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theBigIsaac

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A member registered May 10, 2020 · View creator page →

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Judging by other responses, it's likely the controls were working as intended, I've just done a poor job of explaining them.  Hope you still enjoyed what you played!

Oh no, I hope you're okay! Glad you enjoyed the game though :)

Good idea, I'll add an alternative control scheme at some point once the voting has ended

Thanks for the feedback, if you could explain a little further I'd really appreciate it!

The visuals breaking was intentional, to match the feeling of breaking speed itself, if that makes sense. I had a lot of issues trying to get the aspect ratio working in web, pretty much took up my last few hours of dev time, sorry if it caused any issues, but I'm glad you enjoyed the game.

Thanks for the feedback, I'd love some elaboration if you have a moment

Thanks! Glad you had fun

Really fascinating interpretation, I'm glad you liked the track!

Thanks for the kind words!

I'm glad you enjoyed it!

Thanks for the feedback! I did tinker with that, but I couldn't find one that didn't interrupt the main flow of the track, but definitely something to think about if I ever return to it!

Thank you, I'm glad you liked it!

Thank you so much!

I'm happy to hear you enjoyed my game!

Titanfall 3, is that you? Absolutely loved the movement mechanics in this, they felt so snappy and fun to use, chaining kicks and building up momentum felt so satisfying. It feels like it could be a really fun speedrun type game, all it needs is a final time at the end. Also the sandbox mode was a fun bonus.

I really enjoyed this, the cloning mechanic just felt absolutely chaotic in all the right ways, having 30 different versions of me all madly rushing the boss at the end was just incredible. The dev sandbox area was also a fun addition.

Having useful and detremental power-ups is a fun addition to the flappy bird formula, that still fits the tone of the original game.

I really liked how the controls felt, using the placement of your mouse in relation to your character to control their speed felt really intuititve, and gives you the option of speeding through the maze, with the risk of hitting more obstacles if you're not precise enough. Combat also felt very satisfying, with the element of timing and some nice sound effects. I also really appreciated the bloody footsteps giving you a breadcrumb trail to where you've already been. Great work!

Thanks for the comment! That's a great suggestion as well, definitely something to add once the jam is over.

I originally planned to have enemies that shot at the player, so I included them as a type of 'dodge' move but then I never ended up adding those enemies. I suppose they could help as a last ditch effort if you're low on mobility, but yeah, for the most part they're just gonna screw you up haha

Better luck next time! Thank you for the supportive comment (and helping me out with the web stuff :p)

I actually liked that the ball lagged behind, made it feel more like a timing challenge, rather than one of precision

Love the spinning item visuals in the inventory, and that ending.... D:

I'm glad you enjoyed my game! Sorry about the browser issue, has been fixed now!

No no, your help is very much appreciated, I completely missed that setting, thanks for letting me know!

Done! Thanks for the advice

I absolutely love this aesthetic, and how you've incorporated the limitation. Level 5 was definitely the hightlight.

Fun game, I thought the progression and the discovery of items as you travelled through the hole was really well paced, which works to prevent the looped trips from feeling stale. I also appreciate that the horror elements were more psychological horror than just jumpscares, but I would've liked to see more horror elements. Overall, a great experience, I can't wait to see what you do in the future.