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topoftheyear

170
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A member registered Nov 21, 2023 · View creator page →

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As with any good racing game, I made sure to see how fast you could really go and how big of a jump you could get. Both are satisfactory, so it's a thumbs up in my book!

Sick, sick, sick, dude. Such a feelgood game, open and free, assisted by the setting and the parasailing and the music. The water tech is cool but also functional since it's useful at getting me back in the air when I can't quite land a railing. It's exactly what it needs to be.

Wow, that was intense! What an overwhelming barrage of lights and motion and moving projectiles, all set to a pounding beat. Slick.

Awesome designs for Slickter and the cats! They're very appealing and clean. The dialogue is a lot more fun and clever than I expected, too, it was enjoyable.

What a great way to implement "slick" as a theme fundamentally into a platformer, there is simply no getting around the slickness in the game. It's both your primary tool and primary hinderance. Everything revolves around it and it's really tightly designed, even when everything comes together at the end for an utter gauntlet of a level. Very cool, awesome concept!

Funny title with a lot of little juicy details. I love the default bear sound effect, and when I saw the first bear actually employ tactics to get me I laughed but got distracted and lost. So I guess it worked.

I can safely say I never expected what you came up with next and I was hooked all the way to the end. Cool, silly, and original.

Fun platformer! The art is excellent too, and I really want to accentuate how wonderfully done the background elements are. It's so easy, at least for me, to make backgrounds sprites too visible. It makes the style noisy and affects the gameplay even, but there's no problem like that here at all. It comes together nicely.

Fun time, man! All your Bigmode jam submissions over the years have been a blast, keep it up!

This is a good concept executed well! I wasn't stalled at puzzles too long when I was, the mechanics were quick enough to pick up, nothing felt impossible to overcome out of lack of platforming ability, nothing like that. Most of my issues stemmed from being a wasd guy learning zxc. Shoutout to Pygame as well.

Ah ha, it has finally been found. Yeah, I knew it was a thing but both forgot and ran out of time to fix it. The training attempt variable is tied to the room instead of the save data, so it gets reset on loading in.

Thanks for giving it a go! Hope you had fun.

Cool puzzle game elevated by the music! I was going to recommend an endless or arcade mode, but it looks like you already know, so consider this reinforcement.

Oh, this one is slick. I did my best impression of Big Smoke when it was time to dap up the dog, but I don't think I'll ever be as slick as a dapping dog.

Cool gameplay, the quick weapon swapping reminds me of Hotline Miami I think. It really encourages you to keep moving, kill more enemies, and the inventory system actually letting you store some for awhile allows for some more tactical play, though the guns do run out of ammo quickly. Keeping health restoration in that same system creates some neat tradeoffs between dealing damage and safety, too.

It's fun and original, guys! I got caught in the horde once and accidentally created a horse singularity. It appears they abide by different rules than the rest of us.

Cool project! I like the orbs and all the faces they'll make in various situations, and the hats are a good touch. I'm sure you spent a lot of time getting the AI kinks worked out because I didn't spot any of the usual issues that happen in jams.

It was a lot more tactical going in than I expected, I don't usually see positional stuff paired with cards and deckbuilders, but it was refreshing! It's really interesting keeping track of positioning and motion like Into The Breach.

Cool game! I've always enjoyed riding the corners as close as possible in racing games and it feels very good to do it here with so little control over the car. Around 7k, I got so close to hitting one of the walls it should have been over, but it wasn't and it felt great. It was over on the next wall after that, though.

Finally, a game I can play with my face.

I like the small tidbits of humor. The mustache oil, the faces Blobbert makes, liquid lunch, it all helps form a pretty cool identity for a title that matches the gameplay of smashing my face into the keyboard.

Very original! I don't think I've seen an entry like this in a jam before, and it's elevated by the replay. Though I did quickly descend into doing wacky moves and I spent longer than I'd admit trying to figure out what speed to move to get the guy match the beat of the song in full speed.

I wasn't expecting to see a deckbuilder in this jam! I like the ability to correct the randomness of what you're dealt by selecting what you want from your hand but balanced by a limited selection time. I feel that deckbuilders are often too reliant on that randomness but you guys slickly skirted around that pitfall.

Very fun dialogue in here, though the looksmaxxer made my soul leave my body.

Also, this was made in Love, right? A game about finding love made in Love is a good joke in itself.

I really like the world built here! It's like a really specific style that reminds me of games from like the Gamecube / PS2 era and I just can't place anything specific right now. It feels like good, carefree times, and the grapping hook matches that feeling.

(Sick Undertow pfp by the way)

There's some real cool mechanical stuff going on in here with the ice cutting and even just the snow trails. There's a lot of flavor added that helps everything visually feel really good.

The atmosphere and visuals are where this game really shines. A nice, dark room, suspicious figures, objects that are a little obscured and hard to make out, it comes together nicely.

I have to be brutally honest, this game is good, but it's not as good as Super Mario Bros. 2.

The game feels really good to play! The momentum makes jumping just heavy enough to add some good risk and force commitment to jumping. I also like the art style, it's a little pico 8 which is a fun thing to see in action in 3D.

The game over messages bring me back to the Dark Souls 1 days, like the mod that replaced the You Died text with Thanks Obama.

Don't worry about it too much, I get it. I did Bigmode 23 and it was way less complete than I'd like. But I prefer focusing on what was done well so we know our strengths and can play to them better in the future.

This is also the part where I say I'm a Thousand Year Door guy so I can sniff out the writing style.

This goon right here: Certified Slick!

Going out to get money then blowing it all on the slots? Real life simulator.

A platformer with difficulty settings? Don't see those in jams too much, kudos for adding them!

Alas, time constraints come for us all.

Structurally, you have some neat things set up, and it's easy to imagine where more content would take you and what more would be available to do. Personality is probably the second most important thing in a platformer nowadays and I think you have that down; I'm actually reminded of Super Paper Mario in that sense.

Thanks for giving it a whirl! And thanks for sharing your goon too!

The combat system is functionally random unfortunately. If they aren't too far away or too close, they have to pick between moving forward, moving backward, doing nothing, or attacking, and sometimes that means they just don't attack. The best current remedy is leveling Reflex so they can make that roll more frequently. Sadly, I had very little time at the end for anything so I couldn't get the better logic in I wanted but that's how jams go.

I really appreciate all the fun, tiny details you put in, from the screen shake to the score pulsing. They really help the game feel alive, reactive, and complete!

Thanks man. This is my small rebellion, my small effort at reclaiming the word. Goons are goons, no other word fits!

Oh yeah, played it until my ears rang. Bad idea, but it was fun and that's what matters I think.

You guys got the looks and the ambience down just right! It's dark, it's drab, it's isolating, it's creaky and metallic, it reminds me a bit of Deus Ex original when it was in its facilities and bunkers.

This had a lot of mechanical depth to it I wish I was better at taking control of. I liked the spots where you could really soar and experiment with the systems, or mainly the sections where you build up speed and just send it. It's a cool project!

It's really cool! The various moves are dead simple enough to make them intuitive to use and powerful enough to allow for various approaches once you get them all. A shoutout to the world deformation in there, too, that part made me stop to think about how slick it was.