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squ00sh

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A member registered Jan 07, 2021 · View creator page →

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Thanks for the feedback. Yes, unfortunately this one is kind of a mess. I have it in the back of my head to return to it someday and turn it into the game I think it could be, but for now it's a monument to having bit off more than I could chew in a game jam. :)

Thanks for playing, sincerely!

I cannot believe you spent 1.5 hours playing! That means a lot to me. Seriously, glad you found the experience so engrossing. I'd like to expand the game and ramp up the difficulty a little more gradually, I hope you'll try out any future versions!

I've never played Super Monkey Ball, so I don't know how close this comes to the original. I liked the gradual feeling of the controls, which let me manipulate the ball's speed with a fair amount of precision. I was really disoriented by the rotating camera, though, and kept being confused by the way it seemed to suddenly whip around. Art, music, and sound was great, and the level design included a lot of interesting mechanics. Cool game!

I have never played Super Monkey Ball, so I can't compare with the original. But it was fun to move the entire level and throw my cat around at high speed. I had a little trouble with the controls--they felt a little clumsy to me, and I think I would have liked a slower acceleration/deceleration in the movement so I had finer control. Also would have liked the option to play with my right hand using the arrow keys. But the music was cool, I loved the cat character and the photo backdrop. Cool entry!

It's a cool twist to have the multi-balls. The AI was pretty good at tracking one ball, so I needed those extras to split its attention and give myself an advantage. I really liked the slow, heavy feeling of the paddle--I mean, I'm not sure I *liked* it, but it felt like it had real weight and I enjoyed that you made such a strong choice.That feeling of having to anticipate more because of the heavy controls changed my approach to the game. Well done!

Nice take on Asteroids! I like the gradual ramp up in difficulty, and the music was great. I'm going to echo other commenters that some SFX would have really helped, particularly when firing. I noticed things seemed to flicker on and off screen sometimes, and sometimes asteroids or aliens would spawn suddenly in the middle of the space, which felt unfair. Also, at first I was confused when I got hit, because my ship just disappeared for a bit. Some additional FX there would be a big help. Finally the counter for remaining lives on the left seemed like it was on a lower layer than the obstacles and was often obscured. But it feels like a pretty complete game otherwise, and I had fun!

Oh man, I bought a set of Abstraction music loops a while ago and they're truly the best music for everything. (Comments about the actual game on the jam page ;))

You know what I really liked? That the train (and I guess all the obstacles) warn you they're coming by making a noise offscreen. The art and parallax and animation were all good, too. I know you said in the description that you didn't feel it was what you wanted to be because you don't have the programming skill yet, but there were a lot of nice touches here. Keep making stuff!

Ahh ok that's what's going on with the drift. I could tell sometimes I was getting a speed boost, but I wasn't sure how to do it on purpose. But I also haven't played a lot of racing or kart games, so maybe I just didn't know what to look for.

Took me right back in time, like I was at the arcade. And it turns out old-skool Space Invaders is actually pretty hard? Looked and felt great, nice job!

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Great rendition of Pong with a lot of fun touches. Love the synthwave vibe, the gradually increasing ball speed and particle effects, and the CRT look. And man, that trash-talking CPU lol. Really nice!

Edit: The only little thing that bothered me was the wait time after a point before you could serve the next ball, would have liked it to be a little bit shorter to keep the action going.

Thank you! And thanks for playing. Don't worry, the single piece of feedback I've gotten from everyone is that it's too hard. 

Nice, a Pico-8 game! That was pretty hairy at the start, I didn't even realize I was in a cave, thought it was background art and died immediately lol. Still, I had fun and appreciated the sometimes very tight squeezes mixed with sections of relatively smooth sailing.

Congrats on finishing the level, you were one of the few! That's a really interesting point you make about the difficulty decreasing as you progress. Kinda makes me think I should combine this with a Tetris-like mechanic, where you start with fewer blocks and have to try to clear them before more appear and shorten the distance to your paddles...

Anyway, thanks for playing, and thanks for the feedback!

This turned out great! I was able to play on an Xbox controller and it felt pretty smooth and intuitive. I ran into a bug (I think?) where I hopped at the beginning over the speed patch and got flipped permanently onto my side, flying through the air until I hit the hop button again. It also kinda felt like I could handle most of the turns without a drift, so I'm not sure if I was using it right. But, I mean, what a great entry for a jam. So cool!

Thank you, and thanks for playing!

Welp, that was actually pretty hard! But it looked and felt just as cool as I thought it would based on the screenshots and video you shared during the jam. Truly created the experience of piloting a lander in a mysterious and forbidding low-g environment. I can't believe how much you accomplished

Flappy Bird in stunning 4K! Beautiful artwork and animation. I had fun playing. I think you could do something to add difficulty after the first 15 points or so, once the player gets the feel for it. Nice job!

Thanks! Glad you liked it! Yeah, every single reviewer has mentioned the difficulty level, clearly I was too used to playing my own game lol. If I get back to it after the jam, I will look at that.

Thanks for playing! And totally, the difficulty started way too high and should be ramped up over time. Starting with just a few colors and building from there is a great idea.

Wowzers, so polished and complex! There is more going on here than I had time to dig into, but it seems like something you could get lost in for hours. I noticed that you can accidentally fire a ball when clicking on the hints menu at the start. Also, I was a little confused by the bubblegum machine, as it seemed like you had to use one pull to get a ball, and then use another to collect it? Or maybe you just use the pull to collect the ball, but you still have to turn the machine again?
Anyway, impressive entry!

Thanks so much for playing! I'd say the feedback has been pretty consistent that the difficulty is too high. But your specific note is something I noticed myself while playing, and will definitely try to address if I get around to sprucing up the game post-jam.

The ol' coyote time in the wall slide bug. ;)

Amazing. Five stars. So impressed by how much you accomplished in such a short period of time.This was 100% Celeste.

The only bug I noticed was that sometimes you continue to wall slide even after you fall below a wall. It happened to me once, I think. Otherwise, no notes!

So this is another of the classic games I've never played before, and as such can't compare it to the original. I know it's not finished, but I really liked the sprites and the drifty floating down after a jump. Shooting the toasters was fun, too. :)

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So good! I'm jealous of your juice! The little details of the movement and animation and SFX were all perfect. 

So I have to confess that I have never played Worms, so I don't have a standard for comparison. But I really enjoyed blowing up the opposing teams' ants (and sometimes my own.) Two issues for me: dead ants aren't removed from the turn rotation, so the game gets stuck when it tries to cycle to a dead ant; and the screen size was pretty large--I had to max out my browser window, and I think I would have preferred a smaller default resolution with a fullscreen button.

Pretty fun game overall!

I know this was your backup game, but it still felt pretty tight and polished to me. Easy to see you've been doing this for a while! I enjoyed it, small as it was.

You know what? I was asking myself all along if the bricks needed to be smaller, or fewer, or if the screen needed to be larger, precisely to allow a little more room between the paddles and the blocks. Also, I spent so much time playtesting that I lost all sense of proportion regarding the difficulty level. I was actually worried it would be TOO easy. FWIW, it is possible to finish the level. (I promise!)

Anyway, thanks for playing!

Thanks! Really appreciate that! Yes, I may have underestimated the difficulty level... but I can assure you that if you keep at it for a few weeks like I did, you can win more than half the time lol.

Thank you! Glad you liked it! I'm definitely getting the sense from the comments that it is too hard...

Thanks for playing! I think I fell victim to the classic mistake of believing that everyone would be as good at it as I was after spending two weeks working on it. (Would you believe I was worried it was too easy?)

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First off, thanks for playing! And glad you liked it!

And yes, this is excellent feedback. There were some things I just didn't have time to finesse, and input was one of them. But once the jam is over, I will absolutely make the changes you suggest, because they make a lot of sense. Ditto with limiting the max rotation speed of the paddles. That never even occurred to me, but seems like a no-brainer.

I really appreciate the feedback, thank you!

Oh, yup, I see it now. Thanks for the quick response!

I love this character and the animations are great! Sorry if this info exists and I'm just not seeing it, but what is the difference between the free animations and the paid ones?

Oh, that's really interesting! Thanks for sharing all that info. I'm using Godot, so I don't know how much of your process would carry over, but I know there are similar systems. I'll have to play around with them at some point. The spider legs were a neat effect!

And I appreciate your continued use of puns. Keep it up!

Thanks for playing! Agreed, some kind of self-destruct option when you're stuck and just waiting for the walls to close in would be a good feature. Also, way to pun ;)

Super cool little metroidvania with an impressive mix of abilities. You should be really proud of this! I experience a control glitch at one point where the spider just ran to the left at full speed and there was nothing I could do to stop it. Also, I'm curious how you're animating the legs. It looks procedural? Nice game!

Thanks for playing! I enjoyed your game, too.

Super cute, love the art and (I assume?) your daughter's voice acting. Music was a little grating, but it's really sweet overall.