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The4thAD

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A member registered Aug 22, 2020 · View creator page →

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That's why my PC fan turned into a jet engine

How do people keep making games of this level in a week-long jam. Absolutely incredible experience, it took me awhile to figure out what each animal did but after I did most of it clicked. I haven't been able to figure out one of the puzzles but even then this is an amazing entry to the jam.

This game was very serious.

My favorite part is how one of the screenshots is just task manager

This was a very fun puzzle platformer with a very creative way of moving the character. Needing to spin the ball and chain to throw your character allows for a surprising amount of maneuverability especially when jumping up and to the right. However, the water platforming section was extremely frustrating and I often overshot or undershot that section. That's just my suggestion however might honestly be a skill issue lol.

Really creative game! Enjoyed it a lot.

The ending was very unexpected and immediately put a smile on my face. The fact that this cookie clicker game was short as well definitely made it a unique experience for me. Simple, short, but very enjoyable.

This game has a really solid gameplay loop and I really enjoyed the upgrades and escalating difficulty. However I felt as if the pacing could be improved if the earlier rounds were shorter. Enemy variety would also help a lot with spicing up the gameplay. Nonetheless a great entry to the jam!

This is one of the most creative concepts I've seen in this jam. Spinning a web and tying it into the mobility of the player spider gives it a lot of depth! However, I feel as if the levels (at least the ones I played) were slightly too easy. If you could add a twist to the enemies that would require the player to think about how they used their webs and how to navigate the level it would improve the game a lot. Great job overall!

I think the game would benefit a lot if the player had a window after they left the platform to jump. There were many times where I felt as if I should've been able to jump off the platform but I wouldn't be able to because I wasn't completely touching the platform. However I feel the spinning platforms has a lot of potential if the controls were a little more polished.

The sound effects were really goofy and fits a silly shooter arcade like this one. It was a little difficult to get the hang of landing on the bullets especially when there were a lot less of them in the chambers but as the game went on I found myself getting the hang of it. Overall a really solid entry!

A very very fun game with lots of incremental mechanics that stack together to create a puzzle platformer that dictates as much thought as it does rapid combinations in order to manipulate your character. There were some sections I felt were a bit too tricky to get past but managing to solve the puzzles was very rewarding.

As someone who also took the concept of "rotating the level to avoid stuff being thrown at you" this game definitely has a lot of potential. I would up the variety in progression, maybe have different types of knives or position the person on the wheel differently. Other than that an entry with solid gameplay!

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While this game didn't have a lot of levels, I can clearly see a lot of potential with the game mechanic that is already there, and the potential for even more mechanics such as levers, buttons, pressure plates, etc. to be added. A solid entry overall that I enjoyed playing.

Incredibly fun experience trying to control a ball really REALLY doesn't want to stay in one place. The aesthetic of the game and especially the different designs for the coworkers were adorable, and their mechanics were a great way of adding challenge and variety to the game. I did feel as if some of them had a couple of checkmate situations where I was forced to restart (the cactus guy is almost entirely at fault)  but being able to try over and over again definitely mitigated this and made it a hectic but rewarding game. Good job!

The aesthetic was unique and the game has a solid foundation for its mechanics, however I would've loved to see a twist on the game mechanic that requires variation in how the puzzles are solved. Solid entry overall!

This was CHALLENGING (in a good way!) despite it being so simple, and requires a surprising amount of thinking in order to get the hang of, such as planning combinations of clicks and managing timing in order to optimize sandwich output. Even without additional twists or turns this concept is one of the few that stands out enough on its own.

This was an enjoyable little experience with a lot of potential. I loved being able to move but not lift the house at the start as a little hint of what you can look forward to. I feel as if some progression or variation is missing to spice up the gameplay, but otherwise I really enjoyed the concept.

Incredible game with a mechanic that not only gets more difficult as it speeds up but had a surprising amount of twists to it as the game progressed. Managed to beat the boss at the end by the skin of my teeth. The aesthetics are also amazing to boot and is brimming with personality.

NO FEAR NO HESITATION CHOOSE

While I was developing there was definitely a couple of moments where my point of view shifted to that of the player so I get what you mean! Power ups were on my list of features but unfortunately not enough time :( Thanks for the feedback, really appreciate it!

You asked and I delivered :)


In all seriousness thanks for the compliment! I'm still a bit new to Godot so I don't know how to implement a global stats system unfortunately. Would've been nice to see how people performed on average.

This was a phenomenal concept and I thoroughly enjoyed the creativity of the premise and mechanics. There are some things such as not being able to look directly up or down without the camera going haywire or not being able to control my camera when repelling, but merging the atoms to create new chemicals was incredibly fun and if the movement were polished a bit more I could see myself spending hours on this, not to mention the insane and unique visuals. Great job!

How on earth do people come up with such polished games in 7 days

Adorable visuals, amazing level design and a fun level mechanic made for an incredibly brain twisting experience. No notes.

This was an intense arcade/puzzle experience with excellent progression and a great synergy of modules. They were all easy to understand and interpret and I found myself getting the hang of everything even as I got more frantic when handling different combinations of modules, not to mention the brilliant and silly ways the game conveys certain mechanics. The monster getting sick was my personal favorite. Phenomenal job, 

The spin mechanic was insanely effective at creating atmosphere. Dialing between channels and frequencies listening for anomalies really immersed me into the gameplay and made for a suspenseful experience. That being said, I felt as if some of the frequencies' range were too narrow, and there were many times I caught snippets of an audio recording but was unable to focus down on the correct frequency. Despite this, I had a lot of fun playing the game and really felt as if I was there frantically operating the radio.

The concept of this game is a clever one and one with so much potential. Being able to rotate parts of the level makes me think of all the potential ways that these components can interact with one another to create puzzles that you need to carefully navigate and choose in order to overcome them. I also found the giant pit of fire at the bottom of the map hilarious. A solid submission with a very very versatile concept at its heart.

I'm always a sucker for simplistic pixelart visuals and this game is no exception, and as someone who also messed with the concept with rotating levels I definitely have a bias for games like these. This mini metroid game has so much potential with its rotating mechanic, from careful level navigation (already demonstrated here) to future puzzle mechanics like environments that are affected by orientation. Loved every bit of this submission. Keep up the good work!

This was a very VERY fun game to play with a simple but polished artstyle. Only being able to move by shooting a spinning arrow is a simple yet fun mechanic to implement. It was a bit challenging at times, though, and just missing enemies by misjudging the spin and then being forced to reload can get frustrating, even with bullet time.  Other than that a great submission to this jam!

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This game has great puzzle design, and as someone that also ran with "spin the level" concept I can appreciate this mechanic being put to use. Needing to figure out how exactly to get the level to turn in order to achieve all the goals in a level was frustrating in a good way that made solving puzzles rewarding. Its aesthetics and silly premise are also full of creativity.

A great submission overall. Keep doing what you're doing!

I liked that the wheel had a lot of variety, and that there are clearly a lot of options for the wheel to land on. However, there is definitely the potential to give the player more agency to influence the decisions of the character, like messing with the probabilities of the wheel or being able to use certain abilities independent of the roulette. The mechanic of the game, while simple, definitely has a lot of potential.

This was a relaxing yet addicting experience with a surprising degree of depth despite its simplicity. Planets being able to make money different ways was interesting enough, but being able to grow the black hole to gain more points added a whole new aspect to the game, especially since that as it gets bigger, planets whose orbits might've been safe can get sucked into the black hole, causing it to get rapidly bigger. With visuals that completely immersed me, this was an amazing game to play.

What black magic did you do that allowed you to make this in a week.

Adorable visuals, Incredible mechanics, and 30 LEVELS. In addition of spinning the wheel to wind up your vehicles and managing multiple at a time, I'm not sure if this was intended or not but there were times that I had to "spin" the car when steering it to slow it down in the spot I wanted to land on. A phenomenal entry to the Jam.

A very unique concept that has a lot of potential. If there were a way to change up the enemies once in awhile or their configuration in order to add variety, I think that would go a long way. The core concept of being able to control which way you run in the wheel in order to outrun or be able to dodge the enemies is a very creative interpretation of the theme. 

The simple mechanic of rotating the space station combined with managing your resources and tower placement made for a wonderful experience. I also really like how the aesthetic complements the gameplay. Not only is the slow movement of the ship a way to force the player to think about when to move and when to stop, but the fact that the player is controlling a giant, unwieldy space station in a way prepared me for that kind of movement. A simple concept executed beautifully with amazing visuals. Good work!

A short and sweet game with a simple concept executed well. I can definitely see different variations of the mechanic that can give the game more depth as well.

I made the HP recovery a thing to balance out the ramping difficulty and checkmate situations, but yeah I did not balance the late game at all, it's pretty much impossible to dodge everything at a certain point. Glad you enjoyed it despite its flaws!

Your validation makes my heart feel warm and fuzzy

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I composed that music in the LAST TWO HOURS OF THE JAM so I'm really happy you appreciate it :D

A fullscreen would've been really nice to add, and an A/D or arrow keys option in accessiblity might not be a bad idea, although I feel that tying the control to the mouse gives players the option to perform split second dodges.

Thank you!

This was a simple but incredible game with the aesthetic to match. Needing to memorize the positions of the enemy was one thing, but needing to strategize your upgrades, timing, and ability to hit multiple enemies or needing to shoot enemies multiple times is a way to give depth to what is already a great concept.