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c10ud_ten

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A member registered Dec 03, 2018 · View creator page →

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My current high score is 8430 Joules! I loved the visual style in this game and chasing down each of the bright spots; I would have liked to be able to move faster, but I guess when you are a flower you take whatever movement you can get. I liked strategizing about which of the two available spots would be better based on the likely distance to the next sunspot. Also creative use of the sunset theme!

I am a sucker for retrowave visuals, and this game nailed the look! Splitting my attention between the memory game up top and the endless runner below was a fun challenge, but at the same time not too stressful; it was just the right amount of tension!

My high score is 85!

I loved the artstyle and especially the custom piano score! It was fun exploring with more and more abilities, but once I knew there were other places to land than just the ocean it was fun even once those abilities were removed. A cool and creative use of the sunset theme, very well executed!

This was the perfect bite-sized platformer; once I knew where the stars were routing out the fastest way to collect them all was a lot of fun! The physics, visuals, and audio were all top-notch, and the story was very sweet. 

I really liked that you added a cutscene at the start of the game! The visuals and music were both nice as well. Having enemies spawn faster as night approached was a cool way to use the sunset theme, but even at the max spawn rate it was possible to kill all the enemies by just attacking as fast as possible; I think increasing the cooldown on the attack would make missing an attack more risky!

I was so stressed playing this game; even though the enemies spawn at the same rate over time, knowing just one reaching me meant game over raised the stakes! I did manage to survive until sunset, but accidentally clicked through the win screen (my winning strategy was to spray and pray). 

The CRT visual effects and pixel art were both great, and I liked the parallax scrolling effect on the foreground and background elements!

I liked this simple game, and the poem that accompanied it was lovely. The visuals were excellent as well, really sold me on the calming vibe.

Of course, I decided to speedrun the game. My current best time is 5.92 seconds; until someone claims otherwise I hold the world record time for "The Sun is You"

I like the concept of the cylindrical endless runner, and the visual complements the sunset theme and mechanics very well. On most of my attempts my car got stuck in the obstacles or the ground, and I ended up losing. I think my progress carried over between runs though, because on one attempt it said I won after a couple of seconds. 

I think you did a good job bringing the idea to life, especially under such a tight deadline!

This game was short, but it felt like going on a little adventure! Collecting the pages, playing the tune and watching the sun calm down as I played felt really special; the visuals and audio were both excellent as well! 

Congratulations on your first Trijam submission! I liked the visuals and the snappy mouse movement made me feel like I could always dodge the clouds at the last minute. Using the sunset as a timer was also a clever choice; I like that the screen actually darkens as the sun sets!

This is a cool concept, and after a few rounds I got the feel for where the sun should be at specific times. I would have liked some sort of end state, such as trying to get as many rounds done as possible under a time limit. The visuals were cool, and that water shader was really nice!

I really liked the visuals and the audio, and the concept of racing against the sun was great, especially since you can see the sun setting in the background. I agree with the other commentors that the controls made it harder to complete the levels; personally I think implementing coyote time (allowing the player a few extra moments after leaving the ground to jump) would on its own alleviate a lot of my control problems.

I managed to beat level 1 with less than a second to spare, but could not get past the bridge on level 2. Both levels seemed cool though!

It was challenging to both avoid flying too high but not fall in the water either, all while avoiding the birds flying around! I also liked the way the sunset was integrated, making the "danger zone" at the top of the screen keep growing larger.

The art and visuals were excellent as well, I loved the chill track and how it swells the closer I got to finishing the level!

This has been, so far, the most interesting game I've played - I really enjoyed the narrative focus and the different celestial characters available to chat with. You really have a talent for writing, and the ambient audio track complemented the tone of the story as well!

I enjoyed building a campfire in this game and progressing through the scenes. I reached the 4th one I think, at which point nothing changed after rapidly clicking for about a minute. I liked the calming music as well!

I would suggest building your game to be played in browser instead of requiring a download, I've found that more game jam participants try my games when they do not have to be downloaded!

The visuals and audio for this game were fantastic! The game felt very relaxed and calm, and the sunset effect when scoring in the hole was excellent. Although there were only 3 levels, I appreciated having them loop and displaying the prior best attempt. I managed to get a hole in one on courses one and two, but could only get my score down to 5 on hole 3.

Also, the difficulty progression between the three courses was perfect, with level 3 posing a substantial challenge without being frustrating.

I can't explain why this game is so addicting, but it is! The jump is very snappy and makes it easy to fall into a rhythm of rapidly climbing. The first couple of runs no time extension items spawned, and a couple of times it was impossible to avoid the weak platforms, but the gameplay still captures that "one more try" energy that makes a great arcade game.

I managed to land on each bonus point area in one run, and got 1250 points - was very satisfying! While the game was very strict on what it considered a "soft landing," I always felt like I could have been more careful and eventually got the hang of steering the sun. The music was very chill, the kind of track you could listen to for a couple of hours while studying.

My only disappointment was that, even when I intentionally crashed into earth at max speed, I still couldn't create a crater larger than 2 miles.

Dodging prying eyes was a lot of fun in this game, although I was caught off guard by a person hiding behind a building once or twice. I unfortunately wasn't able to complete the game after several attempts because it was difficult to escape once I was noticed. It would have also been nice to tell which trash cans I had already interacted with from a distance (maybe have them tip over after they are emptied?)

The visuals were really charming, and the SFX and music were both excellent. I would not have expected such a cute game to stress me out so much!

I enjoyed playing this game; I especially liked the way the music amped up as sunset got closer, accompanied by the stoats moving more erratically. My first attempt wasn't great, around 40 stoats, but when I discovered you could just hover around the bush and snatch them up as soon as they spawned I caught about twice as many, nearly 100. I can safely say I've never caught that many stoats IRL.

I love the aesthetic of this game and the unique take on an infinite runner; I don't think I've played one where the player gets to set their own speed, but is incentivized to go faster to reach gas tanks sooner. It was sometimes hard to tell gas tanks from the small rocks, but that is the only real issue I encountered while playing.

My high score was 9500 meters (including the distance gained after crashing!)

I liked the gameplay concept, and setting the game after sunset rather than during sunset set it apart from other games! It was difficult to avoid trash bags that spawn back to back, but since hitting one wouldn't end the run this wasn't an issue for me. The obstacles could have spawned more frequently, after running 200 miles I was still at full health; maybe the health drain could increase over time instead? Either way, I enjoyed this game a lot; congrats on finishing under 3 hours!

A very interesting take on the sunset theme! I didn't realize until halfway through that the sun could also be moved around by the asteroid, but this introduced new solutions to some of the levels. Once I adjusted to the physics the game uses I really enjoyed the different puzzles for each planet!

I loved the aesthetic of this game! Once I got the hang of the controls I could keep the ball up for around 30 passes; I think the pass also goes much faster if you press the button late, which made me panic a lot and try to recover! Great game overall.

I like the way different mechanics interacted in this game - going from searching for a ghost to trying to reactively shine the flashlight on it. Although the sound effects weren't essential to play, I do like that they were paired with visual cues as well, and the sounds definitely made the ghost catching more engaging. The game was also just fun in general!

I like the way different mechanics interacted in this game - going from searching for a ghost to trying to reactively shine the flashlight on it. Although the sound effects weren't essential to play, I do like that they were paired with visual cues as well, and the sounds definitely made the ghost catching more engaging. The game was also just fun in general!

I really like how many sound effects there are to listen for, and they all require different reactions! Each of the hazards are also tied together so well by the ancient greek theme. I think all of the hazards are also fun to react to (except the short hop hydra one, that one always got me).

I like how this game came out, and like others have said making a 3d game in such a short time is very impressive! The audio cues aren't tied to any mechanics, but they still made hammering at the ingots very satisfying and fit the visual style of the game. I'd love to see where this game goes in future rounds!

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I didn't get the mechanic in the first room (I just pushed the purple block around until the door opened), but I was hooked once I realized how the deafen mechanic worked! It is such a clever way of tying sound cues to a puzzle game, and the additional element of needing to use the blocks as platforms led to some great level design.

(Also, my final time was 2:50)

The mechanic receiving intel on a mission was a great use of the audio challenge! I also loved the visual presentation, and the variety of locations that Q goes to during the mission. The parachuting segment gave a bit of trouble the first two tries, so I think having Q fall a bit slower would make reacting to the mines easier. The dark section was especially good, since it emphasizes how much you rely on your handle to guide you through the level.

(I don't know why I was convinced our handler was going to lead us into a trap near the end - was I the only one thinking that?)

This game was surprisingly challenging, had me twisting my keyboard around in directions I never had before! I ran into the key rollover for one word, but managed to cheese it by using an on-screen keyboard (I played the other words legitimately, promise!).

I think the microphone functions are also interesting, although I did not have a mic to use with them. Leans more into the focus on audio this round has, so I think it was a neat idea!

I really liked this game! Having the rubber band snap and madly mashing the space button to reattach it is a great mechanic. I managed to get around the track on my second go without snapping the band, but I was playing pretty safe when I did; it would be interesting if the car goes much faster if you really stretch the band, to incentivize taking more risks (maybe even being necessary for shortcuts if you add more tracks). 

Also, love the sound design and papercraft artstyle, it really made this game stand out!

The spectacle mechanic was implemented very well, and I liked how well the mechanics of leading the tiny creatures and switching worlds was implemented (especially on the main menu)! I'd suggest allowing the player to switch to a different spectacle color, even when they have the "circle" spectacle up, by clicking on a different color on the wheel, rather than having to right click to cancel.

I really loved the artstyle in this game! The gameplay was also smooth and simple to understand - I managed to get every ending except for the peaceful one. Great  job!

Like the gravity switching, as well as the abstract location! Would love to see more levels for this game

The concept seems interesting, but it crashed on my computer. Hopefully it works better for others!

I really enjoyed how well the level concept and mechanic went together!

A level made out of hands is very creative! I'm interested to see what direction this project takes if it advances :)

I think a game based on country flags is interesting! Good job

Thanks everyone for the feedback! It's sounding like the AI is the area I need to work on the most, I did have a feeling it might get too difficult in the later rounds; it was surprisingly hard to make an AI that knows when to lose!