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SupermuttGames

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A member registered Feb 26, 2024 · View creator page →

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Thank you! Ya, the difficulty tuning has been a big discussion in the comments haha

For the statue, once you click it and "Pick it up", you need to then click the cups. We debated having it be auto-use kind of how you describe, but felt like sometimes you aren't ready, and then waste an item. We were planning to have the cups pulse with the outline kind of like the bell, but just ran out of time. Thank you for the feedback! Appreciate you playing!

Thank you!

Thank you! Glad to hear you're having fun!

Incredible entry! Love the freeze and push mechanic. It's a surprisingly deep, and offers a really high skill ceiling without having to put a ton of time into understanding how it works. Great presentation, cool opening cutscene, and just a really great entry overall!

Awesome concept. Whipping that train around felt really good. I could see this being a fun twist on a Survivors-Like with different upgrades to gain as you whip into enemies. Fun stuff!

Thank you! And ya, good call to have a flashing lights warning in the future.

Thank you! Appreciate you playing and leaving the feedback!

Thank you! Appreciate you playing!

Thanks for your very detailed feedback!

The imp was meant to only pop up half the cups, and the void magnifying glass was also going to show decoy balls (but we didn't have time to implement the decoys). But you're totally right. As it stands, they're basically the same effect, different flavor.

Also, agree with you about the items' descriptions. The conundrum of "Discovery vs. clarity" was a big one, and we wanted a nice balance between the two. But agree that all the item effects need to be a bit more telegraphed somehow.

We're thinking about potentially expanding, but we're also kicking around some other ideas outside the scope of the jam. No firm decisions just yet. 

Really appreciate all your kind words and the very detailed feedback!

Thank you! You make a great point as well. Simple mechanics done great can still lead to a memorable experience.

Cool aesthetic! The dialogue is quite quirky but it all works well with the theme and gameplay. Nice work!

Thank you!

That would've been cool! Definitely something we'll keep in mind

This was sliiiiiick. Nicely done! The diagetic UI for the time slow meter is fantastic. The core movement feels really good, shooting felt great with some nice feedback. This is a really strong entry. Gives me Neon White vibes. I have no feedback beyond the obvious like "I'd love to see more guns" or "I'd love more levels". Great work!

This is awesome! I love the movement and the attacking mechanic. Even though I was playing as a square, I felt like an absolute ninja. Clever name too! I wish I could parry without building the meter, but I realize that it might trivialize the game a bit. Incredible work!

The water effect is amazing! And the overall art style is really charming and detailed! Great art direction and the individual sprites are incredible, although I felt the underlying tile pattern was a bit distracting from the rest of the atristry. Would love to see if you guys continue how you could add a bit more depth to the gameplay, but this was an awesome entry!

Love the modeled Big Mode logo! Gamepad worked great, and I had a lot of fun exploring the wall climb ability. As another player has said, I think the big thing missing is shadows, especially to help line up some of those more precise jumps. Great work overall!

Thanks very much!

Thank you!

Thanks so much! Really appreciate that!

Great feedback. Clarity was big for us, but the pre and post bell items were a bit of a challenge in terms of how we telegraph that information. Definitely worth a second look in terms of how we do that.

No, once you get to the final cutscene, that's it. There's no more content beyond that.

Thank you so much! Very humbling to hear!

You're too kind! Appreciate you taking the time to play!

Thanks so much! Your insight on the 2 balls level is really smart, and definitely something we'll noodle with a bit more.

Thanks for playing and glad you enjoyed it! Appreciate your feedback!

Thanks for playing and offering some insight on the difficulty!

I love this interpretation of the theme. It's really clever. I tried 5 times but was never able to officially bring down the frog, but in all honesty, the game still felt fair and doable. A few more tries, and I could probably get it. Each new mechanic introduced with each "Phase" kept things fresh but it never felt overwhelming (at least in terms of comprehension, in terms of dodging them it definitely was haha). Nicely done!

As others have said, I love this unique art style. It's truly one of a kind which is hard to do these days. The gameplay is simple but satisfying, although it felt a bit too luck based. But I get that's more of a personal preference type thing. Great work overall, an equally fun and unique entry!

Thank you! Ya, we had quite a few additional ideas that never made it in. The devil having items of his own. Fake balls that trick the player. Etc. Your teleport idea is really great too. Appreciate you playing and leaving some feedback!

Thanks very much! And ya, a difficulty slider might be necessary in this game's future. Appreciate your insight!

Thanks for taking the time to play and leave some feedback! Sorry to hear the performance wasn't very smooth. Would you mind sharing what browser you played on (Chrome, Firefox, Safari, etc.)?

This is really kind of you to say! Appreciate the encouraging words! We have a chat planned later tonight to discuss next steps, so we're right in step!

This is awesome! I love this interpretation of the theme, and the very clever twist on a turn-based card game. I think this idea has a lot of legs, and frankly, could become a hit with the right amount of polish. Honestly, I'd think about maybe tidying up some of the art, and posting it to TikTok and see if it blows up. There's some really unique here. I like the 3D exploration map and the 2D combat art. Reminds me of Darkest Dungeon 2 a bit. My only suggestion is I think the cards should interact with the shooting a bit more. Like the tumbleweed card was great because it prevents the player from spraying and praying, but what about a headshot card where you have to hit it in just the right spot for crit damage? Stuff like that (and maybe you're already thinking about that and I'm just stating the obvious). Great work!

Thank you! Ya, we were tuning the items up until the last second, but it's definitely something we aim to take another look at.

As others have said, really great vibes and mood. Riding a hot air balloon through this weird surrealist world and trying to quickly hop off to grab the records and then back on in time is a really cool gameplay loop. I'm definitely pretty bad at it haha, but I think I was mostly having a hard time figuring out the correct position to drop the anchor to make the balloon wait for me. The grappling hook is super fun though. I think if you could simplify the balloon a bit, you'd have something really special. 

Thank you!

This is a cool twist on a Survivors-Like. The upgrades really give this game a lot of depth. The ranged enemies can be brutal but I had a lot of fun seeing how far I could push the upgrades. Nicely done!

Thank you! Definitely a big inspiration for this!