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tornadojumper

45
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1
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A member registered 68 days ago

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i5-4590 with 16GB DDR3 RAM and a GTX 1060 6GB

Yeah, I also probably should've at least indicated that the games loop endlessly. I didn't think about that. Thanks for playing, though!

Heh. I was very satisfied with those tracks when I was finishing them up on the final day, but listening back to them now, they sound awfully... dry. I guess that's just how it goes.

What???

I'm sorry, but what is this?

Yeah, I definitely should've provided the player some more positive/negative feedback. Also, maybe I could've gotten away with a system of dividing play sessions into sets comprising several rounds, each ending with a scorecard, but I worry that would prevent the player from hearing the entirety of each song unless I made each set very long, and since I had only a few unique minigames, I worried it would get monotonous. I did, however, make sure to allow the player to return to the menu at will by pressing M, which I documented in the 'how to play' screen.

Thanks for playing!

The game chugged pretty badly on my machine, but it was still pretty cool. That moment of 'crossing the threshold' for the first time did drop my jaw a bit!

Aww, that's a bummer. I think it's still worth uploading a fixed version, though! I'm rooting for you!

I'm quite a fan of the visuals! The room's art style is nostalgic, the enemy sprites are well done, and I do like the yeehaws as well. The gameplay is simple, but it works. However, the mouse sensitivity for me is insane and I couldn't find a way to adjust it. Still, I liked it!

Very nice! Looks good, sounds good, solid concept, fun references—well done!

Fantastic! This is quite fleshed out for a weeklong jam! The combat is simple, but that's totally fine. It looks nice, the environments feel rich, and the boss fight was a surprise! I especially liked finding that dude in outskirts of the first area. Very well done!

As for the web version: While the visuals are simple, I'm actually very fond of the art! I do think the upgrades could be a bit more descriptive, though; While I assume the "faster" upgrade increases your movement speed and I noticed the "bigger" upgrade increases your shot size, I couldn't notice any effect that the "better" upgrade had. Overall, while imperfect, I found the game quite charming!

It seems the downloadable version is missing the PCK file. It needs to be included alongside the executable in order for it to run.

Pretty good! Juggling the different games is quite exciting, but the total lack of sound left the experience feeling a bit flaccid.  i think a little audible feedback would quite greatly elevate the experience!

As you noted, the gameplay is bare, but I did enjoy the nostalgic aesthetic! Also, I do worry that the downloadable version doesn't quite count as downloadable, since it still needs to run in a browser, if it does indeed run (I couldn't get it to work).

Interesting! I found the controls very strange, but I suppose it in a way mimics the awkwardness of using a TV remote to play Breakout. The static gimmick, while interesting, is kind of defeated by just keeping the mouse stationary, leaving the gameplay as pretty standard Breakout. I absolutely love the mouse cursor, though! On the other hand, I really didn't like closing and reopening the game to retry after depleting my balls, and the lack of any sort of feedback after clearing the screen was also a little disappointing. Still, it was neat!

Very engaging! Looks nice, atmosphere is strong, and that ending... Nicely done! Also, what's with the arm on the bed? Does my guy have two right hands??

Yeah, I didn't quite get to finish that one. I planned the objective to be to 'hold your fire 'til you see the whites of [his] eyes', but I didn't finish the animations, and I even forgot to make firing play a gunshot sound, so it just ended up a really awkward experience.

Thanks for playing!

Huh, weird. Thanks for playing, though! I'm glad you enjoyed it.

I hear those Contact sound effects!

This was nice. The gameplay is solid, the music is pleasing, and the visuals remind me of those old Nitrome games. Though, I think it would've been neat to more closely theme the channels around types of actual TV channels (e.g. cooking instead of candy, gardening instead of farm). Nice work, though!

Great art, fun games—fantastic overall! Though, for a while I found the visuals a bit nauseating—I suspect the extreme fisheye was responsible, tricking my brain into thinking my head was inches from the screen. I think my discomfort lessened as I began to grasp the game. Still, great work! I agree with the previous commenter that the jumping Scoot animation is adorable, but I also find the sandwich minigame hilarious.

Very nice! Cute visuals, great atmosphere, nice sound design—I'd love to see this expanded upon!

Thank goodness for those fixes; I'm glad I got to try the game out as it was intended! The gameplay is basic, but still surprisingly entertaining. I found the atmosphere and theming intriguing, and the ending (or was it a random easter egg?) actually spooked me a bit. I liked it!

Phenomenal!! Clever concept. gorgeous art, lovely music—I really liked the book gag. A total home run!

Is there something wrong? The game in the CRT runs at around 6 FPS for me on a GTX 1060. Task manager shows low hardware utilization. Also, despite turning the game all the way down to 1% volume, I still find the hit sound uncomfortably loud.

Very nice! Looks great, cool concept, nostalgic vibe, slightly unnerving... Well done!

Wow, VERY polished game for a weeklong jam! I also really like the art, and the music and SFX are very well done.

Is the swamp level supposed to end at the red corrugated door? I can't find a  way to interact with it. I wonder if I got softlocked, since the other level seemed to have a proper end.

Ah! I liked it! The art and music are nice, and the scenario did get me hooked.

Ah. Is there anything else to do while walking around, or is that the end? I strolled about for a while but couldn't find anything interactable.

I'm not sure if the game is working correctly; is it supposed to end at the 'move down' prompt? Clicking the left option seems to keep spawning level objects until the game crashes.

I cannot BELIEVE you! My front door is directly to the right of my computer, and the game just HAS to play a realistic knock in my right ear.


Aside from the heart attack, this was neat! Great vibes and satisfying antenna-tweaking gameplay.

Neat little puzzle game! The bit with the sliding TV revealing the symbols was definitely a 'wow, that's cool' moment. I did find some cheese, however; with some careful timing, it's possible to snatch the key directly out of the smallest tube, skipping a couple puzzles. Overall, well done!

I'm not sure how to progress. I got trapped in a room where the only interactable thing is a group of six characters who just print ellipses.

Got it! I must say, it was worth it to revisit the game and beat it!

Oh, darn, hit it with an attack? I thought I tried that, but I guess I must've kept missing it. I'll give it another go.

Thanks for your thoughts!  Yeah, I definitely should've prioritized adding a clear indication of whether the player fails or passes a minigame. Even a simple checkmark/X would've done, but what I had in mind was more ambitious, and I didn't get around to it before the deadline. Shame.

Also, Shot Heard Round the World is a banger! It's maybe my favorite Schoolhouse song.

For your sake, please upload a Windows version! This is great!

The concept is pretty wacky, but it turns out to be quite fun! I'm also a big fan of the art style. My one issue is with the audio; I had to turn it all the way down to 1% to make the music a tolerable volume, and even then, the static gets quite uncomfortably loud.

Still, I really like this! Please don't let it get disqualified!

Is the game supposed to softlock at the palace? I destroy the turret at the bottom and kill the dude at the top, but I can't figure out if that's where it's supposed to end.

Very nice! The games were great and I really enjoyed the aesthetic!