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SpazticSquirrel

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A member registered Jun 11, 2022 · View creator page →

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Almost certain I got an F, since I walked away from the computer for a few minutes while it was spinning around the first point. I think the energy counter thing at the top marked around 4800 when I got back, haha

I really don't think there're words to describe the feeling you get from playing this game - a sort of dread and wonder as you walk through a cold, dead world, from one fire to the next.

The smooth controls, the sound, the generation, the shading, and the utter lack of anything alive come together to form a beautifully simple work of art... nice job, guys :)

Ascend Again is a somewhat ethereal and cozy experience, and I think with some time in the oven to work out the kinks it could develop into something special :)

I did mind the 2006 joke, but the captain said he'd throw me out of the airlock if I didn't say "nice"

SIX SEV- shoot me

Wow, you guys made a beautiful game :)

Your spin on the battleship minigame with the souls and special abilities was actually really fun, and the art and music suited the game really well.

Since you get pointers on the exact coordinates to go next, I feel like the fuel feature is a little unnecessary. I noticed on one of the later maps (maybe 8 or 9, I should've written it down), the X and Y coordinates were reversed. And I think the rendering of the ships on your side was a little broken, since I'd often get hit even though it marked an empty tile.

Overall, excellent entry!

Your game revitalized my crippling coffee addiction

DIE, HAT THIEF!

There wasn't much game to be had - it's more of an interactive movie or slideshow - but it's a nice, calming and atmospheric experience. Nice job :)

The star shader on the screens was pretty interesting to me. The way it jumped around as your view moved, but much less intensely as the zoom on the screen decreased (increased, technically).

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The style of your game is one of a kind (and kind of brain melting)

I loved how the ground reveals itself as you walk around; it really felt like navigating some kind of astral plane. I wish there was more past the third level and more variety to the platforming, but for a solo entry you did a great job :)


(sorry for the multiple posts; my browser bugged the hell out)

CRAB PEOPLE

Nice game, guys :)

I really enjoyed the dynamic of managing your parrots before the cart leaves them behind, the music rocks and the intro cutscene was pretty great haha

The ground texture in the intro cutscene made the grass' fluffy and painterly look really flourish - what caused you guys to use the flat brown color in the level?

Thanks for the kind words :)

The camera and climbing controls were one of the things we were constantly tweaking and trying to get right; I don't think we managed to nail it down, though. The default climbing method is meant to be camera-oriented, so wherever you're looking is gonna be treated as forward/up, but there's an alternate climb mode toggle in the settings menu that orients your controls around the wall in case the default is too confusing.

I think it's one of those things where you hear it needs improvement so you try to fix it, but you've been using it so long in testing that you forget what the onboarding experience is like.

If we'd managed to get controller menu navigation working and the composer's work implemented properly, I wouldn't have any complaints about how it turned out. All in all though, we worked crazy hard this past week, and I really couldn't have wished for a better outcome :)

Dude, I love the art style. Is it pre-rendered?

I feel like Chainlight has a really unique main feature; it was fun surfing along the chains and satisfying to learn the patterns of the flame turrets and stuff.

I explored for like half an hour but didn't manage to find the goal, unfortunately. Great game, guys :)

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kitty :)

The way whiskaway controls is really unique, and I definitely suck at it but it was fun to learn. Crazy work for a solo submission :)


I almost forgot, there's a section with a green dumpster and a walljump between two pipes that I couldn't for the life of me get past. Well, I did get past it but then I tried to go back so I could get a screenshot of it and fell back down haha


But up until that point I had a blast, goomba stomping rats and running all around town.

What a charming and whimsical game :)


Everything about it reminds me of the kinds of games I'd play as a kid, in all the best ways.

Very nice art :)


And damn, what a big level. Falling in the water after running along for awhile and getting sent all the way back home stings a little hehe.

Thanks, echo buddy :)

Y'all made a lovely game :)

You cranked out a crazy amount of levels, man. Nice job :)

I got a B+


P.S. You forgot to implement aiming with the pulse cannon thingy on gamepads.

You made an adorable game, fellow echolocation enjoyer :)


I think my resolution is too small because I only got to see the left half of the game, but the game itself still worked great. It was fun exploring the city and biting random people.

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I couldn't play the game due to a crash when loading into the submarine level, but the 3D style is too intriguing  to not leave a compliment. Nice job :)

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Are we the bad guys?


I definitely lasered an unsuspecting neighborhood by going straight to the controls and just pressing buttons until something happened. Nice game :)

Thanks for the kind words, ricky :)


There was meant to be a checkpoint just past the second door, but it looks like something happened to it in the exported build... whoops. My brother ran into the same problem. As for the fickle enemy AI, that's just from a lack of experience on my part.

The art was driven by a few different factors - we needed something simple to fit time constraints, so that meant avoiding textures and detailed meshes, and I wanted to make sure we still had some kind of visual clarity. Though it wasn't until roughly 30 minutes before the deadline that I decided to go all-in with the low-res visuals... initially, they faded in when you hit pause or died.

But mostly it was made on a whim when a friend suggested "echolocation?" haha

I love this :)

It's such a neat and deceptively simple concept, and the execution is clean. The level restart is so quick and clean that I pressed it instead of the shift button an embarrassing number of times, lol.


by the way you forgot to allow controllers to press start

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Your submission has a crazy amount of polish, dang... I really enjoyed it!

A sound slider or toggle or something would be great, as it was incredibly loud, haha. The sound was great though :)


Sorry, it sent like 3 different times because there was some issue with my browser!

This is a really creative entry! I love its relaxing atmosphere.

Appreciate the review, Ricky :)

Wow, that is a comprehensive review! Thank you :)

Thanks :)

You're right, we definitely had room to improve, and a bit of foresight would've helped a lot haha. We didn't get around to actually piecing the levels together and testing until the last day, so though we'd planned for about 9 levels, we only managed to crunch out a couple of them. Personally, I'm just happy we got a playable build out, lol.

Excited to try out clock mayhem!

ohhhh, thanks

I getcha, it happens

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Your game's a little confusing to start out, but it's pretty groovy. Probably the biggest downside for me was that you didn't have any settings for the music (it was very, very loud), so when it ended and didn't repeat it was more of a blessing than a curse. Once I figured out the gist of things it was neat to see how long I could survive.


Nice game duder

cheeez, gromit!


nice level design :)

Your game is adorable :)

Y'all are crazy for being able to pull off so much polish.


I didn't finish this playthrough because some yarn tied itself to a pin and on falling down I got softlocked since the pin was out of reach, but the chunk I managed to play was incredible.

Oh one slightly annoying bug is that the skip dialogue button locks your cat in place until the next time you talk with the other cat, so every time you miss grabbing some yarn above a character you have to go through the entire dialogue again hehe.

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Yeahhh the hay bale thing was an artifact only on the web build, I think it was some shader issues. Thanks for playing!

The intro was so cute :)

I'm having the same gray screen issue though, I hope you fix it before voting time is up.

This was so engaging! The music was nice, and the puzzle was unique :)

Aww, thank you, that means a lot :)


I did the same hehehe (though I kept dying to carelessness)