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A member registered Oct 02, 2020 · View creator page →

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We ran into that too, we're still trying to balance out the numbers lol. Thank you for the kind words!

Thanks for the lovely comment! And yes, we all hate that little bastard, he will be nerfed.

Thank you glad you enjoyed it!

Unfortunately, It isn't very intuitive and feels very RNG based with where the mom will go next. I can't always tell where the next fruit will spawn. The mom would just break my ankles very often even if I give up fruits to dash. Also I understand that the point is to just reach the moms next location before a certain timer runs out but it doesn't feel good to lose a fruit to do this since it is almost always a forced action when the next fruit spawns far away (also with RNG).


I enjoyed the movement itself though - it was fluid and felt clean to dash.


Fun art style but the audio was basic and repetitive - also very loud with no settings. I understand it's a jam so this is not meant to be harsh criticism, just some thoughts you can carry over to your next idea/project.

Glad you had fun :)

Extremely polished for a jam game - The visual feedback on enemies, the slot machine (gun) mechanic and the clean movement and UI really wrapped this game in a nice way. Very cool "spin" on the theme, I can see this easily developing into a proper release some day! 

The idea is great and of course with any type of roguelike game in a game jam, some balancing is bound to require adjustments. Some feedback I have:

- Since coins dropped by enemies are automatically drawn towards and collected by the player, it can get visually confusing when some enemies fire projectiles in a crowded room since the coins and projectiles look alike, maybe the player collects all coins in a room only once it's cleared (unless they walk over them of course).

- The dodge roll mechanic is a nice but way too abusable since its cooldown is nearly neglegible. I could practically spam it in between shots. Maybe a shorter cooldown with a potential UI indicator to show when it's ready again.

- Enemies have very high base health it feels like, even before they scale up, I was on a floor with enemies that started at half their hp and it was still taking a while to clear singular rooms with many gun upgrades.

- The slot machine gun mechanic is great but since we are able to reload any time, there is no exact tradeoff with it. I can just reroll until I get a decent combo of perks. I understand it is balanced by a limit ammo amount and the fact that you can't sit still and reload while enemies are after you. However, it didn't feel like an actual risk/reward mechanic, maybe you could force the player to use the gun they rolled OR pay a small gold fee to force it to reload (and reroll) into a new combo - this could introduce interesting thought processes depending on the current guns ammo, current gold, etc.

- Maybe it's just me but I got way too many cherry upgrades when I would appreciate more damage, especially with the tanky enemies.

Overall, great job - the style, core mechanic, and feel of the game really compliment eachother well!

Thanks for the feedback, glad you enjoyed it!

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Hey! Game is working fine for us on web. Try again on Chrome or a different browser maybe. Let us know if it works!

Love this poly art style with rough edges, really sets the vibe for the game. The character portraits were pretty cool, accountant goes hard.

Unique take on the theme, the dialogues were funny too lol

Love the whole game show vibe, it's so cool. Time trials were really fun too! R.I.P Pyjama Man though ;(

Didn't catch onto how it related to the theme but a very interesting game nonetheless!

Art is absolutely gorgeous and some of the interactibility like picking the rats up is just so fun. Lovely animations too <3

Awesome artstyle with fluid platforming. Spinning the entire stage is an excellent mechanic and you made it work so well. Cool level design, had me retrying a bit  :) Awesome job!

UI and SFX are absolutely brilliant. Super slick and clean. Nice interpretation of the theme too!

Clean pixel art and a nice touch with parallax backdrop. Would be cool to see what interesting mechanics you could include within the "Bohnny Javo" Universe :)

Lmao yeah better late than never I guess :) We actually took inspiration from some of those simple mobile games from back in the day but added some wacky physics and merging, glad you liked it!

Appreciate it! :D

Thanks you! We enjoyed making it and adding a little bit of a wacky twist to the physics and game overall :)

Thanks for the kind words, glad you enjoyed!

Yeah! We had it so that each type of slime cat would have it's own slightly different movement and physics attributes. We didn't want to explain too much so we design some levels to showcase these differences intuitively.
Yeah, the music was very last minute and the sound effects are actually present but wayyy too low lmao, thanks for the feedback!

Yea, we didn't have much time to go back and improve the inconsistent physics but we though it added some wonky and fun behaviour in places, thanks!

You're pretty cool and a unique little character! 
Also thanks :)

Thanks for the detailed feedback, the goal we had in mind is to get required types/elements of slime (cats) into the goal pen which we displayed on the top right of each level. We opted out of text descriptions to keep a simpler experience and design overall where players would have to use their intuition and a few tries of figuring out the main mechanic to really get going!
Also yeah, some levels were simpler as we kinda put them together last minute, we had just enough time to get a somewhat working build with all the basic mechanics we wanted to display.

Thanks for the kind words and feedback, we will consider it all for our next games :)

Thank you so much for the comment! So happy to hear you enjoyed:) 

Yeah could definitely use some adjustments in that regard. Thank you for your kind comment :)

Thank you very much for your kind comment:)

The electric and water ones create a storm slime which makes it go through objects and also move unpredictably, very hard to control (but definitely way too hard for the purpose of the puzzles). Thank you for the feedback and the kind comment:)

Absolutely agree, hopefully you had fun experimenting still! Thank you for the kind comment:)

thank u appreciate the kind comment:)

Thank you for the feedback:)

Thank you for the comment:) Hint: a certain part of the room reveals a path when you beat the pong part. It's the way forward.

It was very difficult given the size of the assets.

Seriously one of the most polished and detailed games I've played on itch. Lovely work <3

Thanks for the kind words friend 

Thanks for the feedback! Unfortunately we didn't have enough time throughout the week to improve the game much or balance it as much as we had hoped, but we learned a lot for the next one :)

Incredible level of polish in such a short time, feels great to play, really smooth.

Love the different options and the music. Well done!

Crazy level of art and polish, very relaxing.
Love the music, good job!

Thank you, means a lot! 
Yeah, for sure there are some bugs and edge cases we couldn't consider in time for the jam, thanks for the heads up, we might revisit the project later again :)

Thank you for playing and for your acknowledgements of the features we worked on :). Glad you enjoyed and thank you again for your kind comment