I have a note in the description of my itch profile that says some games will be temporarily delisted due to a vulnerability in the Unity engine found earlier this month. They themselves asked developers to delist and rebuild games with the fix. Game development is not currently something I can spend a lot of time on outside of work, so I have not been able properly build and test new versions of my games.
Sonk
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Great narrative, awesome visual aesthetics you have going on, and a very unique experience. Camera system was really good for the most part, but had a few places where there were so many camera points where it was frustrating to turn at times. Even then its short enough that its not too big of a deal, and the restricted perspectives makes it a bit more tense. Visuals were really cool, but most of the time I couldn't really make out the environment in the dark. Awesome entry guys
Simple, short, cute experience. Favorite part was the secret glasses, I love mechanics like that in games that reveal hidden things in familiar environments. Little time based speedrun games are one of my favorite genres for game jams, and love to see people compare times and such during the judging period. Would love to see some ways to add more short cuts or ways to further entice players to do further attempts
This is a very rewarding experience to practice and master. Did a few rounds and was very nice to see how I climbed the leaderboard quickly and progressed. Even when I came into these comments I saw the tips on making potions quicker and was like an eye opener for how I can get some better scores. That being said I feel like the pacing at the start is a tad bit too quick when it comes to learning all the ingredient games at once, being hit with orders, and encountering the obstacles. Other than that did a great job with the visuals and your sound design, very polished experience nice job guys
Had fun driving into the hoards of zombies, and it was nice to have the Computer players driving a long to compete with. The driving controls felt pretty good, however making tight corners slowly or going up slopes without jumping was hard to achieve, but going fast felt real good. I did like the simple act of driving into enemies, but I feel like it would be a bit more rewarding if there were more and they had less health, since I don't think I killed a single zombie until the 3rd or 4th time I ran into them.
Had a lot of fun messing with the typing mechanics, don't really see systems where you can type ahead like this. The super long one had me messing with a strat where I was brushing my hand across my keyboard a few times and then cleaning up what I missed before repeating. The writing here is fun and cute and was a really nice small cohesive experience!
Took me a bit to get the hang of what was going on or what I was supposed to be doing, but was able to pick up on the goal of the game. Really like the environments and prop work you have on display here, creating distinct areas through out the map. The character models are also really cute too, especially the rat! However I did have a lot of frustrations with getting lost in the map. The random wheel zipping me around the map could be interesting, but having it be pure random led me to getting trapped in an area for a while because I got teleported to the same spot like 4 times in a row. The cameras were also very disorienting, not by the fact that they are stationary points, mainly because of how it whips around when you run under it. Its a quick moment that just gets me all tripped up and mixed around, but doesn't feel intentional and more so a quirk of the engine. With all said, I did finish this one to completion, well done yall
As always you guys do a great job with the visuals. The mechanic of swapping the rooms around was chaotic and interesting gameplay wise, however I did find myself fighting with the controls a bit from time to time to navigate the rooms. Managing resources across rooms was also a bit annoying too, since I never was able to accurately track where my ghosts were beyond the room I was looking at. Also while I do really like how projectiles travel between rooms, it was annoying that some paths were close to lining up, but were just offset enough to where it wouldn't satisfyingly line up. This is a really unique take on a tower defense and a great use of the theme, bravo guys
This is a great example of doing a lot with little going on, creating very dense and thought provoking areas and moments in simple but effective ways. Atmosphere is the strongest part, however there were a hand full of bugs and quirks that broke immersion and in a game where said atmosphere is the selling point, it makes it hard to take in and appreciate it all. However this is a game jam, so perfection isn't the goal, and I think you have a lot of very strong skills when it comes to environmental design and atmosphere on display here
Nice collection of minigames! I was able to pick up on most of them very quickly which was nice, only one I got tripped up on was the werewolf jumping one mainly because i had a hard time judging distance in the short time but even then I could get the hang of it. Pacing was a bit too fast to read the minigame instructions at the start but other than that nice job
Loved this! I love the super satisfying feel of cutting and preparing the items, feels like a mix of fruit ninja with cooking mama. The newgrounds esq character art is great and definitely adds to the comedy of the weird items on the dogs. Also love how the items actually show up on each hot dog and its not just one repeated asset, nice attention to detail. Using mouse was a bit inconsistent, not because it wasnt reading, it just felt like it was reading too much, where the slightest movement would count as a success. Didn't feel unfair, but didn't make it always feel like I was actually achieving something ya know? But I know this was made with motion controls in mind so I would love to try this out like that sometime, nice job!
I didn't realize this was a two player game and just played as both of the ships, which was an interesting play style and seems like you noticed as a valid play style as well. I'm not great at bullet hell shmups but this felt nicely balanced and forgiving with the hitbox, which is why I feel like the single player style kinda worked. I feel like this could be really cool with mice controls for better precision or on a tablet where two players are sharing a device. Nice job turned out great!
Super cute! Lots of really great bits and moments that put a smile on my face. Love all the interactions with the characters the sprite art, gives a lot of personality with low resolution and simple behaviors. Would love to see how you could expand and flex this a bit more and have more and more of that personality shine through. Great work!!
Very cute experience! Loved the n64 esq levels and the character design of the game, especially the designs of the spirits with the fluid like heads. Also really loved the physics of the grapple hook, felt like it had a nice handling while still feeling like a swing. I was confused on where I was supposed to go after the tutorial, but after figuring out that it was a hub room I was able to progress easily. I do wish though that the loading boundaries were visualized in the scene, like door fog or something since I was confused on where some of the doors were or where to go. Other than that though I had a really pleasant time with this and loved the direction you had with the game!
Love the humor in this! Great flash game esq puzzle game with some interesting uses of the mechanics, really loved the use of the knife in Argyle where it becomes kind of a dodging challenge near the end. Music is bumpin, but feels a little sus imo. Also I think the train stops being each level is a really fun idea. Loved it !
Beat on my 3rd try, really solid experience. Love the vibe and overall style of the game; tile sets of the game really nail the zelda vibe, and you emulate the gameplay of those old games in a faithful way. I do feel like there are some balancing issues, like how the purple slimes do tend to be really hard to kill without having a longer range weapon, or push through the bullets to get close enough for a few swings. This in turn made the boomerang and knives the most popular weapons, but even then the knives felt like they were just more handy over the boomerang, since it dealt damage and could be tossed in all directions. The boomerangs range is also too small to start to make it worth it over the knives, but do like how it is more accurate. All in all I liked what I played and it did bring me back for a few tries
This is a really fun twin stick. Love the idea of swallowing up bits of the enmies to shoot back at them, and strategically getting them to combine to get more ammo for less shots fired is a really smart economy loop. However I think with how things are balanced it is a bit too punishing. Its really hard to get back ammo if you have run out, and if you miss a shot on an enemy most likely then you will get a net loss in ammo. The pumps to aid in this to some degree, but are a little to infrequent and slow to the point where half the time I get swarmed and pinned to a wall. But these are just values and timings that can be changes, the core game play you have here is really really fun which is the important thing and really provoked me to think deeply about my actions. Great work with this!
I always love your incorporation of different textures that create these cool half tone gritty shading, and your choice of colors and composition is Beautiful! The bottom section is also really cool with the color pallet and Sick icon is so cool and really makes this feel archival. Even if there is no real playable game tied to this, I would love to see more pieces in this style
Really neat experience! This really reminds me of all the times I played on my DSi just going through the photo modes and audio recorders, which I can definitely tell is the thing you guys are trying to go for. This is something I know a lot of people who grew up playing games in the 2000's can share, so its really wholesome to see you guys make an experience tied to just that. I'd describe this as a toy more than it is a game, prompting exploration with tools and fun interfaces that provoke curiosity. Great work gator crew!
Loved this one! Super engaging and satisfying gameplay loop and the encounters with the boss pathogens and bonus event helps break up the levels to keep things fresh. Vibe is great too, love the approach for SICK being illness and how you ran with it in this game. Big Osmosis jones vibes and that is a complement that movie rocks. Also huge props for bringing back the online leader boards, even though it may not be period accurate it does help bring a sense of community within these jams which I always love to see. I did have a few graphical issues when playing in full screen with the camera occasionally looking out of bounds and the submit high score buttons appearing off screen, but that stuff can be buffed out and really didn't impact the core gameplay. Overall very good submission guys this was a blast!
This is a fire game. I love twin sticks so this was right up my alley and you nailed the juicy chaotic nature of the genre! Seeing trash fly everywhere and the chunky sounds of the gun fire, really make for a very engaging experience. The level of polish on this as well is really good, with the subtle UI animations, the cool intro screen, and having multiple weapons and variety in enemies is really impressive. There were a few things that did frustrate me, like how in the heat of combat the enemy bullets tend to get lost in the particles and screen shake, and depending on the level they can blend in. Also having enemies spawn super close to the door, if not right in the entry way did feel unfair. But with that said this is extremely impressive for a jam project, hats off to you!
Really interesting game. While I personally don't have much experience with autobattlers, this was interesting to watch unfold. My immediate reaction was confusion since there was no tutorial, but over time I watched the animations of the dice unfold and the actions of the characters and I was able to start learning the basics. I feel like that visual communication is a really strong aspect of the game, especially when the player isn't in a position where they are able to intervein and experiment to learn.
Got through the first world of the game, really good work! Very impressed you have this many levels made out, and what I saw was really satisfying, thought provoking, and easy to understand. Having the eyes match the slimes health is a good touch, and the music is fun and bumpin. Would have liked to see different worlds have different themes or gameplay elements, but it's a jam so understandable that you kept scope small. Main reason why I suggest this though is just that for me it did get a bit repetitive after the first world, so while it's nice to see all these levels, it feels a bit over saturated. However don't get me wrong, this was really fun! This comes from a desire to see more from this world and more ideas you have to offer, since this was a really good first impression. Really good work y'all it turned out great!
(Also I did have issues figuring out the pause menu on keyboard since when pressing esc it opens the level select and quit game screen which was jarring, and I noticed that wasn't happening on controller.)
Tis only fair, I beat you up in game you beat me up irl lol. Regardless I appreciate you giving it a try, I’ve had worries about people not being able to beat the game during the jam period, but making the game was oddly therapeutic so it ended up becoming a game I made for the sake of having fun developing. That’s to say your comment about achieving what I sent out to do was really affirming, so I thank you for that!
This was so cool! I loved the bestiary and all the fun stories with the cryptids. Honestly my favorite part was the training sequence, it reminded me of those stat training minigames in Sonic Chao Gardens and some tomodachi stuff. Feel like that could be a whole game in itself! Good job dude love how it turned out
Amazing work! Such a cool idea of having to watch yourself from all these different camera angles, and having all the puzzle pieces hidden in plain sight! Loved having the tv's set up as a wall instead of a slide show style switching, really made me a bit more frantic darting around trying to look for movement. I did get a little stuck in the first room since I got stuck in a blind spot and didn't realize the movement was tank controls, but I was able to recalibrate.
Well done! You definitely got me spooked and fearing to go down hallways! The camera system was great, nice use of give and take with it. I did have one point where I got soft locked in the hall just after the red key room where I opened the cam and couldn't move or close out of the camera, but the game was still running since the only thing I could do was open the controls tab. Wasn't and issue on the second playthrough and was able to finish the whole thing, nice job!
This was really fun! Its nice, simple, and satisfying. Theming is on point with trick or treating being the progression and having upgrades have the give and take, literally a tick and or treat. I was a bit confused when trying to navigate the map at first since I was confused on where I was, but was able to pick it up. The dual rocks are the best and I did go back for another run after, great job!
Visuals are defo your strongest asset here, the game looks visually great, the game play could just use a bit of tweaking. There are some issues with the hit box sizes and what counts as grazing, also maybe a bit of invincibility time after you get hit to help make the average play time a bit longer. Also shout out for doing an online leaderboard! Very impressive yall should be proud
Love the visuals, defo you strongest part. Very funny premise, I love that you guys referenced that Dave Mathews incident. The gameplay is interesting, but I didn't see much reason to move beyond the center line, as my attacks could reach all the other lines. I would honestly love to see thing is a grid based tactics game where you explore Chicago, but that I just my opinion. great job guys hope to see this at the arcade








