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Trey Poling

31
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A member registered Jan 13, 2018 · View creator page →

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Congrats on your first game!! Tutorial or not you did a great job. I got started with Godot tutorials too so this game brought back good memories. Here's a little coding challenge for you: try adding slippery movement when you're on the ice blocks

I'm glad you enjoyed it!

Thank you! Kevin Macleod is really my goat with royalty free music. Since the Office Attitudes is a little long as the intro to a game, I'm actually thinking about writing my own music to replace it. I hope I didn't set the standard too high with Kevin Macleod 🥲

Wow! I'm so honored that you made a video about my game! Thank you so much for playing and sharing it with others! I gave it a watch and left a comment on my thoughts :)

Wow that's so cool to hear! :O

I can't wait to see what it looks like next!

I'm glad you enjoyed it! I can't wait to show off more of the game!

Sorry it didn't match your expectations.... What could have used some more improvement?

This game was so funny. The nipple twist was painful and hilarious to watch. It'd be nice if it were more clear what the progression of the game is. After a certain point I just decided to die to see what happens, especially because there isn't a high score to chase.

I loved the writing in this! I'm a sucker for noir aesthetics, no matter how serious it takes itself. This was a lot shorter than I thought, so the ending was double-unexpected 

Wow this art is incredible enduring! Did you draw it all yourself? I love the Yoshi's Island aesthetic.

The level design was good but I felt very out of control when I had the tornado power-up. It was unclear how the tornado ends, and I think by the end of the game I realized it's based on a timer. The tornado was fun at first, but it's frustrating when there's spikes or pits around because you're just screwed sometimes. The spikes felt very unforgiving because they're tough to avoid with such a short jump. This in combination with the long stretch without a checkpoint makes the first half of the game a little tedious with forced backtracking. 

If you focus on being more forgiving with the player I think you'll have something really cool here! I'd love to see more of the digging mechanic.

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Wow this was a blast. If you polish things up you could have something really cool here. I can picture this being a perfect mechanic for a viral Roblox game. When you get into the groove it feels like Arsenal meets Doom 2016.

I think what would help the gameplay the most is minimizing any disorientation the player might have after teleporting. A wider FOV may help so that the player has an easier time finding the enemy that they planned on killing next. Moving the camera in a single frame might also be an issue. If it happens over a few frames with some motion blur and momentum, that could make the motion feel smooth and traceable to the eye. Finally, hitting enemies with hit-scan may be a better approach than a slow bullet,(at least of the main weapon) because then you'll be more certain if you got the shot so your eyes aren't surprised at the teleportation.

Thanks so much for playing and checking out the Steam page! And wow I'm glad the ending worked well!

I really enjoyed "There is a naked man in my living room" by the way!

Thanks for playing! I'm pretty proud of that shader so adding it to the prologue was a no brainer haha. I hope you stay tuned for the full release!

Thank you! I was really impressed by your entry to the Krafer jam too!

This game was a blast and was hilarious. I wish there was more to play because I was having so much fun. This got me wanting to replay some comedy games I've played like Piku Niku and Otaku's Adventure, which is a big compliment because I never play comedy games.

Something to consider for accessibility is that the game start as keyboard only and switches to mouse and keyboard. Unless it's necessary, it's common practice to make one control scheme cover all the game's interaction.

I gave you a follow and I hope to see more stuff like this!

Wow this was incredible. I wasn't expecting to experience any level of existential dread in a game jam entry. I got Angel Egg vibes at the end. Chills. 

I never thought I'd play a modern 2008 flash rage game. Well done.

Ha thanks that's just what I was aiming for!

You have good taste making a 2D platformer! I like the visuals too. I have a feeling you used an asset pack, and if you did, make sure to credit the artist for legal reasons or at least as a nice gesture.

I have some experience making platforms. You did a good job with the level design! It was entertaining and varied. There's definitely places that were a bit too difficult (for example, the jump over the second bee in the first level is challenging to players who haven't had time to learn the arc of the jump yet), but under the constraints of a game jam it can be tough to playtest and find those, so I completely understand.

I'd recommend watching some people play the game to see how you can improve. You'll learn a lot about game design if you're observant. I also recommend watching some game design videos on platformers. Platformer controls are all about the little details, so you need to make sure you learn all the little tricks. Here's some you could look up to get you started: jump buffer, coyote jump, camera drag, variable jump height.

I enjoyed playing it and I hope you do more work on platformers in the future because they can be a lot of fun!

Thank you!

The penguin was really cute, but I wish there was more cohesion with the visuals. One of my favorite settings in games is a haunted house or a Halloween world. I'm glad you went with the setting but I just kept wanting more. I can't blame you for this because it seems like you don't do art, but it'd be worth picking up a little here and there. To me, it's not all about the skill of an artist when making games, but more how everything fits together into the mood of the experience.

Fun game! The whole time I was wondering when the theme would kick in until the ending moment. Very clever. A relate to this goblin very much.

The puzzles weren't challenging and were a little time consuming, but I don't think this is trying to be a super in-depth and intriguing sokubon. It's just dumb fun as a goblin.

The minigames where you're  collecting the relics were a highlight of the game. It's impressive how each one was unique. The lacking point was definitely the sokubon gameplay. Though you did a lot to polish it, it needed some more interesting level design and mechanical hooks. If you acknowledged the sokubon was building towards the relic segments, I think you could've found a design solution for the sokubon gameplay to be repeatable (easy to impliment) and act as a baseline of entertainment in the game.

Good work. I hope goblin got to hang at the function.

This is so freaking cute

I really enjoy this idea. I have a very clear picture in my head of what the game will turn out to be. I'd platform in a gritty world that looks like an old Valve game.

What I hope to see from this game are some polished movement options. This would be a great game designed like a movement shooter but without the guns. Maybe give the player something to hold like a crowbar which they can swing for fun. Or just go full Mirror's Edge with running hands visible.  Find ways to attach the player to this environment.

Very interesting idea! From my understanding, surviving will roll credits, but dying will cause you to rebirth with your previous actions affecting the environment. That's a unique exploration of ecology.

I'd recommend looking at the game Otaku's Adventure (bear with me). It expects the players to die and every time they do there is a unique ending. That includes a cool splash screen with epilogue-type text and then the credits roll. What I found interesting about the game is the fakeouts it would play where the player thinks they've found the "true ending." One fakeout made me think that the whole game up to that point was the first act, and then it pulls the curtains on you like saying "fooled ya." You're not making a comedic game, but I think Otaku's Adventure could give you an idea of the narrative tricks you can play.

The tower defense genre is very good at telling simple stories. The narrative serves as a good setup and the player's investment into the gameplay (not losing their progress) compels them to fight for that story. 

I'd caution you all to make sure that there's a story to tell. What do you want the player to walk away with other than "pollution is bad." I'd suggest finding powerful ways to make the player empathize. A great challenge and a losing state can go a long way.  In Kingdom Two Crowns, another tower defense game,  you grow to hate the enemy demons after you lose to them once. Find a way to make the game actionable.

I hope there are more specifics on the gameplay at the end of this prototype. It's concerning that there is no mention of your units, how to place them, and what they do.

Here are a couple of notes specific to your plans:

- Backgrounds can take a long time for artists not specialized in making them. Having different backgrounds per phase may be a lot to ask for. If your style is pixel art, consider using a program like PixaTool to speed up the process

- The "spirit of radiation" enemy concerns me. Nuclear energy is one of our cleanest energy sources. All depictions you see of nuclear energy like barrels of green goop are propaganda. If this enemy refers to something other than nuclear energy, you must make that abundantly clear. I think you should contact an environmentalist for a better idea of the problems which are causing climate change.

I loved it! Please find the time and money to make it a full game :) Maybe Kickstarter could help with one of those?

Wow, thanks a ton!! It was my first time going all out on game art and I think the results show. I really appreciate the comment

I really appreciate you playing my game!! I'll elaborate a little more haha. The game mirrors what a friend of mine went through, albeit with more exaggeration. He's doing very well now and his recovery inspires me every day. 

Out of morbid curiosity, I do browse these "incel" spaces from time to time, but I keep it at an arms-reach. This game (or experience?) is my rumination of the subject. And based on your reaction, it seems the message has come across ;)

Wow, thanks so much! You made my day <3

This is incredible. God bless