretty funny - I got the idea immediately once I got it wrong.

(I'm not sure that robots would get along with daleks!)

The presentation is really good! I like the CRT look. It would be nice if the movement were a little smoother - I kept getting stuck on the walls. Trying to cooperate with the other ghosts was fun - predicting where they were going and running ahead to trap the Pac. :)

There's something very satisfying about getting a good shot of a car coming around the bend and then following it to the next curve. Half the time I only realize after the fact that I haven't switched my current camera to the live feed! This is a super fun idea and I feel like there's a lot of room to build on it in various ways - make certain cars more valuable to the camera, make crashes happen now and then (cuz people love to see crashes), maybe make silly things happen in the crowd. Nicely done!

It seems like you've nailed the JumpKingVania style, but for a newbie like me it's super tough! When I finally get to a new point and forget that other climbers will hear me behind them it's always a bit of a shock to get sent back. I might come round back to this and see how far I can get.

I like games where you start out having no idea what you're doing and gradually get the hang of it. This is a good little microcosm of that! There are some files I never figured out - I wonder what kind of effects there are.

Oh my god. This was really good! The writing is really sharp and funny and the character art is great. I love the concept of needing to get certain Flappy scores for different dialogue options. Really nailed the ending, too.

These are really charming! BTW, it looks like Odder is missing their hands in the left walking animation. o_O