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Svorkar

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A member registered Jun 06, 2022 · View creator page →

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Fun idea, I got down to a 13.754 using shoot, sprint, sprint, jump. What combo was the 11.111? I think you could get a fair bit of design space off this, a single level is pretty replayable.

I liked motherload so I enjoyed this too. The sounds from tearing through the map were really nice and I liked that the different resources had different sounds.

If you wanted to keep working on this after the jam, I think making the resources used for things other than just upgrading the pick would be good, they were just worth money after getting the upgrade. Also the menu was a bit confusing at first I didn't immediately realize I could walk away.

Good job!

Is it laggy in your web browser? You may need to enable graphics acceleration in your browser, I think most godot games (and probably some other engines) will be laggy without it. If the rollercoaster itself is slow, you will need to start by going down and grabbing the first upgrade item and buying it in the shop, then you will be able to get over the first jump. 

Yep, someone deleted a line of code on accident lol. Agree on the signs as well, they don't work when the player is forced to move, I think some pop up text would work better.

Thanks for playing!

I am a fan of zach-likes so I enjoyed this game a fair bit. I think one easy thing to improve on would be to have the UI indicate when the simulation is running, I got confused the first couple times I tried to build something but couldn't. Also, as others mentioned, being able to delete items would be nice.

Creative take on the prompt, I haven't seen any other games using portals just yet.

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Mark played your game on stream and I had to try it after. Awesome idea and well executed, you do a good job of introducing new mechanics without confusing people (learning that notes can be placed over spikes for instance. Also, the mute background dulling the sound was a nice touch. The only nitpicks I can think of are that after completing the level, you should just let the stage music play instead of the other menu music. Also some coyote jumping would be nice but I am bad so maybe it was in there and I still managed to screw up lol.

I hope you update this after the jam!

This was fun, I managed to get all upgrades maxed. I know you mentioned you had to cut back to finish in time but if you wanted to keep working on this I think some more upgrades that affect the rail loop would be good (speed upgrades, more tracks with different effects, maybe something that expands the rail or adds new paths with different effects). Nice game!

Cool take on gravitational orbits, needing to get asteroids at a variety of orbits in order to protect against attackers at different ranges was fun. I also like the visual style, it was very readable even when there's a lot going on.

I think adding WASD or arrow keys for camera controls would help a lot, it felt a little clunky having to move my mouse around to find asteroids and then grab them.

I think the game could be slowed down a bit (I am pretty bad at games though, so maybe that's on me). But its a really neat concept I haven't seen elsewhere yet and I think you did a really good job of squeezing everything you could out of a simple idea, I spent a while changing up my strategy to get more than 0-1 kills (managed to get 4) and felt like there's more to learn. I also like the clean minimalist art, that's what got me interested.

I like the take on the theme, I haven't seen anything like this just yet. You also did a great job with the aesthetic.

The platforms sometimes seemed to not be reachable (I am bad at platformers so that might be on me). I think you maybe could get away with using a premade level or series of levels and having the light spawn randomized if you preferred.

Fun game, I really liked the creative downgrades (flipping controls, removing the arrow, etc.). Picking and upgrade and downgrade at the same time helped strike a nice balance. The music was also a good fit.

If you want to keep working on the game after the jam, I think you might want to zoom the game out a bit and slow things down to start out so you have to spend a bit more time fighting and can't beeline the rift as easily.

Glad you liked it, we're thinking of updating it after the jam sometime.

The game we took inspiration from was Learn to Fly, an old flash game about a penguin, mostly on the upgrade system. We were leaning heavily into a retro flash/nitrome vibe so I'm glad if that came through!

Yep lol fully upgraded nitro can break the game sometimes.

Thanks for playing!

I'm glad you liked it! Yea we are brainstorming some ways to better signpost the branching paths because it wasn't always super clear and it seemed like it was sometimes more frustrating than rewarding.

Thanks for playing!

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Great game, the art style really stands out and the puzzles are quite interesting. My one piece of feedback is that I didn't quite get how the color coding worked until the last level, that might just be on me but maybe some visual feedback when you move over the color barrel (e.g. spikes grey out a bit or something) or a more straightforward level when you introduce that mechanic where the player is forced to learn exactly how it works would be good.
Would definitely play more if you wanted to put out some more levels after the jam!

This is really impressive, feels very polished in terms of graphics and UI (making it obvious to players what to click on can be really hard to do, especially in a more complicated game like this) and also has some interesting gameplay and it manages to make the puzzles interesting and complicated to interact with without being frustrating.

If you wanted to keep working on the game after the jam, I think one area you could improve is making the disasters (e.g. fire, glass breaking) feel more involved, so maybe one character needs to use their locked door sooner or something and it can't be prevented and getting the loop down and figuring out the order would have some more impact. But I'm mostly looking for things to nitpick for to provide some design feedback, this game is great!

I loved the atmosphere and the core mechanic is pretty cool. I do agree with other comments that maybe you could build on it to involve learning some in game mechanics rather than just controls. Also FYI in case you want to keep working on it after the jam, it looks like there is a bug with the music chest in the upper right corner where you can collect that one shape multiple times by moving in and out of the box.

Cool game I managed to get to 18. You really nailed the aesthetic and it was quite intuitive as a gravity powered flappy bird. If you want to continue working on it after the jam I think you might want to raise up the minimum spawn height a bit cause some at the bottom seemed they were impossible and saving the high score would be cool to have.

Nice it really worked for this game

Awesome core mechanic and I liked the graphics a lot as well, very Baba is You esque.
You should definitely try to get level restart working after the jam. I would also maybe make button effects last a second or two longer, the fourth level in particular was pretty tricky.
How did you get the glow effect on the sprites, was it some sort of shader?

Cool game, we were thinking about basing a game around scheduling stuff in a calendar but weren't sure how best to do it. I think your implementation of the concept worked nicely. If you wanted to keep working on the game after the jam, I think some sort of score tracker would be cool.

I really like the insane art in this game. Very unsettling atmosphere. Did you make it by mashing up different pictures?
The gameplay of looping your own phases over time, like you're playing a boss monster, was also really cool, I liked that the healing phase at the end would help sustain you in long battles.

Really cool idea and there's a lot to it. I like how the card slots match up to time so you have to think about ordering. Also the permanent slots are cool. I played the game a fair bit and I think you have a lot to expand on if you wanted to keep working on it after the jam.

I think my main feedback is just that the UI could be more clear but that's really hard to do for a more complicated game like this in short time. 

We were trying to think of a gravity/orbit themed game but weren't sure what to do with it so it's cool `to see the concept fully realized.

Fun game and looks amazing, I like the CRT shader and the planets look great too. 

Really impressive polish, the UI, spritework, and effects felt very cohesive. I also think the level design did a good job of showcasing the core mechanic. I didn't love the character movement speed at first but after playing a bit I think it fits the game well and it feels more like a puzzle game than a platformer so I think it works. The main frustration I had was just that trying to position the logs could be really fiddly sometimes and it felt a bit difficult to snap them in the way I wanted but as you mentioned you had to mangle godots physics engine to get it working so the fiddliness is unintended.

Agree with both of your critiques, if we keep working on this after the jam there's were a lot of weird block interactions we weren't able to account for that we want to clean up. Thanks for playing!

That's unfortunate, we moved to godot 4.3 which has so far worked pretty well in web. If you're interested, we could do some troubleshooting but if not thanks for trying!

Thanks for playing!

Fun game reminds me of motherload. Length felt perfect for a game jam but I could definitely see the concept being expanded. The modifiers start really scaling up, it also reminds me a bit of leafblower simulator but your core loop is a bit more interesting to me.

Fun game, I liked the friends + friend shield strat. It also just felt good to play and swim, I think you had the speed and everything at a good level. How exactly did the friend shield work? It seemed like there was a minimum number needed but also removed them all when used. 

Awesome game, the leveling system is a really good idea. It makes the game feel unique in a fairly saturated genre. Being able to make use of different parts of the levels was also cool. If you keep working on the game it might be cool to have some parts of the level shift or some design where the player has to really make use of the destructible walls. Also it seems like there were a couple bugs (tooltip doesn't show sometimes on a merged turret, I think it fixes after it moves and in the last level it seems like it spawned in a bunch of extra turrets) but I think its a really fun game and I think you could do quite a bit if you feel like continuing work after the jam.

Great twist on fogger. Unfortunately the game was lagging for me in the browser so I didn't get the ideal experience but it's a really simple but effective idea and I could see it being released as a mobile game, as other comments have mentioned. 

Great twist on fogger. Unfortunately the game was lagging for me in the browser so I didn't get the ideal experience but it's a really simple but effective idea and I could see it being released as a mobile game, as other comments have mentioned. 

Thanks for the feedback! Yeah, we're looking to improve the tutorial and also the input presentation in a post-jam update, it's not terribly intuitive as is.

Very polished! Game looks great. Definitely a fun experience playing as the bullet hell boss. My only complaint is I wish there was more.

Glad you liked it! Agree on the tutorial, I think we'll try to polish that up a bit post-jam. Also, had a look at your game and left a review, thanks for recommending it.

Good call on the controls, I think we could tweak things a bit to make it feel more responsive. We can't take credit for making the music, feel free to check out more of their stuff here: https://pixabay.com/music/upbeat-a-bit-uncertain-22145/

Glad you guys liked it!

Voice acting was pretty fun, nice work getting a working story alongside the game release in 48 hours. The core game loop was a neat take on the theme (especially alongside the story), as others have said the box placement could be a little janky but nothing game breaking and understandable given the time constraint's. Good job!