Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

stealthnachosgames

132
Posts
14
Followers
6
Following
A member registered Jul 04, 2023 · View creator page →

Creator of

Recent community posts

thank you!

thanks for playing and for your feedback, glad you enjoyed it!

it was exactly as i remembered it happening. i was on the beach driving my taxi, lights were flashing, and a ufo was flitting around like a mosquito while making generator noises. cows were present as well, though they kept to themselves. thanks for helping me to relive this memory. (it was a funny little game, good job lol)

i really enjoyed all of the imagery, but i think my favorite part was at the start where you can't get back out of the water. it hits a very specific fear that i don't think i've seen in another game. i'm not sure how it pertains to the theme but i also don't want to say that it doesn't given the sort of ambiguous story telling. anyway, great job on this!

i enjoyed some of the ideas like being able to make your attack out of different parts but the stiff controls really hampered it. i was also able to walk by the tree boss without fighting her, not sure if that's intended. it also threw away my power at some point seemingly randomly, i'm not sure if there's some sort of limit on the uses but i'd recommend revealing that to the player if there is. still, i liked the character and the first time you chomp a guy was a lot of fun. good job on this overall!

i really enjoyed this. i love how the drone appears on your radar, it sets up the second part where something else appears on your radar. i enjoyed the dialogue (although it took a while to realize i was meant to progress the communications myself, i assumed they just went forward automatically as i did things) and the general writing. well done!

i really liked the look of this and it was a fun point and click system to combine the grid movement with the freelook. it ends sort of abruptly but the little critters gave me a jump a couple of times, i think just because the atmosphere is really good. it's a strange setting too, not one you see too often. overall, good stuff!

i really loved the look of it and the idea but this is the definition of tedious. it's so slow which wouldn't be a problem except the location of the fruit is random and there's a timer so if you accidentally go in a direction there's no fruit or the fruit is too far you're unable to finish. i wanted to continue anyway because it's interesting but on my second attempt it didn't register one of the fruits i placed on the conveyor which made it impossible for me to finish. this seems like a really cool project, i hope you continue to develop it.

thank you for checking it out! glad you enjoyed it!

this was pretty fun! it wasn't really clear for a bit that you were supposed to click on the enemies since most twin stick shooters just have the shot emit from the player outward. maybe a custom cursor that indicates when you're over an enemy? i did figure that out though and had some fun shooting ufos. the music fits well and matches the pace of the game. the enemies can sometimes start firing the instant they enter the screen which leads to what felt like cheap damage, but there's also just not much of a way to avoid it. good job on this though, ue can be a lot to work with so it's awesome ya'll were able to get something complete done in the time limit!

i'm glad you liked it! i totally agree, especially in the last room where when you're leaving they're right on top of you. i spoke with a friend about this the day after i submitted and i've figured out a better way to do the radar now but i won't be updating this project anymore. i may actually come back to this as a first person game in the future but that'll be a ways off. thanks so much for playing and giving me some feedback, i really appreciate it!

thanks so much for checking it out and for the feedback!

the sort of mars attacks vibe was nicely put together. i wish there was more feedback on everything, especially hitting the aliens and being hit. i wasn't sure what to do once i got all of the cows so i started walking down a random path and it said i ran away. it was funny but i'm not sure it was intended that i not know that i'm about to end the game so something to look out for. anyway, still enjoyed it!

atmosphere was good and i liked where the story was going but it was just too large a map for what you were trying to do. all the extra space doesn't really serve a purpose and since there's no direction on what 'leaving' would mean i ended up just sort of slowly trundling across the entire back half of the map. still, even though that sounds like a big critique you wouldn't even need to move what's there, just limit where the player can go a lot more. i think you've got something cool otherwise but that really does bring it down.

i really liked the end screen. the game's a bit tedious and i wish there was some feedback to hitting the robots but the end screen did make me laugh lol.

the chicken death animations were great feedback, i never wondered whether i had killed a chicken or not which is something that's a problem in even the AAA stuff sometimes so great job on that. as some others have said, the sound, especially on firing the shotgun, is extremely weak (really it just seems to be extremely quite) and it would really help to complete the great hit feedback you already have. besides that, i think you've got some fun level design but i'd try condensing the entire thing down to about a 10th of it's current size. i know that sounds like a lot, but i really think it would help with the pace. anyway, this is great for ya'll's first attempt at an fps, keep it up. it's not an easy genre to get right but it's very fun to work on.

there isn't much to it but i did laugh at the jokes that were in there. the joke about avenging the cow is funny but it just sort of comes up, there was nothing visually that would have made the character mention it and at the end the alien clearly walks into the light that it was supposed to be afraid of. still had fun though, good job!

i agree with you on this, the intention was to give the gun a smoke effect to show it was overcharged and a light effect to show how charged it was but i just didn't get to it before i ran out of time. it was kind of important so it probably should've been prioritized. i might go back in and change that and a few other things. i'm glad you liked it otherwise though. thank you for playing and for leaving feedback! i really appreciate it!

this was great, my favorite of the jam so far. it was really enjoyable to piece together, the characters had distinct voices, and everything had a very snappy feel to it. really good work!

the visuals were really nice! i especially liked the design of the aliens. i'm not sure if this was intended, but i got caught by a critter i couldn't see. i saw their shadow on the wall but they weren't actually near me, it looked like a bug but i guess they could've been invisible? the long hallways make for some fun moments where you go around a corner and see one of the tall ones at the end floating all of the furniture. it seems like a really good game to develop further!

the opening was pretty slick! the game was difficult to parse though, i couldn't really figure out what the game wanted from me in a few places which led me to run around the map looking for what to do. placing the briefcase for instance, the indicator is hard to see and my character doesn't hint towards what i should be doing like in other parts. the critter at the end was cool looking though, very surreal which i enjoyed and left me with an overall good impression despite the bumps. also, i like the cover image!

thank you! i was worried about the pacing cause i felt like it was a bit slow as well but i'm still learning how to handle that. i really appreciate the feedback and i really enjoyed your entry!

the game uses a noise to tell you how far away they are, it's a radar ping. the first enemy is visible but every one after that is invisible and they tend to spawn about half a screen away from you, and only when you enter the room. if you're describing them just appearing out of nowhere, make sure to listen for the length of time between the pings to know how far they are from you. if you are doing that, then yeah it was a bug lol. thank you for checking it out and leaving feedback though! i should probably put a 'headphones recommended' thing on there and gate the radar so the player has to pick it up to progress.

understood, i totally forgot about the choice at the end lol. i'll take another look!

i triple checked it and still got it wrong, i’ll edit that lol

i actually meant to put a note in there that it’s not set up for 4k lol, resolution changes are something i still haven’t quite figure out. i’m glad you liked it otherwise and i’m glad you finished! thank you so much for the feedback!

this was great, really loved it. there was a lot of variety for such a short jam and the music was great. loved the 'special fuck you' at the end lol. my only thing is just that, i know there's already so much in it but it felt a little disappointing that we didn't get to actually do anything to the captors, especially since there's a little scene for them killing the coward. obviously it's implied but it would've been nice to see something there, even with the silhouettes in the window. still, really great work and loved the build up!

this was an interesting idea! the stamina recovery is extremely long and it gets worse as the game goes on. i'm not really sure why it's as long as it is, but it could recover as fast as the stress meter outside of tall grass and it would function the same as it does now except you wouldn't have to wait so long between going through each gap. i like the ending and the reveal of the crop being the eye but what you have to do becomes predictable after the second one and so it takes a lot of the wind out of the rest of the game. i really liked how you could scout ahead with the dog and also the dog's dialogue is great. i like the "I SEE YOU" at the end as well, but the little 'made in game maker' window title again takes some of the wind out of it lol. overall though, i do still think this is a cool idea that could be expanded on, so good work on this!

i really liked the end lol, explained why the controls felt like an fps. i did die, i assume you're able to run out of run juice but there's no indicator for your stamina (besides the loud breathing that can be easily overtaken by the alien sounds) so when i was backpedaling and trying to shoot the alien i ran out and then he just sort of pummeled me. there didn't seem to be any sort of death sequence, i'm not sure if it was a bug but it just left me on a dark screen with the sound of the alien still beating me up in the background. besides that, really enjoyed the atmosphere especially, though the alien did look a little goofy lol. good job on this!

when i got to the second key i was unable to pick it up, but i think up to that point it worked pretty well. i liked having to use the inventory screen to reload like re. the animations were very stiff and the areas didn't really feel like what you'd see on a submarine but it was still very claustrophobic which helped a little with creating a nice atmosphere. 

yeah, i’ll try to figure out some better ways to tutorialize information like inputs in the future. i’m glad you enjoyed it, thanks so much for trying it out and for leaving feedback!

the critter was pretty fun, i like how he can just sort of walk at you sometimes and it puts pressure on you but you don't really have to dodge until you hear the noise. i'm not totally sure what i was collecting or doing, but i get the feeling that was the point lol. i also really liked how the corn field had paths but didn't stop you from walking through it. overall pretty good stuff!

i like the idea of this a lot! having to hold the right mouse button and then having to click over and over quickly becomes pretty tedious and is hell on the wrist lol. usually if a button that's supposed to be held has no reason to be released, it may as well not be a button. i'm guessing the idea was to make it to where you could be more accurate with your cuts, but A) whatever interprets the final correct percentage isn't accurate anyway and B) there's only one action so the highlight could always be turned on (or could even be a toggleable). i still had fun with it though and i think it'd be great for continued development. especially like talking shop with the alien lol. (also i had the same crash problem as punki)

haha i'll keep that in mind!

great tension building on this. i ended up getting the good ending, presumably because i got the deliveries right. the things to keep track of felt daunting at first but you realize pretty quickly that you just have to find one thing wrong to deny it which makes it more manageable. i also liked the reveal at the end, i didn't expect that but it made sense with the weird requirements for the deliveries. overall great work!

ah i see, i'll give it another try if i get some time

i really enjoyed this! it's very economical but very effective in building tension. the way the security system continues to deny that there's a threat to you right up to the end really keeps the whole thing grounded to. i also really like how you had to mash the report button several times to get it to go through, it feels very much like the same system that would deny a threat would also be broken down like that lol. anyway, great job!

the cursor at the start was misaligned for me but i did end up getting it started. i enjoyed the game at the start, but once you get to the arcade i just couldn't handle the alien's incredibly loud screeching noise. i tried to keep playing but he bugged out and i couldn't continue after talking to him in the prize room

the pace is very sluggish at the start especially but i really like how long it takes before your crew disappear. it’s just long enough for the job to become routine and so you don’t necessarily notice it right away. the spook at the end got me to, good job on this one!

i love the clues in the narration about what’s going on but nothing was so in your face as to stand out for more than a second so by the end it’s still a great reveal. it was also just a smooth experience throughout, no bugs or hitches. great job on this!