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ThatAmuzak

57
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A member registered Jul 10, 2020 · View creator page →

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the physics implementation seemed a bit unintuitive, but other than that, a pretty decent take on the genre, good stuff!

thanks for playing the game!

holy shit I'm retarded, the game feels literally perfect now

Pretty fun, the death cutscene always got me lmao, good stuff!

Was really fun! I can't imagine setting up the logic for this was the easiest thing (although I'm a unity dev, don't really know how unreal works), but still, fantastic job! Had this super cathartic moment as well in the middle, when I got a blue and green powerup together:


All in all, very fun and a great submission for the jam as well!

Good take on the theme, with both the rotational shooter for the player, and the rotating circuit connection minigame! The cutscenes were pretty cool too!

The controller requirement confused me for a bit, I was pressing L and R on the keyboard for the first couple of minutes lol. It's a straightforward experience, and decently well designed for the time and scope of the jam! Well done!

Essentially stuff like this

The idea is pretty unique! The others have commented as well about the requirement of coyote time, because it's hard to judge distances and jumps in 3d. The alternative simple fix would be to just make the colliders of the platform bigger than they appear to be, and the same goes to the player. Other than that, pretty solid game!

I liked the concept and the implementation, controls itself seemed somewhat fine for me at least, but the part which threw me off was how so many sections had the colour coded rails on the opposite side. The level design seemed challenging enough that if you didn't keep control you'd bump into walls regardless, so those inverted sections just made things harder. I think having them on the same side as the intended route would make for a much more cathartic experience, and it was there in one or two sections which was probably the most fun parts of the game. But maybe that's just me, other than that it was pretty fun to play!

This was amazing! I think the first run is a bit confusing, and like the others pointed out the restart is a bit glitched, but I got a pretty great run second time round when I had an idea of what's going on! The tutorial being built into the gameplay was also awesome. I think the ending part was a bit drawn out, maybe the health on the cactus could have been reduced slightly, but other than that, this was one of the coolest games I've seen in the jam so far! Amazing stuff!

Glad to see you liked the game! The intent was to make it hectic, so at least that worked out well haha

Yeah I always intended for there to be some choke points, but only after the jam did I figure out they were took good. I wanted it to be more of a temporary stopgap where it can be placed for a bit while the player handles another part of the map, but yeah, hardly got any play testing done. Glad you liked it!

Glad you liked it! That bug is strange, one of my friends who played it found the "optimal solution" for running the game forever got like 350 seconds before he manually quit. In any case I'll check it out and see if I can replicate it. Any specific tower that stopped shooting, and at any specific position?

Yeah that aiming and shooting, along with the enemy logic was what took the most time. Glad you liked it!

Thanks for checking it out!

Incredibly well polished, and great feeling to the controls! Although that sometimes made the level about just getting max speed and blasting through with the correct angle. But nonetheless, a very very solid game, with a lot of good qol features like the level select and the persistent trails. Incredibly fun!

It's not my graphics lol, the kenney jam necessitates that we use assets from kenney.nl, so that's all I did. The only difference was the slight colour correction and glow on the bullets. The difficulty is definitely too much, especially given that you can't upgrade the towers, and I unfortunately ran out of time for that. More levels and upgrades for towers are next on the agenda if I get back to development on the game. Thanks for checking it out!

I'm glad you liked it! I couldn't really spend as much time on the jam, and that shows in the lack of depth in the core gameplay loop, along with the difficulty, but the idea was that the enemies would eventually overwhelm you anyways. I'll try and work on upgrading towers down the line if the game gets more traction/feedback. Thanks for playing it!

Pretty fun game, and interesting puzzles! The controls were a bit hard to get used to, and sometimes the bullets wouldn't do damage to the enemies or the wooden fences, but other than that, pretty nice, I finished the game fully!

The flail is a bit hard to control, but it's pretty satisfying to hit a large hoard of enemies at one go! Nice game!

My god that's cursed in the funniest way possible XD, I don't think I'll have nightmares anymore on account of releasing it all fighting kitchen utensils! The game is a bit difficult, and that's easily fixed, simply have the spawning rate of the enemies reduced to 50% on the opposite side of where the player is facing. That and reduce the cooldown on the fire rate, because sometimes I'd turn but have no time to fire because of the cooldown from before. Ideally make it as long as the turning animation takes, so that it feels smooth without the player being able to spam it. Pretty interesting take and a great game!

Pretty fun! I managed to barely get a sub 1 minute run after a couple of tries! It has pretty strong jump king/getting over it vibes, although I'm not fully sure how it is related to rotation, unless it's about the ragdoll character being flipped around all over the place. Still, good stuff!

Solid submission! I think the only issue I had was some of the levels seemed inherently unsolveable. Now that could just be me, but if the level generation involves having a solution then rotating 6 sides randomly, then it needs to be made simpler. The solution won't be so apparent each time, and so maybe having 9-10 matches and then shuffling would be a better approach. Nonetheless, a very clever game!

Quite fun! There were a few bugs I noticed, the peggle like game didn't have anticlockwise rotation on e, and sometimes the visuals glitched a bit, but other than that, good stuff on making 3 mini games!

Pretty challenging, I couldn't find the last barrel for quite a bit. Nonetheless it was quite fun! I think the logic for the cannons might be a little problematic, if you were holding forward it would not push you around, but that was the only issue I could notice!

pretty cool, the logic for the car's pathfinding probably needs some polish, but other than that it's great! There is a small way to cheese level 1, by just placing all the curved roads on the edges of the map till you get enough straight roads to go through xd

yeah I barely had any time to make the actual game for most of the jam time so a timer highscore was the last second solution XD. Glad you liked it!

The movement seems a little too janky, makes the platforming harder than it needs to be. Art aesthetic is really nice! Good stuff!

well designed puzzles and movement!

Pretty nice prototype concept, maybe having more balls would make it harder to rotate, and we could have blue bad balls which should never touch you, so you build up an even layer of red balls to avoid that. You've got something coming here, keep at it!

This was absolutely fantastic! I had discovered the main trick accidentally before it was subtley introduced, and I thought I'd stumbled upon a glitch before I realised that was the main mechanic! Very nicely designed levels, although there are ways to bug and glitch through certain parts. The art aesthetic is clean and fits the theme perfectly too! This is easily the highest I've rated a game this jam!

Pretty cool game! The spikes hitbox felt a bit unfair at times, but the puzzle design was pretty amazing!

Controls are a bit jank, visuals are pretty amazing! Good stuff!

Awesome game! Really banger controls, and the art work looks neat as well! Amazing stuff!

Pretty cool! The invisible walls took some getting used to, and it would be nice to indicate what we can absorb as blood and such, I wasn't fully sure if the hearts were blood or extra health. Movement felt pretty snappy, so that was pretty cool! Good stuff!

Pretty cool! The invisible walls took some getting used to, and it would be nice to indicate what we can absorb as blood and such, I wasn't fully sure if the hearts were blood or extra health. Movement felt pretty snappy, so that was pretty cool! Good stuff!

Beautiful art and animations! The movement could do with some refining, and certain puzzles were a bit obscure in how to approach them. Making the elements critical to solving a puzzle visually distinguishable from the non puzzle elements would help a lot. All in all, pretty fun!

Very interesting concept, but I was confused at several points what to do. The physics seems wonky, but I think that was intentional, put an element of surprise with every step. Pretty fun!