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c10ud_ten

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

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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!

Thanks so much for the help, it's working now!

Honestly amazing, love the humor, mechanics, and visuals!

I agree that the connection to the theme is a stretch, but I'm all for alternate interpretations of the theme. The game itself is a really clever take on chess mechanics, and has impressive matching visuals.

Loved the music and visuals, and the rewind mechanic was used in several interesting ways. 

The premise was fun and I really enjoyed the voice acting and story! The controls for platforming were floaty but that didn't really the platforming too difficult. Great job!

Easily one of the best games I've played so far, it's so polished and fun and makes great use of the recall mechanic. Movement seems a little finicky at times, and I wish aiming didn't use up energy so I didn't feel like I'm always rushing my shots. Otherwise a great experience!

Enjoyed my playthrough, lots of clever level design utilizing the rewind mechanic. The instructions on how to play were straight-forward as well!

The game is pretty fun as a speedrunning game, and I really enjoyed it once I found the best route to the store. From my playthrough there wasn't much incentive to fight enemies or rewind their movements, since doing those things would just take time and probably get you killed. The visuals and music were both really good!

Good game with really fluid animations! The player character feels really good to control too. One thing to be aware of is that enemies can spawn really close to the sides of the screen and then walk off, guaranteeing you take damage. Maybe allow them to only spawn in the middle third of the stage, or always walk towards the middle first?

Really love the visual style! Player movement was a little confusing until I realized I could just click where I wanted the ball to go rather than guide it there, the pathfinding is actually really good. Can't think of anything I'd change, just would like to play more of the game!

Cool game with great visuals, one of the best uses of rewinding in puzzles! Also liked the story, although it was pretty separate from the gameplay. Really enjoyed this one!

Really liked your game, about to leave a rating

Here's my game: https://tenifayiga.itch.io/overwind

Really liked the use of color in the environments and menus, the humor was also a plus. Had some issues with hit detection when fighting the thugs, and once you walk past them they don't seem to want to follow you.

(Also don't think I didn't see the hidden poster!)

Really fun and intuitive, especially liked the names of the movies! It was a little annoying when customers would come in asking for tapes that hadn't been returned yet, since once you're out of candy there's no way to calm them down. Still managed to finish the game, and enjoyed playing!

Just tested it out, but couldn't replicate the bug. I know under the hood the VHS handling is still buggy, so it's probably just an edge case I missed. I'll have to test it more to see if I can fix the issue. Thanks for your feedback!

Just tested it out, but couldn't replicate the bug. I know under the hood the VHS handling is still buggy, so it's probably just an edge case I missed. I'll have to test it more to see if I can fix the issue. Thanks for your feedback!

I understand, sounds are my weak point as well, good sound designers are honestly underrated in game jams. Great job again!

Surprisingly existential, really liked the writing and atmosphere of this game. The web version was a little harder to work with, but the downloadable worked great for me. 

Great job on your jam submission! I really liked the theming of this game and the designs of the millennials. The platforming was a little to punishing at times, and having ladders be invisible made the platforming harder than needed at times. The music was great too. Hope you enjoyed the jam!

Cool remix of Super Hot's mechanics! Was tough but fun, not sure what's past the first level. I'll have to go back when I have a mouse and try it again.

Fun concept and interesting gameplay! I like that there are different endings based on how much patience you earn, but since you can go back to previous rooms it's really easy to get lost of patience, it just takes, well, patience. The visuals and aesthetic were great too, would have liked a backing track  or ambient noise during gameplay.

This game has a great sense of speed with the dash mechanic, really made me want to blast through each level as quickly as possible! Would of liked if the camera was zoomed out a little to make the environment easier to see. Cool use of the rewind as an obstacle rather than a mechanic!

Enjoyed this one a lot, the music and graphics are so relaxing! Using the enemy position to rewind the clock was a cool addition, just wish there were a visible meter to show how much energy you have left.

Cool use of rewinding as a mechanic, and challenging without being too difficult. If anything I'd like if there were more levels, the ones included were that fun!