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SourQuack

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A member registered Nov 02, 2020 · View creator page →

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Thank you so much for playing  and the last minute feedback! I'm glad you had an enjoyable experience! That is great feedback, I also tried playing on a friend's laptop for the first time after the game was submitted and realized that it is a lot harder on a laptop vs. a normal keyboard for sure. Your suggestion would've been a good solution for sure. Thank you so much again! :)

Thank you so much for playing and the positive feedback! I'm glad the UI made it easy to pick up! Hope you had fun playing! :)

The revolver UI is well made and implemented! I like the idea of adding different bullet types and being able to see them in the chamber. As another mentioned, I agree that the movement could be improved. Probably just by adding an acceleration and deceleration would help a lot! I think this game could definitely be built further and it's a great foundation. Nice work!

The agonizing scream SFX is hilarious! I did notice there was a note on how to spin the wheel the second time I launched the game, but as soon you click and spin, I don't think it should disappear since I was a bit confused on how to properly spin the wheel the first time playing. Especially with the crank being so close too which is a little misleading even though it's intended for the angle. Progression wise, I think the items could be cheaper, like between 25-50 points. It took me several launches to be able to afford just one of the items at 100. Fun entry though and the thumbnail made me laugh! Nice work!

Very cute art and SFX! As simple as the mechanics were, the game juice was very apparent and all the actions felt very responsive! The spikes were hard to see at first, so a different color that would stand out more especially on the white clouds would've helped. Nice work on this entry!

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As a fellow ducker, I approve of this game! The visuals are super cute, great music, great intro, and the writing was fun! I think I did break the game a bit though and found a bug. Before starting combat, I was able to click and drag one of the item options and it would just be stuck on my cursor. At first I was able to cheese the game because of this sinceI was able to click on two wheels at the same time with one being stuck on the cursor. The final boss however taught me a lesson because I tried to have the coffee mug item that damages all enemies as the item that was stuck on my cursor; that time I was only able to click on the item stuck on my cursor but not anything on else. I was doing damage to all the enemy adds but not the boss itself as well with the coffee mug. Obviously I was not playing this as intended at this point though, but I just wanted to see how far I could go with the bug, haha.

I had fun playing this and loved checking out all the possible map locations to see what could happen. Awesome teamwork!

The spin is definitely all in the wrist! I had a great time maxing out all the stats except for the first one, it got to be too much for me to max after lvl like 33+, but I was really satisfied scoring more than 112k in a single throw! The visuals and sounds are simple but they work very well. The ambience is perfect. I wish skipping stones in real life was as fun as this! Awesome job!

Very fun entry! I kinda wished the main player sprite was a little nude dude with a crown since being decked out with armor and such without being able to use them seems a bit weird. The spin mechanic in theory looks super cool with the formation building, but the whole spinning/formation quickly loses it's implementation of the theme when in action against enemies are in play since all the companions become so scattered It seems really well built out though. Besides the sound effects when enemies are taking damage and for the player too, a flashing red or white indicator on the sprite would be helpful to make it clear which enemies are taking damage and when you as the player are too! This was very well made and again it was fun playing. Great job!

This is a very fun "vampire survivors"-esque game! I played a couple times and I got so close to beating it until I got surrounded at the 37 sec mark! T.T The first time I died was just from hoarding / getting trapped as well. I'm sure it's been stated already, but some iframes would've been nice! Everything else feels very polished though. Great submission!

After realizing I had to cut every single grass blade and it taking me over 3 minutes to do so with a Rank D, I retried again to see if I could do better and faster. I was able to to do it faster at about exactly 2 minutes but I did worse in ranking with an E because I failed to realize there wasn't a speed bonus the first time I beat it haha. The controls took a sec to get used to but they're not bad, I think just the bouncing off the walls and such and it adjusting the arrow was the only disorienting part. I will say the arrow above the player could be a bit more apparent since it kinda blends in with the spin effect. Maybe a vibrant yellow or orange would've made it easier to see. I had fun with this entry and I think it's a unique implementation of the theme. Awesome work!

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I got to finish work and hug my family while covered in puke. <3 I think this is my favorite entry of the jam and it's the best of the office chair spinning direction! The controls are simple yet super polished and fluid. I loved the survival aspect of the game too, puking that much would definitely not be good for you, haha. I do wish I could just spin around while stationary to build up my puke meter (which feels more "realistic") vs rolling in a circle to do so; however, the levels were very well designed to accommodate spaces to be able to roll in circles well. Loved the overall implementation of the theme and this is a solid 5/5 for me. Excellent work!

Out of all the puzzle platformers AND hamster direction games I've played during this jam, this one is certainly the best. This one does a GREAT job of introducing new mechanics, creating simple yet tricky enough levels that introduce the new mechanic and steadily building upon it. Vs. Throwing in the new mechanic and immediately throwing the player into a challenging level with it before they can understand it. The visuals are super cute and everything feels polished. This is a great example of puzzle progression design and y'all did an awesome job winging your first puzzle game. Amazing teamwork!

I think this is the best "spin" the media/conversation entry mechanically! I did struggle for several tries though to get any points, until I realized how to cheese the game a bit; at a certain point I realized I could just draw big "U"s and the still hold LMB to complete the circle and group multiple articles at once; I scored over 3000! I'm not sure if that was intentional though to be able to circle groups of articles, but I don't see how scoring would've been possible since it takes several circles to resolve just one. If it was meant to be once article at a time, I think two circles at the very most if not just one circle to resolve it might have been a easier way to play. Great visuals that fit the game's theme/goal and I still had fun. Great entry!

Very cute art! Although the controls were simple, since there wasn't any guidance, I wasn't sure if I was supposed to press or click anything to keep building my tornado's momentum. The bullets on screen are very similar to the grass and they almost blended together making them very difficult to see, either a more vibrant red/orange would've fixed it or a white outline around them would've helped with that. The trees blended with the grass too, so maybe a darker green for the grass may have helped with the trees and bullets too. This would've been really cool with some windy / destructive SFX too. Great UI and visuals still. Great teamwork!

I see someone was very inspired by Balatro! Haha This was a lot of fun and felt very polished. Even after playing quite a bit though, I still didn't really comprehend the forward time mechanic, because it felt so random, but maybe it was supposed to be? I understood how the scoring worked, but the forward time itself was not registering with me. I also think a buy button along with the item description would be helpful, took me a second to realize I had to click on the price tag to buy it. This was very well made and made good use of the theme. Amazing work!

The pixel art and sound effects go perfectly well together! This has a really cool spin mechanic and it feels really polished when executed. However, coming from someone that has completed similar games like Celeste, this is an extremely challenging platformer with how tight the safe spaces are. I think the the starting level designs could've been far less punishing while players are still getting used to the spin mechanic as well as the spin boost. I got stuck on the second level for quite some time before I finally realized how to get around it. I think when obtaining the spin boost, it should not be obtainable only after you complete a rotation while on it. There were a couple frustrating moments when I touched the spin boost upon jumping but it doesn't get collected unless you rotate on it. I think I would've preferred if the spin boost was just collected upon collision before or after rotating and it adding to a max allotted counter of spins. From there, a visual indicator like the player glowing, could mean that you can still rotate again while you're in the air. I did not continue shortly after the bouncy platforms were introduced. This was a very cool idea though and I can see how much work was put into it, great submission!

As soon as I saw the art style during battle, the next enemy action indicator, and how the block depletes when the turn is over I realized that this is so inspired by Slay the Spire - which is one of my absolute favorite games so I really enjoyed this game! I was able to beat this on my first try along with the final boss on the first spin. I do think I got too overpowered from relics that gave +30% or +15% attack power while utilizing the wedge piece that sums the value of the attack wedge on both sides (skewer both sides). At the same time, creating a build that works and makes you feel overpowered is huge piece to a fun roguelike. I do think this could've been a bit more challenging, but I am too experienced with roguelikes, haha. Regardless, this was one of my faves of this jam and it felt super polished. Excellent work!

Thank you so much for playing and the kind words! It is a tough game for sure, but it sounds like you were close! I hope you had fun playing! :)

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That was quite the twist there at the beginning LOL To be honest, the whole experience was great until I started playing the real game. The x velocity while jumping doesn't go very far so it took me several tries to jump on to my first booger, the dying SFX got a bit frustrating because of that. It was nice getting some more velocity though from spinning off a boogie. For the boogies that are on the bottom or ceiling of the level, you should not be able to die if you're spinning on a booger and rotate off screen; maybe having the detection to lose off screen be further past the edges of the screen itself would help with that so players can still get a full spin to potentially keep moving forward. I did not get very far unfortunately. Fun visuals and idea though! Nice work!

318 steps in my run! The first do not step in grass level really tested my patience omg hahaha this was so much fun and the movement felt perfect! Although I bounced off a lot of walls, every thud/grunt sound made me giggle. The last level was a tough one too, but doggo ended scoring for me, doggo so nice. I loved this submission!

Whoa, this was basically all I would've wanted in a beyblade game but with some more. As much as I loved the action of this game, I REALLY ADMIRED THE UI! It's so dynamic and it wraps around the arena perfectly. The writing was hilarious too. I loved every bit of this and the difficulty curve towards the end was great, challenging but so worth it to beat it! Amazing submission. One of my faves for sure.

That's some pretty neat art! The jump mechanic was simple but the level design did a good job setting up the pathes to use the mechanic. I did very briefly get stuck at the room with the pendulum right after you meet Chrono the first time. I saw the prompt for F but I think the popup was too far from the pendulum so I didn't put two and two together immediately. Maybe keeping the popup just above or at least a little closer to the pendulum and not having it disappear so quickly would've helped me at least. This is a nice and complete game though, the credits were super cute! 

Thank you so much for playing and the feedback! I'm glad the foam fingers were helpful and I hope you had fun playing! :)

Haha thank you for playing! Go put some ice on your forearm after your hard work. I'm glad you had fun playing! :)

Super cute art and I loved the intro! I managed to beat this on my first try. The jump could be improved, it feels really abrupt where max height and back down happens so fast while the float feels a bit unnatural. I did notice the cloud collision area being a bit too big the second time I played again. Regardless, this is a complete game for your first game jam and you did great!

I had to check my email for the goblin shareholders of course. It felt great telling Carl to go stand in the corner, lmao. Spinning the wheel felt nice and the pixel art is great! I'm sure you'll get to some great animations eventually too. I wish I got to see the punishments per employee vs. them just being sent away, but I know that's a lot more to draw! Some office ambience would've help make the environment more lively. One thing about level design I think is to try to limit your space as much as you can, make sure each corner / space has a purpose vs big empty rooms. Great job submitting to your first jam!

Very cute pixel art! I had a quite the rough time getting used to the controls and didn't make it very far unfortunately. The music and SFX were good though, they matched the vibe! Nice work!

That's some really cute art and the logo is sick! It was sad to see the lonely pizza on the ground haha. It's great that y'all still submitted something. My first game jam was a very unfinished product too so I know what it's like! I'm sure y'all learned something from this and I'm even more sure this will have even more character when you keep working on it! Nice work!

Sorry boss, I just left them behind the bars, haha Nice and funny intro! I'm not sure if I was missing it, but a clear/er indicator of when the cops are coming would be nice besides just the SFX since they almost felt like they came out of nowhere when I encountered them the first time. I did realize you gotta be fast though! The art is cute and I had fun watching the number go up. Nice work!

Interesting concept! I do think a less punishing start to the level would've helped with the learning curve of the game. I couldn't get very far, but when I did get across to new areas, it felt nice! Definitely needs some planky noises and a UI bar that shows much you're charging the spin for either direction would be nice! Nicely done!

Wow, this was a lot of fun! So much character and I love the lore of the spirit sword! Vengeance was chosen as it was what the sword was calling for. 🗡️ Although I had a lot of fun gathering more swords to spin, I was spinning in one direction pretty much the whole time. I thought the idea of the sword having a back side weakness would take a greater part in it too. However, I do really think this could be built out a lot further! Maybe even just a second projectile type that only gets taken out by a clockwise spin vs another that's weak to the opposite, to really switch it up between spins. This did have some good juice though, blocking projectiles felt really satisfying. Awesome entry and job well done!

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Thank you so much for playing and feedback! I would've loved to add more obstacles like you mentioned if we had more time. I did not consider the weather changes before though; that's a cool idea! That's exactly how I like to look at it too, video games should be as serious or non-serious as they want to be! This was a pretty serious showdown though. ;) Haha thank you again!

Thank you so much for playing and feedback! Yes, we've gotten similar comments about the foam finger. I just wanted to make sure players that may rely on them a bit more would have a safeguard upon getting the auto 3 points/spins. I totally understand the disruption in momentum though! If we had more time, I think we could've balanced it out a bit more to make a compromise for that. I'm very glad this was one of your faves though and I hope you had fun playing! :)

I felt pretty badass beating this without getting hit on my second try! The fight felt really intense even with the controls being really simple and every dodge felt satisfying. A spinning uppercut is the way to win a fight huh!? Lol I had a lot of fun with this and the art is amazing. I got my choco milk and all is well again. AWESOME teamwork!

Whoa this was a pretty cool concept with how the fighting works! I think the controls could've been just on the mouse though with how reliant it is for changing the focus of the spin, charging the spin could've just been on the left mouse button for a simpler experience. Shift just didn't feel right since there wasn't much else going on with the keyboard. I did wish the walls/box was smaller as I felt like I wasn't utilizing the bounce off the walls as much as I wanted to since the impact on it felt great! I think this would be something fun to build further out though, I could see the skill cap for this being pretty high in a great way! Really cool entry!

The spells felt like they had a nice heft to it with the SFX! I did wish the cooldowns were shorter though as it felt a bit slow. I think the UI was taking up too much space on the screen too and it took me a while to figure out how to rotate the spell wheel, scrolling the mouse wheel would've been a better choice for that in my opinion. You seems you have a decent amount set up though for a nice foundation to build upon! Nice work!

Really CUTE pixel art! Interesting puzzle mechanic too. I may have been too bad at this but I did feel like the sound of the cat falling is a bit annoying but I liked the rest of the sounds and music! Nice entry!

This was fun! I just wished there was a clearer indicator when our doggo gets hurt, just like a slight sad face or something. By default, I couldn't hear the hurt SFX very well over the music sometimes.? So sometimes I would do a double take on my HP and realized oh crap, when did I get hurt? This was kinda hard though too! Felt like I couldn't get past the second wave with my mouse spinning as fast as I could. Sometimes the pigeons felt like they were coming from out of nowhere too. I really enjoyed the visuals though, they are great! The controls did feel pretty polished too. Great work!

Also, I see the last comment mentioned about their wrist hurting, my game causes people's hand to hurt so we have something kinda in common there! LOL

I was blown away at how far the progression goes for such a short time frame for this to be made! Everything feels really polished. I may have played too much Old School Runescape, but I personally got tired of clicking the wheel to get resources, unless there was an auto spinner upgrade that I totally missed. But I can see how the "number go up" itch gets scratched playing this game! Visuals and music were great too. Great work!