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TommyKarate

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A member registered Aug 16, 2021 · View creator page →

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The visuals look amazing! I've done one playthrough so far and got jumped by that antlered dude pretty quick. I'll be coming back for more though. Only feedback so far is the character appears to be way bigger then the interior of the house, like the doors seem small. And the mouse sensitivity is insanely high.

Very well done game and very addictive. I almost did not want to leave the forest.

Very fun game! The world switching mechanic is similar to something I did years ago (don't look it up it's incomplete and horrendous), but the barrel moving mechanic was a very nice touch as well!

The game itself was very on theme and very fun! Visuals/audio are fantastic as well! Only feedback is the player control script being a bit too sensitive. That last portion I hopped over that barrel about 15 times and almost raged.

Pretty good platformer! I think some death animations for the bad guys would have put this one over the top. Maybe a cue sound when you open a gate as well or some indicator.


The mechanics and platformer controls themselves were very smooth and made for a fun play!

My goodness this is incredible. Great job all around! My only complaint is it's not longer!

Very fun zookeeper-esque game. Felt like feeding cows in Minecraft. The fruit looked a bit disturbingly like the animal I was feeding it to.

Insanely well done anomaly game for this jam!

Great mechanics, music, concept, art and the game definitely meets the theme! Only feedback is I do not fully understand what I was doing. The serotonin from claiming villages was great, but then an eyeball comes out of nowhere and tells me I deserve my fate. Yeah okay buddy haha.

Very well done for a game jam all the same. With a bit more of a tutorial I think it's bordering on perfect!

Absolutely, best of luck!

You were one monster in the forest away from being Slenderman! Visuals were great and the map was designed well. Think you just needed some sort of element, like a monster  or something to up the drama. The time factor doesn't seem to really do it for me.

Think the flow of the game needs some work. I think it was a nice concept. Running a store with an emotional egg feels very on theme.  But some simplification would have been good for this Jam I think. I got to the part where I enter the credit cards a couple times and got a bit lost.

Think some gameplay elements are missing, but I think the idea would have been sound for the game jam! Think the camera needs to be brought in closer to the streets so we can effectively monitor for strangers? Or she light on them in some manner to help bring attention to them.

Very cool concept with the endless runner! The gameplay was super enjoyable, and the theme was spot on. I some of the actions were a little bit clunky at times, like jumping mostly. But a very well put together game for the span of a week!

Very well done and simple mechanics! Never used the portal in the last level, had a platform shoot me up onto the ledge lol

Very fun gameplay and mechanics! The puzzles were very well put together and challenging at times! One piece of feedback I can think of is to push the theme a bit more, I see two strange worlds in the description but I kind of glossed right over that when playing the game. Also, I don't know if it's because I didn't play full screen, but I had no way back from the settings menu

I like the mechanics and being like any other blood cell floating around. Some feedback, I think the player needs a bit more guidance on what to do or where to go.

Yeah Itch was being pesky with the ratio, got it to a working state and moved on tbh hahaha

Very good feedback thank you!

Fun platformer! Very smooth mechanically, I will say I jumped off that duck several times and one of those times I went flying at supersonic speed out of orbit, did make it back to the room to escape though.

Nice elevator work! The reveal method was good as well, if there was more time it would be cool to see what a concept like this does with more time. I like the art, use of glow in the reveal, very nice!

Haven't figured out how to land yet, but that's how everyone learns to fly. Fun concept, a great framework for something bigger!

Haven't figured out how to land yet, but that's how everyone learns to fly. Fun concept, a great framework for something bigger!

Very well done game and it's nice to have some friends down there with you and cool you can toggle between them. I will say running it on my browser is a bit busted, if there was a downloadable version I think I would be able to play it to a fuller extent.

Thank you! Yes the goal was 100% to keep it simple and create the most finished product I could muster. Thinking I'll take more risks with making the game challenging in the next game jam though, throw in a couple of twists as well!

Very fun gameplay! Think it's just missing something to help push the theme. The map design for the arena was very good!

Insanely great game for this Jam. One of my favorites for sure! Only thing is, during the large room portion there were some invisible walls, I never saw what made them go into play either.

Also was not able to play on browser, had to download it (worth it!)

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Whew, why was this so hard lol

Very well put together and great gameplay!

The wind mechanic was fun! I think that is a really good core concept for what this game could have been. Honestly a couple of UI indicators or a timer of when the wind would strike could have gone a long way with this one. I don't know if my computer was bugging out with the background either

Is it creepy pee pee or spookie dookie?

Very good puzzle platformer! 10 seconds for a reset of the level but keeping the character unchanged was a good nod to the theme

Loved the art of this game! The sound effects were also very on point, well done!

Currently, with the way the levels were designed, it kind of feels unintentional, like you put a couple of goals together to make use run around in a circle. We as humans are suckers for patterns. Maybe when you build a level you can think of one portion of the level design to build around that create a pattern. Some examples would be like the shape of the map, you could make it a large paint brush, or a color pallet. Or just completely focus on spacing patterns. If you think about it, most games when you're dungeon crawling will have small space, big space, small space, big space... all the way until you get to the boss's layer. I think just implementing something like that will go a long way for this game.

Very fun combination of puzzle and platformer. Won't lie I could not figure out the last level at all

Definitely strange. The credits at the beginning had me hesitant to trust the game was over when the start button reappeared haha. Very good suspense builder!

Tricky game! Pretty fun, great use of gravity!

Very fun game concept, felt like the old COD zombies days a bit! I also like the color pallet. One improvement I would suggest is to drive the theme a bit more. We're at the dying lighthouse in the last anchor of light according to the description, I think a cutscene or a visual could presented that more. Still, a very fun play!

Thank you! Definitely could have made it harder, figured for a Jam keeping it quick and easy would be a positive. Maybe not though! Had ideas though and if I ever return to a project like this would likely implement

Thank you!

I had other ideas like taking way the indicators after so many levels, making the planets move faster, increasing the vignette, etc.. But my focus was building the most complete game possible and pushing the theme. Which that pesky radio UI became the focal point for that.

Definitely could have made it harder, I figured for a jam easy and quick would suffice.