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TARDIGRADE-90

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A member registered Mar 17, 2025 · View creator page →

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Can't tell if the hexagons are simply invincible or not, but the overall gameplay was fun and simple. Neat game.

Thank you for the response. 

Although it might've been vague, the only real objective was to progress through the rooms and eventually reach the exit, with a few scares thrown in along the way.

Thank you for the response.

Air attacks do more damage than ground ones, and you can shoot while jumping or sprinting while you're in the middle of a slash; the gun is also very helpful in interrupting and juggling enemies at range However, as it is, the game throws you straight in without any actual tutorial (or additional description on the page itself) as a guide.

Thank you for the response.

Having crammed for the other parts of the project, I didn't manage to implement any viewport handling pre-submission. 

A bit slippery, but the variation in what attacks the pumpkins are susceptible to was interesting, along with the timed Trick-or-Treat event. Having a level editor built in is also neat.

Extremely cool game, realizing that the bounds of the screen actually loop around like Asteroids was very neat and added even more to it.

Surprisingly gruesome sound effects. Pretty good top-down endless runner, and the jumping was handled nicely. Got to 25 candies after playing it a bit.

Good mechanic, using gun knockback to move around was very neat and reminded me a bit of certain wand setups from Noita. If self-bullet damage was removed, or otherwise limited to some kind of condition, and enemies had less sudden spawn-ins and hit collision, it'd be very good. Still pretty nice otherwise.

Very well-polished, and the dimension shifting from some of the candies was a nice twist. I like how the levels were designed with that mechanic in mind.

After a certain point, I noticed that the directional audio cue of the remote could be used to help locate where it comes in next, but even then it was a bit difficult determining where it showed up exactly. Managed to get a score of 6 after some tries, it's an interesting game.

Thank you for the response.

The banner art was completely improvised, though its primary influence derives from how the cover art in DMC titles usually has a character silhouette near the title. For the title itself, I noticed that applying the Tile effect in words looked cool and decided to tweak it a bit.

Thank you for the response.

Player hitstun is definitely strict the way it is currently; eventually intend to add in slightly more leniency with a brief I-frame window upon exitting hitstun along with some counters against projectiles during the hasten special ability.

Given the sprite sizes, I feel like the red-colored weapons were just enough to be able to notice it.

Got to the end after a while, and a great deal of trial and error with the light reflections. Very good game, and quite fleshed out considering the jam's duration.

As someone who has been playing Killing Floor 2 a good bit recently, this game was very nice. Finally managed to get 50 kills after multiple attempts; even after finding a seemingly decent spot to hold, there was a lot of demand to stay vigilant since the spawn points allowed them to flank you at any point.

Very nice puzzle game, the shuffling of obstacles made for some very hectic levels. I noticed some of the enemies had red weapons while others were uncolored - is the red coloring an indicator of whether or not the enemy is capable of turning?

Parents arguing simulator

It reminds me of Facade a little bit. The sudden narrative was definitely an unexpected shift.

Moving with the unique mechanic was fun, and the ending made me smile. Neat game.

Nice game, the background visuals were nice and reminds me of something I'd come across of an old flash game. The endings made for an interesting twist for the puzzles themselves.

There wasn't much of an indicator for it beyond intuiting the door sprites - an oversight from rushing it, which was on me - but when you approach a door of a room, press E to progress to the next room. The ladder platforming can be trivialized somewhat by keeping W held down as you're jumping betwen them.

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Came across these so far and thought they were neat:

Witch Runner - https://itch.io/jam/gamedevtv-halloween-jam-2025/rate/3955356

TV Boy - Seeing Ghosts -  https://itch.io/jam/gamedevtv-halloween-jam-2025/rate/3965983

Late Night Shop Network -  https://itch.io/jam/gamedevtv-halloween-jam-2025/rate/3965063

Very unsettling premise, managed to be prudent enough with purchases to have just enough for the final offer. I do like that one of the items is just a concrete weight.

There were a handful of oversights that resulted in the enemies being very ruthless; the Skelegunners can continue firing even when hitstunned, will aim once again on the actual gunshot, and the Guillotaurs have zero delay in-between striking, which can be brutal when they're clumped together. You can narrowly break out of stunlocking by dashing or getting a crouching strike in (crouch attacks have the shortest amount of frames), but it can still be very chaotic when paired with the gunner enemies. (The Guillotaurs were thrown into the game in an hour's worth of time shortly before submission ended)

Even in this clip I get hit pretty bad at some points

It's a tad bit RNG dependent since on the first try I got wrecked hard from the inverted controls trick on wave 19. Otherwise, I timed the shield spell whenever a mana orb was nearby and used the invul to grab as much candy as I could in order to have enough between waves.

You can progress through rooms by pressing E next to doors - however, there wasn't any indicator whatsoever added as to whether or not you're actually adjacent to a door (my bad). You can see doors by the rectangular visual within a wall.

Got 83 seconds in through Endless mode, neat game.

Very sick mechanic. Being able to suddenly place down and remove platforms almost feels like it'd be a Stand power of a JJBA character.

Managed to get through all 5 levels fairly quickly, though the 4th and 5th ones definitely ramped up a bit in difficulty. The randomness of the static definitely makes it a bit more tense, but luckily the safe zones added a bit of breathing room.

Thank you for the response.

There was a lot I had in mind for some more thematic-fitting UI, but admittedly I ended up rushing the entire project due to working on another jam at the same time that this one was ongoing. 

For the TV theme, it was intended to be as if you were watching a security cam of the ongoing room, and for the Trick-or-Treat mechanic (which I didn't actually write out anywhere else until just now), the helpful feature of time slowing can turn against you; enemies have a chance to spawn in quicksilvered and hasten instead of slowing down.

Thank you for the reply.

A hotfix has been uploaded which should make the camera a bit better (focusing has something of a deadzone for rotation though it's still very large at the moment), and weapon pickups have been finalized which may add a bit of variety to gunplay.

Thank you for the reply.

Extra visual feedback along with the entirety of sound effects were definitely lacking, but now that some other issues have been fixed recently, adjusting that will be a higher priority should I return to this project later.

This is epic

Slight change that could help with the spikes/falls/etc. would be if there was a brief delay that starts before respawning, that way the player can have some time to release the movement key.

Otherwise, it was very, very cool, the DMC influence is apparent and a good amount of the nuances in it were carried over well. As someone who likes both MMZ and DMC this game was peak

Thank you for the reply.

Font handling on different exports was an issue I discovered very late into the jam, unfortunately. For now, I'll reset font types to default ones in the first hotfix I append before figuring out how to get them to work across all platforms.

Thank you for the reply.

Going to look into a workaround for the font-handling of other exported versions, and at some point rework the camera (which admittedly is a bit awkward when focusing) along with figuring out how to better balance the resolution.

Commented on the itch.io page but forgot to leave one here:

Very cool, figuring out rotations for shot timings and turret/shield placements is satisfying.

Some slight bugs:

- If more than one menu layer is active, but the most recent one gets closed, gameplay update resumes while lower menus are still displayed

- Although the main update does pause when opening a menu, LMB/RMB is still able to be read for shooting at wherever the guns were aiming last (though perhaps that can also be inspiration for a time slow/stop mechanic)

Very cool, figuring out rotations for shot timings and turret/shield placements is satisfying.


Some slight bugs:

- If more than one menu layer is active, but the most recent one gets closed, gameplay update resumes while lower menus are still displayed

- Although the main update does pause when opening a menu, LMB/RMB is still able to be read for shooting at wherever the guns were aiming last (though perhaps that can also be inspiration for a time slow/stop mechanic)

Thank you for the reply.

This was rushed before the deadline and proper death resetting was not actually finalized, unfortunately.