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Stegersaurus

73
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25
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A member registered Apr 27, 2014 · View creator page →

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Unfortunately hit the same bug as others. Also the B key I assume is a debug key that immediately splits the cookie.

Good job,. Fun aiming mechanic with some really stylish art

Good game! I feel like I got a bit too finger tied at times with all the different moves and all the minor things that can kill you. Having the dash, launch, and stomp to switch between on the fly was a bit much for me. The slo-mo for the launch is nice but in the browser embed the cursor can cause issues when you're near the play field edge since it's not restricted into the game. Also I might shrink the hurtbox of the saws a bit... Perhaps I'm just trying to get more and more forgiving mechanics for a masocore game tho, heh!

Cute rolling system. Feels like playing with those popping mechanisms in old board games. Fun to engage with though I didn't feel like I was doing much from a strategic point of view. If I could see what the dice setup for the next round was before making purchases, or being able to use a powerup after rolling instead of before I think I would have felt more influence over the game, since currently it feels like you're buying an advantage, and can simply use it any turn, beyond perhaps saving the last will to use it only in a round you may really need it.

Fun little doodle-jump-esque game combined with an incremental game.  I do feel like there could be more incremental upgrades though, or some locked behind also hitting distance checkpoints so that the second half of the tower doesn't become pure grind if you already got all the upgrades while grinding the first half of the tower

Good art and variety. A fun little survival-horror comedy game. Biggest hinderance was although the art is great, visual clarity did have issues with seeing projectiles, warping enemies, and determining hit/hurtboxes, but that kinda stuff is a tradeoff.

Fun little combat system. Wish the pickup range for grabbing points was a bit higher so I didn't need to focus so hard on navigating directly into points, and something to mix up movement patterns more so it's less focused on circle strafing a dense group would be nice.

Cute game with some good atmosphere. Wish there was a bit more depth to the core gameplay as I felt like I was hopping between grassy areas adjacent to foes. Perhaps some more stealth mechanics could be put into play or different strategies to take based on the monsters. (beyond their chase speeds/projectiles)

A really fun idea, though I wish the scoring screen was snappier, especially if  it's a situation where I'm going to restart. My first runs were getting the idea of what they wanted out of me to make it down the hill at all, and not catching the pause/restart buttons before the score showed up would ruin my flow a bit.

Really interesting design, one of the few run-based games that I've felt compelled to retry after losses in this jam. The one thing I really desired was a view of my stats when I'm in the shop, because when I'm under time pressure of self destructing tiles I wasn't always keeping close tabs on my health and energy levels.

Very stylish with a lot of leeway to be creative in how you try and optimize the motion of the biscuits through the physics system. A reasonable amount of friction for the weight/shape for getting biscuits makes for fun physics manipulation.

A cute psuedo-stealth competition game.  The cropped in camera made strategizing a bit difficult without knowing where the other pets and guarding humans were until they were right up with you. 

A simple concept that gets more and more chaotic. A bit overwhelming by the end!

It's SO DANG CHARMING! All the little details and gags really come together for a fun experience. Sure it's a gameshow but the mechanics take a backseat to the style and humor of it all!

Simple game, but feels satisfying and aesthetically pleasing! Good fun!

Juicy game! Not sure if I fully internalized the strategy/mechanics. Maybe a more zoomed out view and a mouseover description of non cookie foods would give me more strategy in my pathing, but that would of course pull away from the aesthetic feel.

A cute system that sometimes felt a bit time consuming to work within. I think that the arenas being circles works against your ricochet mechanics, since it makes your trajectories a lot more chaotic whenever it  hits the edges which makes the shot preview system even more necessary, but still feels a bit random when you see bounces you couldn't really predict without the line. Game definitely gets more interesting as you're introduced to more interesting enemy types.

Extremely cute art and sound design. Really loved the aesthetic even though the mechanics were mostly just a path to deliver the aesthetics and humor. I would have loved if they just kept adding more and more absurd rules that continued to have very easy optimal strategies to continue.

A basic idea, but charming and feels like a very retro approach to aesthetics and level design, like I'm playing an old NES game.

An adorable game that makes me feel EXTREMELY STRESSED OUT! Great use of audio cues to make the player feel extra paranoid and self-conscious about how long they're keeping their biscuits dunked. 

Very visually polished and interesting variety of minigames, but quite challenging to pull off the moves, especially as things get harder as I'm still trying to learn the base moves!

Fun Warioware-esque game! Always an aggressive play to go with a minigame collection, but it has an endearing style to it, though as some say, minigame conveyance can be a bit hit and miss, but that happens when you're trying to swap a bunch of different systems at once. Perhaps text instructions could be larger and more forward, and the control schemes could do with sticking with only keyboard or mouse instead of swapping around.

I love the idea of the character rig and the kinds of things you could potentially do with it, though the challenge of getting the physics engine to do those things without also getting difficult to manage behaviors is always a pain. A bit too much getting stuck on edges or my forklift wedging itself in awkward positions.

Cute game. I  got past the first boss but got the wall softlock twice so it was too much to go on! Priority should definitely be in fixing the corner wall lfreezes but beyond that I'd suggest also going with a more friendly camera so players can see further ahead of them. I felt like I was running into enemies a bit blind sometimes because of the center positioning

Cute art style and an interesting idea! I had trouble really wrapping my head around the statistical ramifications of my choices in terms of my chances and how much I should push my luck when making choices.

Cute clicker defense game. I don't think I really understood the random chance of the risk system coming into play. Very survivors-like coded with more active defense mechanics. Perhaps more abilities could be effectively influenced by the cursor actions beyond donut's ability.

Quite a curious game! I really liked the flow of dialogue in how the different personalities presented. I missed getting the dropped coin until it was too late so I ended up with the bad end but it was a great narrative!

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Cute game which I had fun beating but it got a bit confusing at least at the beginning. I didn't see a reason to bet more than the 5 ante. I don't know if choosing your symbol has a timer on it like the betting phase, but I at least FELT pressured to pick quickly, and probably would have have a more natural time betting if it had just been Rock/Paper/Scissors, as we're already trying to figure out which choices give more biscuits, so might as well make the choice of what beats what feel more natural.

I think it's really neat to combine a gambling mechanic with Rock Paper Scissors. I'd like to be able to do something like this with other real people who I could fake out emotionally, but netcode is definitely an extreme piece of feature creep! Good job nonetheless! 

Cute theme for a boss rush game. I didn't use the focus mode because its positioning was a bit awkward for my keyboard setup (left handedness w/ a mouse puts my thumb in a slightly awkward position to do that). Probably would have been happier with RMB as the focus and space or something other nearby adjacent key to trigger dash. Or even just put attack as auto-fire and do both special abilities on the mouse buttons

Fun title. The tree reminds me of a lot of incremental game designs. I unfortunately got my run cut short when I made bullets as fast as possible and got sniped at the start of a round  before I established a strategy!

The jam is thematically about switching engines to greener pastures but is more specifically about playing with something new-to-you. Finishing a tutorial is very different from going through the motions of creating something from whole cloth so go for it. It's a month long jam to give time for learning, so going through one tutorial isn't going to give you an unfair advantage.

A nice idea and interesting bullet patterns. I like the "stay in a zone to progress time" mechanic but I'd rather have it be zones spread around or moving. Being near a spawner can feel pretty random when you get hurt and it feels like the rest of the screen is just wasted spacee.

Great visuals and audio but kind of simple mechanically. The way AI works alongside the exploration structure makes every encounter seem trivial, just shooting from the doorway at whichever threat is closest. Maybe with the use of ghosts you could have ghosts "trigger" and appear when a player gets far enough into a room so that the player is surrounded by ghosts instead of always having enemies in a fixed direction.

Cute game. I like the idea of drafting powerups and abilities but the 10s constraint makes for context switching too often, pausing the game every 10 seconds to cash out my energy.

Very aesthetic and good bullet patterns. Unfortunately on my browser (chrome on mac) I think something with the scaling got messed up where the play field took up about 1/4th of the game window, so I could move far away from the boss to dodge a lot easier than I should have.

Cute gimmick with fun patterns. It would probably help to fade out characters in the player's immediate vicinity more or give the player a more pronounced outline so that when many players stack up in the same areas you don't lose yourself.

Really stylish and plays well. I had trouble with properly escaping danger after getting "hit" into the iFrames dimension but the enemy designs are great.

Very cute idea but pretty challenging to push things around, especially near the edges of the screen. Perhaps if enemies and walls were bouncier it could help so that enemies don't stay near walls where it's hard to funnel them in a particular direction fast. Also locking the mouse to the game screen in webGL would help me not... accidentally hit right click outside the game window. Oops!

Nice graphics. Enemies are kinda just bullet sponges tho and the basic-chase AI makes kiting fairly trivial.

Cute additive system and works well with the bullet patterns you chose. Challenging but I didn't feel incentivized to really attack for a higher score and would have been content if it was a dodging only game.