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squirmonkey

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A member registered Aug 10, 2018 · View creator page →

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Ahh, that makes sense! The two places I found it were on the Empathy Scrubbers claims for the Dark Orb and Planet Splitter ships. 

But now that it looks like you keep an eye on the comments here, maybe I can ask another question? I notice the Craft has an upgrade Armour, which makes crew aboard take less damage when the ship takes harm. And I see that the craft sheets have room for harm to be put on them. But I don't see any description of how the craft takes harm, what the impacts of harming the craft are, or how harm is transferred from the craft to those aboard. Did I miss something?

Oop I found it! It's on a couple of the ship sheets. It's just not ctrl-f able

This game looks very exciting! I've just done a first readthrough and I'm very interested. I did have one question though, the page on the Action Roll (p21) references a mechanic "Doing the Math" which I don't see discussed elsewhere in the game. How does this work?

Same issue here, this is causing a problem for us exporting from Godot for LDJam

haha glad you liked it! Do you mind if I ask how you happened to come across this game just now?

Nothing super original here, but quite fun! I got 165 kills. I liked how the car controlled, it felt fun and fast, which is perfect for this game.

I think you need a mechanic to make it harder as time goes on, maybe making it so that more blue portals appear, or making it so that later in the game you get less time per kill. 

This game looks nice, but I have no idea how to do anything. 

Wow, I'm shocked at what a good game this is. Really fun and fast paced! I enjoyed it a lot. I don't think it fits the theme super well. 

Honestly, this was pretty fun! 

It would be nice if there was some indicator that told me when I was going to switch ships, sometimes I got hit because I didn't see it coming or didn't notice it.

It would also be nice if I could hold down the mouse button to keep firing. 

I like the art and music in this game. Based on the dialogue, I'm going to guess that English isn't your first language. That's fine, but if you're going to make a text-heavy game in another language, you should get a native speaker to proofread it for you. Brett doesn't rhyme with toilet.

I couldn't figure out what the ctrl buttons did. I would throw them at people and then nothing would happen?

I like the art and music in this game. Based on the dialogue, I'm going to guess that English isn't your first language. That's fine, but if you're going to make a text-heavy game in another language, you should get a native speaker to proofread it for you. Brett doesn't rhyme with toilet.

I couldn't figure out what the ctrl buttons did. I would throw them at people and then nothing would happen?

I liked the idea of having to click past popups while trying to focus on something else. But I think for it to really be interesting, there needs to be more going on in the game under the popups. I like your art. 

Wow, spooky

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A nice puzzle game idea. I think this game is let down by its level design though. I want more levels that require me to use the laser in thoughtful ways, and fewer where I die because I missed a fast input or shot boxes that weren't even visible. 

Great art and music, props for doing it all during the jam!

Nice puzzle game. Be careful with ctrl+ combinations in browsers though! The movement didn't feel great, it was especially frustrating to have to restart because I pushed a block one space too far.

I really liked it in the beginning, but found that it didn't get much more interesting as time went on. 

Well this was lovely. Reminiscent of such gems as Spaceteam and Keep Talking and Nobody Explodes. Really nice work. I wished there was a button to summon the next wave. Especially at the beginning, I spent a lot of time waiting. 

I would love to see this expanded to have a new more convoluted control machine each level, and possibly some randomization in the controls each time you play. 

I think this one is pretty fun! 

This is a neat puzzle concept. I think the execution here is a bit rocky though, particularly in the level design. 

I think your levels get much too difficult too quickly, especially as players are just becoming used to the mechanic. Additionally, the levels seem to contain lots of red-herrings, areas which are present in the level, but should never be entered during a correct solution. This makes your puzzles feel more like a multiple choice question ("Which of these 4 paths is the one that works") than a true puzzle, where I have to consider what's available to me and how to use it effectively. 

Nice platformer. The character feels fast and controls nicely which I like. The button collecting is pretty fun, and adds a real sense of time pressure. Unfortunately, your spikes look almost identical to the normal ground, they're very very hard to see, so you die a lot seemingly at random, which makes the game really tough to enjoy. Nice music choice!

Wah! What a great little game. Your interactive tutorial screen is amazing, and I definitely felt the drive to improve my score (3 hits was my best). Short, but sweet.

Visually, it would be nice if the enemies had spikes all around, to show they're dangerous even if you touch the sides. Audio-wise, your bounce sound gets pretty annoying quickly, maybe tone it down a bit. 

This is a pretty fun puzzle/stealth game. You have a lot of well designed levels. I didn't get all the way through, but I played this one a lot longer than I play most jam games. 

I don't think your music really works with the tone of the game. Something slower and spookier might fit better.

I didn't really understand the story or the relationship to the theme.

Great work!

A nice simple lane-switching game. As others have mentioned, the fans are too loud. I think it could have used a little more variety. I didn't love the zoom thing at the beginning, I wasn't sure why it was there. Nice work. 

Wah, very cool. I definitely found myself going on the emotional journey you seemed to be targeting. From being curious about it, to trying to fight it, to trying to exploit it, to accepting it. Very nicely done. Your sound and writing made this a deeply unnerving experience and it worked perfectly. Great use of the theme. 

I was getting all ready to really like this game. And then I went down in the description to see how the scoring works, only to find that you're not telling me. And we transitioned from cool citybuilder/puzzle/optimization game to game of randomly clicking on things and hoping it works. You're right that not knowing the rules makes me feel not in control, but it makes me feel so not in control that I don't want to play. 

Fun basic little dodging game. Audio would have been nice, of course. I really like your control scheme, the hot air balloon feels very responsive. I didn't get the connection to the theme, the hot air balloon seems to be very much in control. 

Well this is a great little puzzle game! It's clear that you know what you're doing in terms of puzzle design, I especially liked the last level. More levels and some music would have been nice, but I think this is a solid entry!

This seems like a cool idea, but the holding down of the ctrl button makes it impossible to play in a browser.

This is a fun interpretation of the theme. I just wanted to be able to destroy more stuff! The houses, and gas stations especially.

Haha glad someone caught that

It seems like some enemies shoot and some dont, right? Increasing the ratio of shooting enemies to non-shooting enemies would make it harder. 

A good idea, but I think this game takes the theme too far. You're so much not in control, that the actions you take don't seem to matter at all. 

Very impressive to have created a card engine like this in the time! Nice work. I think it could play a little faster at the beginning, it's pretty slow. 

Haha this is a fun idea. However, once there are enough enemies on the screen, you don't get to play anymore, because the guy is always in range of another human. 

There's going to be a lot of games in this jam where your controls change. This, I think, is one that's doing it right. Having the game change is very smart, especially since some of the games only use some of the controls. The count-in for when the controls will change is great, and I'm surprised there's not also a count-in for switching games, as the input meaning changes dramatically between games. Visually it's very nice looking, and the music is adequate. I like that it rotates too, not sure why...

I think the one game where the spike balls fall on you is a little too hard when they're only one space apart, the controls aren't quite tight enough to fit slimey into so small a space so regularly. 

Nice work!

A fun idea, shifting the platforms around. However, the jumping is far too fast, especially for a beginner. I was never able to get him to go up more than a couple layers. Maybe start it slow, and then get faster as you go higher? 

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I like the idea of a mushroom that when you pick it up it changes your controls, like you describe. But my experience was more "a mushroom that when you pick it up, you die". I wasn't really sure what I was supposed to do after picking up one of the bad mushrooms, since I always died almost instantly. The art is cute though!

Really good! Nice art, nice sound, very polished platforming mechanics (I know from experience how hard that is to do in a game jam) and a fantastically fun rotation mechanic to top it off.

When the game started, I thought I was going to dislike the global countdown. But I like it. And I love the sun getting bigger and bigger in the background, it created a wonderful feeling of suspense. 

It's maybe a little clunky if you're moving around while it rotates, but hard to fault you for that. Very well done!

I think this is a great interpretation of the theme. A couple of pieces of feedback though:

I think the game is a little too difficult. It took me nearly ten tries to beat level 2. It didn't help that you go all the way back to the beginning when you press R.

When I transition from one level to the next, have me appear on the other side of the screen. That is, if I finish a level by moving off the left edge of the screen, start the next level on the right edge of the screen. That's where a player will expect to be coming from. 

Keep up the good work, very creative!

This game seems cool, but I think it needs a little more to tell you what to do. Like, I figured out I could un-blur things by playing the simon says game, but... then what? I wasn't sure where to go or what to do. There didn't seem to be any objectives or enemies other than the radio tower... but all that did was make me blurry again, and blurry isn't that hard to fix. Graphically though, the blurriness thing is _very cool_

I gotta say... I don't get it? Like, the game seems super ambitious, there's an inventory system, and a huuuuge map, and a dialogue system, and all this stuff. But then all you do is deliver pizzas? I must be missing something. Why can I go to the lake and find a jacket with change in the pocket? What do I use that for... in service of... delivering pizza? I'm confused man.

Also, please don't have my browser open your kickstarter during the intro sequence.