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A member registered Jan 14, 2025 · View creator page →

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Thank you, I tried to make so it teleports into a empty space but it sometimes didn't work, so I made the player invulnerable for 2 seconds after teleporting to prevent problems in being in a bad spot (but destroyng the pebbles around is a great idea, wish I thought about that). I wanted to create music for this but couldn't in time, and I agree with the faster difficulty progression now, I thought it was fine but it takes too long to get chaotic... either way, thanks for the feedback!

Still good to report, there's always a chance is an actual bug that I don't know about. Thank you!

There is a "progression" in a sense of the game getting harder as the time goes on, but it takes a while to really get crazy (I think around an hour), the game can get to a point that a new "pebble" spawn every 0.1 seconds (maybe I should've made the "progression" faster). And yeah, the first powerup is super broken, specially on later parts. Thanks for the feedback!

Strange, none of the people that I send the game had the problem, and I couldn't replicate on my end. Maybe a browser or some extension bugging the game? I don't know if you tried fullscreen to see if it fixed... either way, I'll keep that in mind to figure it out for future games, thank you for playing!

Yeah, I didn't really balance the powerups properly, and specially later in the game you don't even need to be agressive, there's so many enemies spawning that you can permanently keep the shield powerup without consequences. I didn't put the ufo as I didn't feel like it felt right for the "melee" playstyle, but another enemy was 100% necessary. Thank you for the feedback!

Yeah, I didn't really implement them the best way I could. At some points you can just use the 100 points powerup forever because you get points by destroying the pebbles with it, so you can get all the points you used and then some more with it (specially later on when there's a ton of enemies on screen). It was my first time adding powerups in general so I'm happy with this for now, but I'll look more about balancing and functionality on future games. Thank you for the review!

Thank you!

Thank you, but just a warning... the code is a mess xD. But yeah, I tend to do all my assets to learn that as well. I wanted to create a song for this too but I just couldn't this time.

Yeah, that was just a observation on my point of view, it's perfect as it is for the gamejam in the way you did

Super, super impressive. I even managed to speedrun the game, beat the boss in 1 minute and 52 seconds... there's at least 10 seconds I could save if I played better hehe.

Suuuper cute! I thought i was being hypnotised into liking this game by the background but no, I liked it because the game is solid, nice upgrades and art... everything a clicker cozy game needs!

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Super well done. I had some performance problems but I don't know if it was the game or my browser/pc fault. On the second stage I could cheese the mine robots by shooting them from far away so hiding them a bit more would make more sense (and I could skip the cluster of mine robots by going over the building and ignoring all of them). But it's impressive, I really like it.

I faced 2 bugs, one when I reached the end but I was off by a pixel(skill issue), after I died the game didn't respawn me back at the original position and I kept dying on respawn until game over. Then after I finished the level I could keep playing but with the Victory text on screen (tried replaying it and this victory bug didn't happen). Otherwise, for what you guys set as your objectives this is really well done, good job!

Super fun, the visuals are amazing, I just wish I could aim with the mouse too.

Super cute, it works but it need a lot of improvement on the character movement. The platforms and stage itself was fun but improving the movement would be perfect.

I agree with both comments before me, focusing on the character movement for a platformer is essential. The game works like this but learning and improving the movement would transform the game without changing anything else. 

I wish the background moved in the flappy bird game, and the colour of the player to be a bit different so it does not blend with the background. But both games works well, good job

Super well done, but you can cheese to win. Because you don't die as soon as you touch the water, you can spam "up" to reach the objective without dying.

I noticed the same thing as Kara about the top pipe, but the game is super fun once you get used to the "flap"

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The game looks SUPER COOL. But I wish you changed a bit of the colours for the traps. The spikes are super hard to see as they blend with the floor and the coins are almost the same color as the lightning trap. But still, super cool

I love it, actually kinda difficult with the ammount of spawns but I like it

Super cool, The particles for the jetpack looked really good

Super cute and well polished, the gamefeel is super good

Super cool, and I agree with Ezreem. Visuals look realy good and it feels like there could be a whole game behind it. Sounds make such a big impact even if just a few ones, really hoped for that. 

Wow, really well done. I'm impressed by all the weapons and there's even different stages, super well done

Love it, only thing I would like is for the blocks that have the number to have another appearance, it blends with the not revealed ones and sometimes makes me confused and I don't know if I should click or not.

I like the flapping in this game, it feels like there's more skill needed then the original, good job!

I like the feeling, but the hitboxes on the water platforms weren't consistent, most of the time I tried going to the other one and I died on top of the platform. Otherwise good job!

Really cool idea! I really like that the bounce reacts to where the ball hits the paddle and not just a simple bounce. Only thing I wish I could change would be the mouse sensitivity, it felt a bit too fast for me, or making the paddle bigger... other wise really good job

Super cool, I really love the minimalist art style here. Only thing is that I would thicken the "drawing" lines a bit, sometimes (for me) it blended with the background... 

Really fun, but I found controlling the ship really hard (but maybe that's more of a skill issue on my part)

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Went in expecting a Space Invaders game but got a mix of space Invaders and Touhou!!! Really fun, although I think adding one more type of enemy that rarely appears or some type of power up would be chef's kiss. Otherwise really good job!

Really fun but I think I bugged the "godot boss". I hit it when it was moving down and  it didn't reset it's position, it looked like it just kept going off screen. I don't know if I finished the level or the game bugged but it was really cool. I agree with the other comment, movement a bit faster would make the feeling a lot better.

Wow, I really wasn't expecting powerups and moving pipes.. really well done and fun

Really, Really fun. I had some fighting against the controls but it was fun trying to find my way through the levels. I really like it.

Really well done, player movement feels fluid and really good... and I laughed when the sauces spawned and went straight into an asteroid

Good job, as mentioned before, it seems like when you use the rush in any direction the collisions stop working, but outside of that it was fun