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sophesque

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A member registered Dec 01, 2019 · View creator page →

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saw this in the intro to super bunnyhop's new video, so i came to check it out. this is great! i love the color-shifting pixels during dilation. and the questionnaire at the start hit really hard v-v

awesome, good to hear there's more to discover! i'll come back and play some more when i have a chance c:

this is cute! i like the idea of simulating a "garden of eden" type situation, where you're starting a population from scratch

i had similar issues to others in play--my adam ran off somewhere and i lost him forever, so i had to follow steve around and make sure he was reachable to avoid that happening. sometimes the reproduction wouldn't work (especially when i moved on to generation 2, it seemed like it wouldn't work at all). i made sure i was running into an opposite-sex blob, and that we were both at full health. there were also some confusing moments where i'd be following a potential partner who was almost at full food, but they wouldn't eat from any bushes (even if they were plentiful). it was like they got stuck looking but couldn't see what was right in front of them. not game breaking (and usually solved itself in a few seconds), but it was a little confusing to watch

i was also confused that my hunger meter would suddenly deplete at times--took me til my second attempt playing to realize that's just hunger mechanics lol. i also wasn't sure if i was supposed to do anything about the enemies that showed up. i decided to just run away, but it made me sad to see them terrorizing my offspring :c

overall, i think this game is an interesting idea that's fun to play with for a bit! if you wanted to make it more interesting, i think some goals would be good (unless they're in there already and i missed them). maybe something like a new ability after your population reaches a certain level? the dash was fun, but didn't seem very necessary or useful. i do really love the blobs. they're simple but endearing c:

just went back to try again and i'm still getting creamed on the tutorial :/ played two more times, and both times i felt like i got overwhelmed by insects back at my home base before i had time to construct any of the rail gun buggies. on my last attempt (for now) i tried cheesing it by building a ton of the harvester buggies first, and then tried building extra bases just as a distraction for the insects. but they still got to my home base and destroyed it, making it pointless to continue

i'm trying to figure out how i can deal with this better. maybe building more stuff further out from base so it takes the insects longer to even get in the starting area? i feel like with a few more construction buggies, i could spread out a little quicker. but it still feels frustrating for a tutorial level (especially when i have to go through the beginning stuff again every time, when i feel like i have a handle on that already)

i still really like this game, and i might just jump into the ai levels instead of trying the tutorial again. but i wanted to share my experience here at least. a limit on how many enemies can spawn at a time during certain stages of the tutorial might be nice. that way i can learn how to take on the bugs at all before i have to face a horde of them

oh this is a really cool idea, and you pulled it off great! furthest i got was partway through level 2

it took me a few tries to start understanding the game better. i haven't played a ton of minesweeper so i probably don't have the best strategies, but i was starting to be able to puzzle things out more towards the end of my time with it. it did feel like things were a little crowded, which made it more difficult to suss out where enemies were and how much they hit for (i had a lot of moments where i had two blocks next to each other, and i knew what they added up to but didn't feel like i had enough info to say how much each individual block was). but that's not necessarily an issue--the scry ability and the fact that you can still shield on any block makes it less frustrating. still, maybe a smaller board (or more sparsely populated enemies) for earlier stages would be good, and let it build up to bigger boards for later floors of the dungeon.

graphics are fitting for this game--i like that each level of monster has a different look, and it gives a good dungeon-crawl feel. the info surrounding the play area was a little tricky to figure out at first, but as i played it made more sense. now it seems simple and functional. the music is good, if a little repetitive (especially with how long i was taking on each level). maybe a different song for each floor, or a few songs that lead into one another would be good?

overall this is a really cool take on minesweeper! i can see myself coming back to this one. nice to pick up and play for a bit c:

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i haven't really played any rts games before so maybe this is my inexperience speaking, but i've died twice on the tutorial :C (well, once dead, once surrendered b/c the bugs destroyed my refinery so i couldn't make any more money)

definitely wanna play this some more and get the hang of it better! i think i'm already starting to understand more of what i'm supposed to do. one thing that frustrated me a bit was, on my first time through the tutorial, i chose the last option out of the three presented (the first question, not sure if there are more questions later) and it seemed like it locked me out of having any defense against the bugs. my second time i chose to "destroy the vermin" (or however it was worded) and felt like i had more of a fighting chance, but i was completely at a loss the first time. did i miss something, or does that just prevent you from being able to fight back?

not rating yet b/c i feel like i haven't played enough, but i definitely want to try this again later and hopefully do better! it already feels very polished c:

definitely thinking about adding more phases to the game! hurricane could absolutely make for an interesting setting c: thanks for playing!

thanks so much for playing!! i have some more ideas for where to take this, and hope i can keep going and stick the landing :D

i love the idea of a tactical grid-based game that's not combat-focused, and you pulled it off great! this is fantastic!! :D

the music is pleasant and a perfect fit for the relaxing atmosphere. the graphics are wonderful--love the art style, and they convey what's going on well. the animals are super cute, too!

the puzzles were fantastic. there's a great difficulty curve already: the early levels are easy to get first try, but the later ones took me a few restarts to get everything perfect. i needed to get those optional goals! i like the branching bonus levels, too--the layout on the level select makes it clear that they're something a little different, but they don't feel out of place either

one question: is there a way to skip dialog at the beginning of the level? especially on those later levels where i had to restart a bunch of times, i would have liked to skip past the intro and get straight to the meat of the game. the dialog was short enough that it wasn't a complete pain, but this might be something worth adding (if it's not something i missed that's already in there)

this is a great chunk of the game for a demo. i feel like i got a taste for the game, but not enough to be satisfied yet. can't wait to see more! wishlisted on steam c:

this one is beautiful! love the bittersweet ending.

my first playthrough the music wasn't working (headphone error on my end, nothing wrong with the game). this gave me the perfect excuse to play it again! this time i tried to get all the collectibles (i ended up with 9), and picked up on a lot more of the foreshadowing

the art is absolutely marvelous! music is great to, though sometimes sound effects would clash with it in weird ways (i think the star-collecting sound was the main culprit). i've already touched on it a bit, but the story was very well-executed. the collectibles provided enough of a hint to what was coming that i started to have growing suspicions towards the end (even missing some of the more obvious ones, like the horse drawing). i liked the other things that tied in at the end too, like the "j. dove" payoff

i thought the minigames were great! some of them i took a few tries to get the three stars, but i got them eventually. then on my second go-around, i got the hang of them enough to get them all first try c: the stars felt fair, though the first game didn't seem to have a failure point? i intentionally tried messing up (raking and shoveling in the wrong order) and still got three stars. that doesn't seem bad (especially for the first game, and an introduction to the stars mechanic) but it threw off a bit, haha

if you don’t wanna give away info, that’s completely fine too!! i’ve been trying to get through rating submissions so i haven’t been able to stop and sit with anything for too long. but i absolutely see the appeal in discovery c:

i agree with braveking that a tutorial would be good. the sign helped some, but i'd love some more info on what the different crafted items do. the blue orb seemed simple enough with orbiting the player, but the other orbs either sat in one place, or shot off immediately after i placed them

this is fun though! the slimes are cute, and the music is absolutely lovely. looking forward to seeing more of this one c:

oh i forgot to say, my furthest distance was 5.1 :D

oooh this one is cool c:

i love the main mechanic of getting new abilities based on the floor tiles. these puzzles were nice too! i didn't get stuck on anything for too long, but i did have to stop and think a sometimes. a couple of them left me wondering if i'd found the "right" solution, which i think is a good quality for a puzzle game

i went back and played the original version, too! i like that weird little guy, but i see why you went with the simpler box for the update. the propeller hat is a nice touch of personality though.

the only ability i felt underutilized was the green one--it's a really interesting obstacle but i only saw it the one time. it also left me wondering what kinds of puzzles could use that as a solution instead of something to avoid. i'd be interested to see that block show up some more!

i'm having trouble figuring out what to do in this game. might just need to restart. i tried going through the checklist at the beginning (movement, lighting, inventory, etc.) but it seemed like it disappeared before i got all the way through and idk how to bring it back up. it's also kind of confusing to have the mouse move the camera but also move a cursor around on the screen. usually with that kind of thing, the cursor stays centered. this led to some weird things where i couldn't find the cursor and had to wiggle back and forth a bunch to get it back on screen, or couldn't tell where i was aiming my gun (it seemed like it was drawing a line between the character and the point on the ground that the cursor was over? but it's hard to tell)

the music is catchy! graphics are slowing my computer down :/ i don't have a top-of-the-line pc, but it's a pretty decent build. i tried turning off raytracing in the options screen but the box wouldn't uncheck. i see this was previously entered in an ai art jam--did the ai generate 3d meshes for the project? i'm wondering if it could be optimized a bit.

i might need to spend some more time with this one to understand it better. it's a little tricky to tell when my attacks are connecting, and why or why not. the blood splatter definitely helps, but there were times where i'd click the mouse at the same distance, but sometimes it would hit and others it wouldn't. sometimes it looked like there was supposed to be an attack animation playing, but it didn't show up consistently (and when it did, it was just a couple of frames from it)

i do love the music and graphics! the pirates look great. i like the idea of defending your castle from them, too. feels like a tower defense, but you're on the ground instead of placing things to fight

haven't gotten too far yet (i'm on the car/worm section right now), but i like this one a lot. definitely tricky!

the graphical style is great, and all the sounds and camera effects are great at capturing that feeling of terror. some things are a little hard to read at times. The arms in the first section took me a bit to figure out which ones were actually blocking me vs which ones were decorative, and the worms are sometimes hard to get the mouse exactly over. but nothing feels ridiculously unfair, and the difficulty also adds to the horror feeling a lot!

i'm gonna take a little break to play some other entries, but i'm absolutely coming back to this one. can't wait to play more!

i like this concept--it's very funny c: i also like the powerups a lot. each of them feels unique and it was fun trying to decide which one to grab when there were different ones on screen.

there were a couple times that i was completely blocked off (three roadblocks on the right and two trucks spawn on the left, for example) but with how quick this game goes i don't think that's a big issue. i liked going for the goals, and could absolutely see myself losing some time to this on my phone.

great job!

it should be fixed now! thanks for the heads-up c:

ok, it should work now. if you try again, let me know if it works!

i’m gonna try and fix this when i get home later. hopefully it’s easy to solve! i think i accidentally left the images folder out when i compiled the game files (big oops)

your english is great by the way!

are you on windows?

oh noooo! i’m at work right now but i’ll try and see what’s going on when i get home, even if it’s too late for the jam. dang it :/

i’d definitely be interested to see more come out of this!

oooh rain world is fantastic. i agree, something to collect would be great! i was thinking the wave could wash things up that you have to get before it comes back c:

ooh, phones would be good! i also have my playdate that i've been meaning to develop something for, so i might look into that too c: thanks for playing!

ok, i got to the end this time! very good farmer, indeed c:

i think an indication when you pick up food would have helped me on my first play. maybe even just some text popping up at the top of the screen, like where it says which animal is hungry.

this music is so catchy! i love the idea of breeding these plants to sell. there were a couple things that confused me a bit--sometimes i'd plant something and it seemed like it was immediately ready to collect. i wasn't sure if this was because of the fast grow gene and/or quick harvest gene, or if i'd accidentally collected a whole plant instead of a seed, or what. i'm also not sure i got the hang of the mutation aspect of it, but i'm sure it would come through clearer if i played some more. i really love the look of the game, too. the plants have a lot of variety and it's fun to watch them mature c: good job!

bahaha i love it

thanks! i’ll give this one another try

i can't figure out what to do in this one :c i walk up to the trough, and i'm not sure what button to press to get food. i tried space, left and right click, and a few more keys around WASD (like Q and E). i've tried going up to the animal first too, and going back and forth. i think an extra page of instructions to explain the controls would help a lot

this one is a lot of fun! and congrats on your first jam! :D i like the silken shot and the thunderweb attacks--they felt varied and interesting. i wasn't quite sure what the snaring web did, though. the name makes me think it slows enemies down, but if it did that it wasn't very noticeable (but then again, i only got one level in that weapon i think).

some more movement patterns for the enemies would help this game a lot. when all of them follow you like this, it's easy to circle around and group them together. it would also be good to add an exit game option, in case you need to stop for something.

all that said, this is a great game (especially for a jam and ESPECIALLY for your first)! the boss caught me off guard, and was really fun! i hadn't gotten any extra lives as an upgrade because i wasn't losing too many, but that boss got me close to dead D: managed to pull off the kill though!

short and sweet! i liked the story, and almost wish there were more of it in between the days. feels very complete for a jam game c: well done! the translated script seems perfect, too.

it's really fun to build these vivariums! (vivaria? i'm not sure lol.) i was getting a few text glitches, but that's probably b/c i'm on firefox instead of chrome. nothing game breaking either--still got all the important bits. good job!

thanks! not sure how possible a perfect square would be--definitely would take some luck (unless you overlap the pieces) c: glad you enjoyed it!

simple, but fun c: i love the music, and the art style is cute. captures the feel of a tamagotchi really well!

this is a nice, chill game! i cut it closest on the third grow cycle, i think (day 6), but managed to get it fully grown c: part of me wishes there were more indication of the timing on what gives you water/nutrients, and what all is multiplying it... but on the other hand, it's nice to try and get a feel for that on your own without having *all* the information. i think this is a great take on the theme, too--really integrates the idea of everything being self-contained and benefiting each other. good job!

i like this one! i escaped once, then ended up in a level that didn't feel beatable (but maybe i just wasn't finding the right path). still impressive, and especially with the random generation! i hope that hamster finds freedom again and again

not a whole lot to do (like you said) but i like this take on the theme! that wave is quite scary, indeed D:

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theme is a little light, but that's how jams go sometimes. had a lot of fun driting around in this! at first i thought the red cars would kill me, but once i realized they don't it was fun to have them push me around (sometimes getting right in front of them so they would push me into the gas tank we were both going for)