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TheRealMightybjorn

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A member registered Oct 11, 2023

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Thanks for the feedback! Yeah, we sorta ran outta time to do more intensive playtesting and balancing :/

Absolutely insane concept, pulled off really well! I would have liked some sort of obstacle, or challenge, but it is fun to just be an all-consuming meat monstrosity. Especially considering the timeframe for this jam, great work on this one. The vibes are immaculate (horrifying).

Hopefully I can get this working at some point, but Windows literally will not let me download the game because it detects it as having some kind of virus :/

Nice concept with a cute art style! I super appreciate the inclusion of a proper menu screen with settings that fit the art style of the game, that's not something I see enough of in game jams lol. That said, the player movement was a little weird and unforgiving, almost like gravity was too strong? Not sure how to describe it. I also liked the hints at a story when the hole changed with each color layer :)

This is a really cool concept, and I enjoyed my time with it! That said, there were a couple things holding it back. I think the movement would feel more engaging if it were a bit more "slippery", where the player has more momentum and acceleration. A wider racetrack would also be nice. Overall, solid entry!

Solid idea! In my opinion the enemies shoot a bit too fast for it to be fair, especially since the player can't shoot while moving. Also a settings menu with audio controls would have been nice because the music is quite loud lol. I liked the narrative and bits of dialogue. Not bad for a first entry!

Interesting concept with cute art, though it definitely could have benefited from more instruction or a stated goal. It's kinda hard to figure out what makes you progress. Sound design could help with that, to make the game feel more responsive. It's a good start though!

Glad you liked the sergeant character, I sure had fun voicing him! Sorry about the screen  not updating, that bug unfortunately seems to happen every time you die in this version.

Thanks! Yeah, unfortunately with the scope of the project we ran short on time for fixing bugs 馃槄

We used Godot for Pogo Loco, so I鈥檓 not sure how it鈥檚 done on unity. DTG might be able to help though, he鈥檚 the programmer.

Thanks! We鈥檒l definitely be turning up the I-frames a bit 馃槄

I鈥檇 also be interested in making a version where the jump is simply a space bar tap when you鈥檙e on the ground, but personally I enjoy the difficulty curve of learning unfamiliar controls. Thanks for your feedback!

The movement definitely takes some getting used to, but that's by design!

Yes, we are currently working on a solution. We're not sure what the issue is, it only occurs when the game is exported.

Thanks! The lag seems to be dependent on the power of the machine you鈥檙e running the game on. DTG and I can run it fine, but I鈥檇 imagine it would lag a decent bit if you were playing on a laptop or something. We hope to optimize it better in the future.

Thanks! We're already implementing more features, so stay tuned!

Awesome game! Visuals are clean, sound design is satisfying, gameplay is a good concept and executed well. I only wish there was some way the game got harder as you progress, and another rune shape would be cool as well. Overall, well done!

Thanks! In terms of guidance for factories there is some stuff mentioned in the tooltips, we would have wanted to add a tutorial with more time but we got rushed toward the end unfortunately. Cover photo is about to be remedied!

We also noticed this problem with the AI. In the future we might have the ability to click on an enemy to have all models within range target it, or something like Bloons where you select the targeting mode of your modules.

Neat idea, gameplay is a bit confusing though. Especially without any sound, it's hard to tell what the game wants you to do. I can see this becoming a solid infinite game though!

I really like the gameplay variety and art style here, but as others have said it's a little hard to tell what to do. The only instruction is on the page itself. I think some in-game tutorial stuff would have gone a long way in making the gameplay more fun.

Unfortunately adding features takes way longer than just making more things with the parts we already have done, so we weren鈥檛 able to implement as many things as we wanted to.

I also experience some lag with full screen, but the physics work as they鈥檙e supposed to. Not sure what鈥檚 going on there, sorry.

Cute game! Since the audio and art are outsourced I can really only comment on the game design and programming, which were good. The levels were fun and I like how you gain more control of the scaling abilities as you progress.

Super neat idea! I like the writing and art style. It was tricky at first to tell which objects could be broken and which couldn't, but I figured it out and didn't have issues like that for the rest of the game. For some reason the scaling buttons weren't working (like, nothing happened when I pressed them) for the first minute or so of play time, I'm not sure why that happened because they worked perfectly fine otherwise. Cool game!

Very nice game! The upgrade system adds a lot of interesting replayability, and the graphics are charming. Really my only criticism is that the tougher enemies don't seem to drop any more scales than the weaker ones. There just isn't much of an incentive to go into the depths.

The game is definitely incomplete, yes. We had several pages of dialogue and sprites for other characters, as well as more puzzle designs, but we ran out of time to implement them ultimately. Sorry about that.

Thanks! Wait I can't believe we didn't check what would happen if you're inside one of the walls in the other world while switching... sorry for that oversight.

Thank you for the kind words. And yes, boughgough is definitely a Flowey-inspired character.

You鈥檙e absolutely right about the gameplay. We had several other NPCs with sprites and dialogue and a few puzzle designs we would have liked to implement, but in the end we unfortunately ran out of time.

Thanks! I do recommend resetting the game and getting to the ending, as that鈥檚 one of the things we鈥檙e most proud of.

Oh dear, I haven鈥檛 seen that happen before. Definitely a bug. Glad you enjoyed the rest, in spite of that 馃槄

My secret is barely getting any sleep :P. Sorry about the softlock, how exactly did you do that? We didn鈥檛 have much time for playtesting so some things may have slipped past.

Glad you had fun! And yeah, the perspective is a bit weird. It鈥檚 a 3D world imperfectly flattened to 2D. I too have had some trouble with the laser…

That鈥檚 a good point about the shadow, I just relied on where the character himself is in order to see where to hit.

Super awesome concept, and I love the art and music! The controls make sense, and there's a whole lot of content here. My main problem is that it's just too hard. There's not enough time to set up turrets and fighters before high-level mechs start coming in, so I never get access to all the features you implemented. I think having more time before the first wave and having the first few waves be lower level mechs would greatly improve the play experience. Nice work though! I would totally play a full release of this.

Glad you had fun with it!

I like this a lot! I found it cool that you have to eat some flies to use stuff like trampolines, but you can't eat too many otherwise you can't get around tight areas. However, I did have some difficulty with the controls. Double-jumping felt inconsistent, and I think for this type of game good movement mechanics are really important.

I got stuck on level 9, but I really like this one! Once the later levels implement rings moving together, and you have to use the mechanic of moving your cube before the path is complete... it becomes very satisfying. I could see this having some real success on an app store.

Great concept, and I like the silly faces on the flowers! It's cool that you're able to change the instrument of the music (synth is my favorite), I haven't seen that done on any other submission. That said, I think audio sliders would have been helpful because I found the sound effects to be rather loud.