Skip to main content

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

Greatgramcracker

104
Posts
12
Followers
6
Following
A member registered Feb 13, 2018 · View creator page →

Creator of

Recent community posts

Whoa, this is awesome! Very well made, and being completely solo blows me away. Definitely my highest rating for "Enjoyment".

I agree the UI is pretty unclear about the important fail state. The reason I didn't have a timer was because I wanted the 10 second collapse to be a surprise the first time, and also knowing the time makes players give up before they know about the rewind mechanic (since it looks unwinnable). But it would have been good to have a contextual timer that shows up in the last 10 seconds and making the rewind button more prominent. Thanks a bunch for the extensive feedback!

I suppose it isn't very clear UI, but you have the planet HP shown as a number on the left hand side beneath your energy

Very well made, lot's of good game design decisions with giving the right amount of leniency while still being a bit tricky. Very solid game jam game.

That was sick, it was hard to figure out what exactly to do, but the game gives you all the info you need, and piecing it together was very satisfying. Well done, one of my favorites in this jam so far.

Dang I was hoping to see more, but got stuck in an infinite loop of two text boxes and no text skip made me not want to restart. But then again, maybe that was [Intentional Game Design]. GGs, the art was great!

Question, what is the credit for the cover art?

It's pretty fun when you get a few orders back-to-back. I overall enjoyed playing it. Didn't seem like there was anything beyond increasing your score.

I was clicking so hard before I realized you can hold down the mouse haha. Awesome game, had fun with it.

I felt like the level design was evil, which I don't mean as a bad thing because it was evil in an amusing way and I had a few laughs while I got frustrated. Honestly quite a cool idea. Demands a high level of execution.

I'm not sure what human is capable of doing these types of tank controls, but it's certainly not me me haha. I think it's a good idea, just has a couple issues like the controls, and I wasn't able to figure out how you'd ever have the time or reason to buy the upgrades.

This is decent, I found the puzzles a bit obtuse, but I am guessing that's somewhat the point, since you are supposed to carry over the knowledge you have of previous loops.

I found it really hard, but that's probably because a game like this is best played with pen & paper. I think the audiences of a game jam game won't normally want to invest that much without knowing if there's any payoff. I could see this being very fun if the difficult was dialed back a tiny bit.

Cute game, great vibes, and nice art. The mechanics seemed cool, I'm sure you weren't able to reach their full potential in the time period, but I'd be interested to see a game like this develop.

Lowkey a banger, very tasteful use of the metal pipe dropping sfx

I'm glad you liked it, actually, 3 loops at the 80 energy stage is crazy. I never intended for you to be able to survive that long! You can reach the ending by earning 300 energy to fill the blue bar on the left. Huge congrats though for getting that far, the enemy spawn rate becomes frankly ridiculous at that point.

Hey, I remember you from the teamfinder, nice to see you made a sick game! This was a lot of fun, with some good puzzles and absurd humor. One of the best I've played so far.

Darn, shame you didn't get that much time to work on this, I can see a pretty interesting idea here. Nice job for essentially one day though.

I think with the given speed there needs to be a few adjustments to make things less precise, but overall the idea is well implemented, very well done, especially for what appears to be a solo project. The graphics were incredible. The music was good, although it probably should have not looped every time the player retries. I also experienced a bug that automatically just farmed points as long as fuel was spawning on the two planets I was auto-jumping between, and got a score of 59000 lol.

Pretty cool! A problem I ran in to was that the pace of the bell can't outpace the ghost coming to attack you, so if you are unlucky with your bell notes then you'll die even if you are doing the ritual, that was a little frustrating. Other than that, I like the idea a lot!

Would have loved some ambience, other than that the spooky vibe was on point. I could not figure out how to get out of the loop where there are two doors saying "Requires a key?" Was totally stuck there.

Very fun and amusing, and felt good to figure out in the end!

There was a bit of information overload I'll admit, but I applaud the commitment to getting all those interconnected systems working. This feels like it could hit hard with the right audience.

This is such a smart idea and well executed, awesome job!

I'm personally a laser-center, 2 solar panels on either side kinda guy.

Incredible interconnected level design, by brain was melting on some of those puzzles. There was tons of fresh puzzles and the platforming worked great, I'm amazed you were able to do all this in the game jam time period.

Very fun game! I was worried at first because of how sensitive the controls are and how many obstacles there were in the first level, but once I realized it was more about finding the right line to take, it was a fun, almost puzzle-like experience. The 3d graphics and oomph-y sound effects were a huge plus. Nice work!

Nice game, impressive for what I believe was a solo project, didn't encounter any bugs, and liked that you had full blown cutscenes. My main criticism is that there is no spin on the style of puzzle game that comes from the theme, it seems to be exactly as expected.

I'm not sure it worked properly on my machine, but I can see the potential of the idea. Unfortunately I had too many bugs to know if I was experiencing it properly or not.

Excellent game! If you expand it post jam, I'd love to see enemy variety, some sort of simple background, and more incentive to use a diverse set of weapons

TYYY, Skullball was also a sick game, one of the best I've played this jam!

Kickass character and enemy design

Actually super creative. Fun experience, I wish it had slightly more polish though.

Dang I wish there was more. I could actually see this being really fun. The first level was great at teaching the mechanic

This is quite nice especially for a 48 hour game. I think it was bugged and I couldn't finish a level even when I had more that enough pixels (unless I needed EXACTLY 50 pixels)

TY!! Yeah, I figured out that bug a bit too late to fix it. It happens because the potion icons get sorted on the shelf but the index in the list of items that the icon corresponds to doesn't on first load, so if I didn't put them in the right order in the level data then they have mismatched IDs.

It was trying to get past the spikes and beating the big guy in the narrow corridor. To be honest I couldn't reach level 2.

Yoo this is awesome. The art is nice and the idea is super cool. I did think the initial area was pretty difficult but maybe there was something I missed.

Wow the art and gameplay are so nice and well thought out. Amazing work!

Wow I loved the mechanic of throwing the pieces, and the indicator of where they will go was literally a lifesaver. Fun idea!