Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

thebigmoose

53
Posts
2
Topics
6
Followers
11
Following
A member registered Jun 06, 2020 · View creator page →

Creator of

Recent community posts

wow this is crazy fun, i'm 100% gonna have to come back to this. the vibes are just immaculate.

haha had a blast with this omg, just plain fun. I loved how absurd the whole thing is, fuckin pill shooting laser beams to protect some very handsome organs. I cracked up every time the pathogen warning came up, I'm such a sucker for that kinda boss warning screen. 

haha, such a fun little experience! I kinda love how you pulled from a couple different consoles here, some DS, some wii, some PS1 with those loading screens. Just a neat little treat!

definitely gonna have to return to this one, was having a lot of fun with it! I love how you can whack the bombs with the sword into enemies, it was so satisfying whenever i got that shot haha. Also the sound design's pretty interesting, the music combined with no sound effects gave it this really eerie feeling that i really liked. Would totally love to try an expanded version of it!

holy shit that was such a fun little game man, managed to become gainfully employed :0 Love the concept, the theming was great, and i really loved the level design, those burger smashers had me freakin haha

wow!!!! what a great little puzzle game, simple but hard to stop haha. also holy hell that's a lot of levels for a game jam game, it's basically complete!

ha, this was really fun! Kinda janky here and there, but i love the idea here and it'd be really cool to see more! I think my only major gripe is that the tutorial area was crazy hard to navigate just the ground/walls/ceiling were just two flat materials

Seems like it'd be really neat, need to get some people together to really give it a go. Concept seems wild ha.

haha AAAA i love the visuals here. I'm such a huge sucker for 3d renders, just so damn fun. Really great use of the theme too, really felt like something that I could have played back in the day. Awesome job!

Ha, this is totally sick. I love the homage to f-zero here, even making the NPC cars kinda jitter about! Really nice touch. Could def use some polish, controls could be a bit tighter, there's a few bugs here and there, but overall you got a great base to work off of here! Keep it up!

hooooooo man, this is fun!! I looooove the whole "ammo" management thing going on here, having to constantly decide between shooting, absorbing, or letting slimes coalesce so you can get more sludge was super fun and made for a very intense finale!

I love the music here too, pretty chill while not feeling out of place with the rest of it. made a really great backdrop to everything ha.

I kinda wish the power ups were better explained? i only got two of them, and i only figured out what the revive did. It'd also be nice if the slime pumps worked just a bit faster.

You got something really solid here, I'd love to see this expanded on with more levels and power ups and such. Great work!!

God damn, when you guys brought this to the playtest i was shocked at how much y'all had gotten done in those couple weeks. Still absolutely floored, you've got so much for the amount of time put in. I love the gameplay loop, you've got that MMBN type combat going on, but with enough of your own spin that it feels fresh.

Just a couple notes, controlling 4 characters at once can be kinda taxing when everything is real time. I found myself springing for auto casts more often then not just cause it meant i had to manage fewer units. Not sure what the best solution there is though, reducing the number of units might remove some of the game's depth, maybe having some kind of rudimentary auto pilot the player could turn off/on would be neat but difficult. Could even allow the player to make adjustments while the game's paused! 

Also, i kinda wish there were either ways to revive bots mid fight or just have a surrender button haha. There were a couple times where i found myself in a situation where I knew I couldn't possibly win (like, having all my offense bots die) and wished i could have just thrown up a white flag.

It would also be nice to be able to skip weapon options, or maybe allow us to repair bots in lieu of taking a weapon? Really any kind of option to heal would be greatly appreciated.

All in all though, suuuuuuupppper solid. You've got a great base to build on here and you should absolutely keep at it, I'd love to see where this goes!

Man what a treat. I still need to finish it (sorry, i want to have time to review everything haha), but I'm def going to sit down and try to. We don't get enough games that embrace frustration these days, it's great to play something that hasn't been so smoothed over.

I also appreciate how you kept the mechanics fairly simple. While I love me some complicated games, I also really love when a game has such a simple concept but goes over it so thoroughly in the level design. It makes that simple design feel complete and explored.


Great work, keep that shit up!!!


P.S I love the sonk title card lol. Was playing this on one of the CRT's we're gonna use at the showcase and it looked great

ha, this was a blast! The puzzle design is really well done and y'all really went hard with your theme. I think my only advice would be to maybe tutorialize a little bit more, i wasn't aware that rat corpses would block lasers and continue to activate switches until i did it on accident.  I also really liked the music, super chaotic and fun though it could be a bit repetitive by the time you get to the second to last level.


All in all though, really solid!

ha super fun, i *really* love the concept here! Also wow, the  visual polish here on a week long jam is great,  it all looks so cohesive! I think my only feedback would be updating the enemy hitboxes, a number of times it felt like my bullet would clip the sprite but not register as a hit. But yeah, great work would love to see this even more fleshed out!!!

thank you!! yeah, audio is def a big next step. I've never really done audio so i think it'll be a really fun learning experience haha. I'm glad the tutorials worked out! I was really trying to go for an incremental learning thing. I think in the next pass i might have a few normal levels in between each tutorial to kinda further cement those patterns in players

man i loved this, from the writing to the character design to those wonderfully playful camera angles it really felt like a mini-grim fandango type deal. Please keep workin on it, i'd love more!

aaaa, thank you so much!! Legit hearing people say they want more is so damn rewarding, there will 100% be more coming! Also, i was wondering if anyone was gonna manage to cheese it or not haha, I tried to keep things as tight as possible but players find a way i guess!

aaaah actually that one's on me lol, i didn't put that the slush effect works on ice in the tutorial! I def should have in hindsight, i was kinda worried about that interaction not being clear. Yeah, an undo is definitely gonna be necessary. Thanks!

That was awesome! The writing, the art style, the audio, all really excellent! Also man that ending haha, i love that kinda stuff! Would love to see more stuff like this

neat game! fun and to the point!

Super fun! didn't have time to finish it all right now, but will def be coming back to play more later! Would absolutely love to see this expanded on!

Only note i have is that the shop doesn't seem to work properly? buying things didn't take any gold off my counter lol

Oh hey, I think you forgot to include the .pck file from the godot export...I wasn't able to get it running :(

They'll never forget that he's him after this one :nod:

Hahah oh man this is great, really felt like one of those old school flash games you had to play at night so your parents didn't catch you. Loved it

Ha, this was super fun! Really brought me back to playing a bunch of newgrounds christmas games over winter break back in the day!

woah! this was awesome!! The art, the sound design, the writing, the mechanics! All around super solid, especially for how much time we had!

I really loved the humor in everything, like somehow using the knife to cut through the river and the character just accepts it haha (ruined my run though, losing that knife is rough!!). The pixel work is top notch here too, great enemy design and implementation and god that fire looked so damn cozy! I feel like I could easily sink into this game and just mosey around the woods seeing what there is to see.

I think the only couple issues i have have to do with encounters, it was pretty common for me to run into the same encounter back to back (some of which can be *very* punishing!) and it was pretty easy to wind up in no win situations wrt combat. I feel like the latter could be helped by having the punch attack be useable even if the player has healing items.

All in all, *very* well done! I would absolutely love to play more of this, PLEASE keep working on it!!!

Really neat! The sound design and writing were great, i loved the rough painting style of the characters too! Pretty impactful for such a short game too. I love projects like this that force you to think your motivations through while also challenging those motivations. Great work!

Really cool idea and fun use of the prompt! Took me a little bit to figure out the rules and how to even get the game started, but it was fairly smooth sailing once I did!

I also had to use the leave location exploit, the game very much didn't feel beatable without using it at least a little unfortunately. I think increasing the draw size on end turn would alleviate that a great deal, only drawing 2 cards per day feels very limiting especially when you're not guaranteed to come across every clue in one run of a location's deck (went all the way through tokyo without finding all 6!).

That aside, I had a lot of fun with this! Would absolutely play a full version if y'all continue working on it!

Thank you! That was a pretty big focus when I was setting the levels up, I really wanted to make sure players had every tool in their belt they needed to succeed. Def gonna continue focusing on that when I get back to making more levels!

Thank you! Pokemon was actually the biggest inspiration here! I always really liked those puzzles but I felt like GF never really expanded on them enough lol, more puzzles to come in the future for sure!

Thank you!! yea i feel like there's still so much room to play around with just the few mechanics I've got in, but there's still so many more elements I want to throw in :). Out of curiosity, which puzzle did you get stuck on?

Also thank you so much for the feedback! Funny enough, I actually had a rewind system (with bookmarks!) planned, but I didn't wind up having the time to put it in lol. Audio is a big thing too for sure, I'm gonna be spending time in the FL studio mines figuring my way through that haha. Also yes, faster movement for sure!! that was something i'd heard back from quite a few people so it's def top of the docket!


Thanks again for playing and putting all that thought into feedback, it's greatly appreciated!!

thank you so much!!! It makes me so happy to hear all that,  like it's legit so validating! I'm def gonna keep working on it cause there's still so much I want to do haha, i feel like i've barely scratched the surface of what I can do with what's in the game already

nothing else really, i'm still able to move around freely. Neither of the book cases do anything, the door leading further into the building is locked, and I'm still able to leave the building and walk around the outside. There's a black pit in the middle of the room I can't walk into or interact with

Oh man, I love the vibe here, very ominous. I love the contrast between the overworld visuals and that scene at the end, the tonal shift made it feel so much more serious and otherworldly. can't wait to check a full release! 

man, i wish i didn't get softlocked after the first VHS tape because this absolutely rules. Like, you really have something here man, from the concept to the visuals to that intro like, moodwise I would eat this up. INSANE you got made in RPG maker like, I couldn't imagine how much you had to work around to get this, serious props for that. please keep working on it, i will 100% play on release.


Also did anyone else get softlocked after the first VHS? I'd like to keep playing, but I basically can't interact with anything after that point. I think the corpse in one of the preview images is supposed to spawn, but for me there's just a big void.

nice job! took me a second to get used to the controls, but i liked the glide and slam mechanic a lot! 

That was really fun! Really frantic and engaging gameplay loop that has a lot of potential!

man this was awesome, legit makes me want to make it on that leaderboard aaaaaaa. The spritework is top notch, the music was super fun, and I really love the concept of playing the little mini games before the main event. Like sonk said, very reminiscent of the chao garden! 

it'd be so sick if you kept workin on it, would seriously be a perfect game for the Playdate! I bet you could think of some really fun uses for the crank haha.

Great job!!

thank you!! that tv was a really last minute add haha, I'm really glad it played well! Also yea, it's actually a pretty close recreation of this apartment I lived in over by the logan square/hermosa border lol. It's a kinda generic three flat outside of that weird deck, I was kind of hoping to hit an uncanny valley feel but for buildings.


Also thanks for that note! I'm guessing I have to normalize the look speed somehow lol, I'll definitely fix that as I keep working on it!