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TooruPliskin

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A member registered 57 days ago · View creator page →

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Thank you! What kind of improvements would you have liked to see when it comes to movement?

This game spoke to me in a LOT of ways I don't even have the time to get into. Impressed by the mechanics, looks, and vibe most of all. Thank you for this submission, extremely impressive again for a 1-man project. 

Thank you! I'm curious as to which ending you considered to be the "good" ending!

A beautiful experience inspired by the best of the best in the field of time-centered videogames. Unfortunately I had to quit during the last level as I couldn't figure out the solution to the spiked block that moved up and down, but I'd seen enough to hold this game in high regard.

This might just be the funniest, wackiest, and most satisfying game of the jam for me. Although very easy, and maybe the days could have gotten longer over time, I absolutely adored vacuuming the life out of everything in that room, to the point of sucking in the very RAM out of the game. Incredible!

Very specific but reminds me of the wave of "GO" Eidos games that came out on mobile phones and PS Vita.

Going through the game was simple and quick, I feel like past experience playing games such as Skyrim or the Kyle Hyde Saga had me guess the intention behind the minigames, and I could see it being unclear to different players. Visually it's pretty, and I kind of wish there were more levels/rooms to explore.

Note: You should reset all your crucial variables at the beginning of levels to their initial values. After completing Level 1 it becomes impossible to replay it as crossing the door just triggers the ending.

Only complaint was that it ended too soon. This would actually be fire if expanded into a larger game with various "wanted" characters by physical description. 

Clipped out of bounds and fell out the map on my first attempt LOL.

Right afterwards though I managed to play the game which was fine and a straightforward experience with an attractive artstyle, perhaps more variety could have been thrown in there but time is always a constraint.

I LOVED every design aspect behind this one, definitely a game made for me among few others, you've got my thanks for the experience!

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Very good concept and I loved all the enemy variety. My favorites were the mushrooms and those that look like Chain Chomps!

Also - the CRT-looking screen is lovely.

I really wanted to enjoy this game but couldn't seem to figure out what colors were or weren't "friendly". Also despite the instructions on the game's page I wasn't sure what the "next" color indicated? I liked the relaxing sound design. If you'd clarify these points I'd be willing to play it again!

Hey, good job on getting an ending! You can find blood in more or less hidden blood tanks dispersed around the map, or by sneaking on enemies and drinking theirs. You can also trigger an ending by defeating ALL enemies, or attempting to drink something else than blood. Hope that helps and happy jamming!

Couldn't tell how the distraction mechanic was meant to help with some guards in the corners, otherwise cute game and quick to finish.

Fun clicker-like gameplay although I couldn't get how to unlock the middle upgrade nor its required item. Easily addictive!

Love the inclusion of "6" in the title.

Was quick to judge upon discovering the gameplay but was then left amazed by all the little characters (Clippy I've missed you!) and a simple yet great punitive choice system. So good.

Thank you Stanley! I just went with the flow, perhaps coming from a modding background helped too.

Spent more time than I'd like to admit on this. Really liked the take on the theme, and it's impressive that you've even taken the time to add a resize feature on the game's windows, which totally could've been ignored. 

Thanks a lot! I've definitely taken everyone's criticism into consideration and hope to outdo myself next time around.

Nice graphics!

I kind of wish there was more to do in the game. Also the police system seem to be a little incomplete, unless I happened to discover a way to cheese it and didn't realize.

Aside from that one point the simple gameplay is polished and relaxing to toy around with. Perhaps the loading transitions could have been a little faster.

Thank you for playing! Being my first experience I had a terrible time schedule and basically made the UI and menus within the span of an hour and a half, art included. ^^'

I'll keep that in check until next time!

Tested and reviewed. Feel free to give my game a little bump:

https://itch.io/jam/godot-wild-jam-91/rate/4407487

Cool concept, very creative and I especially loved the main menu tune. Had a lot of fun and I would absolutely play a longer, more polished version of the game.

Correct me if I'm wrong, but I believe you are basically softlocked if the boss takes out enough of your stats while you're on the bottom floor before you can climb and catch the two NPCs. My jump wasn't strong enough to get to them, and from what I could gather they're necessary to open the final exit.

If anyone would take the time to test my game for feedback, that would be most welcome!
https://itch.io/jam/godot-wild-jam-91/rate/4407487
Also willing to play anybody's game in my free time, so feel free to post yours here.

Funny title, and I liked the rock-paper-scissors backbone to the game. I have to say some variety in the grannies' voices would have been welcome as they got mildly irritating near the end of the time limit. Also, the stamina limit bar fills up a little too fast for how hard it can be to catch the NPCs.

To end on a positive note, the doodly artstyle was hilarious and pleasing, and the game sound being represented by hearing aid is the kind of detail that reveals a resourceful dev :)

Great experience overall, with good decisions in all design aspects; sound effects, music, visuals and gameplay are all well done and it shows there was a solid idea from the get go. This will do well!

Much appreciated.

Good job on completing 2/5! I believe enemies are mostly a problem when it comes to the pacifist ending where no deaths (player-caused or environmental) must occur! A longer line of sight could've definitely helped make the game more challenging. I'll take note of it!

Really liked this game, instant reminder of some of the classics of the genre (that, might I add, likely inspired it. A positive, being a fan of said games!)

Unfortunately didn't have the time to get through to the end as I've remained stuck for some time on the red level. Checkpoints in the longer zones or temporary boosts/pickups wouldn't have hurt in that regard.

Absolutely adored the music and its increase in intensity as the levels progressed. I'll likely play this again after the jam ends!

Thank you so much for playing Thirst for Sour all the way! Your feedback means a ton. :D

  • I definitely overlooked shadows and everything lighting-related to be honest! I also planned on having some shaderwork and never got around to it. 
  • Initially the level was indeed less spacious with more platforms and smaller rooms crammed into it, but I felt like the added difficulty (since enemies that chase you can only be defeated by the acid pools) would deter other players from giving the game their time.

I will DEFINITELY keep your criticism in mind for my next projects, thank you again! 

Instant points for the visual style.

Amazing game. Quality game, even. Loved getting through some of the gameplay albeit a little too fast.

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I loved this one. The idea is brilliant and the visuals very pleasing. Immediately evoked memories of mobile games from the best of their eras.

Like others have said holding the mouse can be a little straining at some point. Also, was the eraser meant to be knocked around like the rest of the game's props? I ended up bumping into it a little too hard and couldn't make use of it anymore. D:

I liked the game overall, especially the shop which is always a lovely addition to any" farming" game of the sort.

The enemies flipped a little too suddenly IMO, especially mid-air or just as they hit the ground, and it seemed to be random which doesn't allow for skill-based gameplay if that's what you were going for.

The way the characters are drawn is cute and I like the inclusion of a tutorial which I for one didn't have enough time for!

Was the game supposed to be on mute? I played around with the audio settings but it didn't seem to change much.

The core concept was lovely, reminding me of UT combat, precisely the reason why I think it should've been keyboard-based rather than click-based. The (visual) scaling was off for me too but that might as well just be a personal issue.

Some sort of minimap would go a long way given the same-ish environment, just so as players would know where they've been and where they haven't. Had fun playing!

I apologize and admit there wasn't much communication in-game on how to make it work. You can stand behind an enemy or within a pot and press the F key to consume!

If you're willing to give it another try, provided that you have the time to spare of course, here is a clarification:

Returning to the exit upon:

  • Reaching at least 100%
  • Eliminating every enemy
  • Triggering a secret special event

Will lead you to an ending screen! ;)

Hey! I didn't have enough time to include one :( but you can refer to the itch page's description which indicates controls and tips on what to do in-game! ;)