Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

TurbineClaw

43
Posts
4
Topics
539
Followers
A member registered Sep 19, 2024 · View creator page →

Creator of

Recent community posts

Reminded of of ole flash games, its charming. Neat use for the points.
I really liked the the double click spacing defining penetration speed, though it wasn't clear at first.

A very simple yet engaging game once you figure out the premise (The arrow really helped with that).
It wasn't clear what the choice at the end was suppose to be, but choosing both options on two different runs I realized was part of the ending which was fun to explore.

I really liked the gameplay loop and the theme.
It's simple yet engaging. Being able better see which clothing you are hovering over would be desirable.
Nice game overall though!

Aw, thank you :3

I'm really glad to hear that the overall style fits together, that is something I have spent most of my time trying to figure out.
I haven't received any lag complaints before, I think a downloadable version should help with that, but this game is pretty short so I'm leaving as web only.

I seem to be a lot more patient then my general audience, so I probably need people to beta test my games.
Credit to Brem https://brem444.itch.io/ for making the music. I'm glad you enjoyed it!

(1 edit)

In a month hopefully.
Been working on a thing for a bit ;)

I got a patreon page up!
It can be found on my itch page.
Thanks again for the encouragement

Ya, gotta thank Landfall for the inspiration.
Glad you liked it!

Thanks for the kind words. I may join the jam. There is an idea I would like to try out, but i'll have to see if I have the time 

Making a passion project and learning flexible code for a game jam did not end well.
But looking back at this project, its still something I really love and can do a lot better. This isn't going to be the only time you'll be seeing Nutmeg ;)

Thanks for trying it out, a better payoff is definitely something to consider

The gameplay perspective was inspired from playing Cuisineer on steam.
I'm still learning to figure out how to scale puzzles, but happy to hear your insight and interest for the game.

The outfit change to arousal attires was the plan, but didn't plan well with time.
Thanks for the feedback and interest

Thanks for the encouragement i'll actually try to get a support page out.
I've just been a little hesitant.

(1 edit)

Game development is a lot to learn.
Still learning, but I have came a long way.
Working on a current small indie project and its getting there.

Same

I like the ideas. Will have to reconsider this project once im done with an ongoing game.
Thanks for the feedback

I appreciate the criticism despite the development rush

Finally got around to playing this :D
Started avoiding the fish as a challenge

Fun twist.
Though I wished the rules were explained as I haven't played kariba before

Great atmosphere with the narrative.
Dang cliff hanger 0-0

Need to tune down the post processing.
Its a simple platformer experience.
Fair play for going 3D

This is a really fun and charming game, this is something I would want to come back to when I wanna kill some time.
My only two attempts (one a third in, and the other half in) died because of a dice getting stuck on its tip and against a wall which would disable the proceed and reroll button.
Besides that, the gameplay is great once you learn what your looking at.

The interface was a bit much to look at first time, but relatively a simple premise.
Really like the graphics.

The atmosphere and gameplay style makes this feel very special. Reminds me of the game
'Please Don't Touch Anything'.
It felt very rewarding with the music when you start understanding what to do.

A very charming and cute execution.
The gameplay felt like it had potential, but lacked a lot of challenges/balancing.
The music is a vibe with its style.

Cinema \o/
There is a lot to love from easter eggs to overall gameplay story and pacing.

Unfortunately I can't do much right now as my hands are full with another project (and I haven't set up an android sdk before).
But i'll look into it with the next project and see if I can make that work. It will be published in about a month, but I can't guarantee an android build sooner or at all depending how it goes

Yay customer support!
Short answer, no.

Other answer:
This version was made on the Unreal engine (which is bad at running on anything less then a PC)
Since this was a test publish, i can't update this version of the game to a smaller platform.

However, I am currently learning godot which will be compatible for smaller applications such as  web and mobile.
I want to create better games with the new stuff im learning.

What ways are you playing on mobile? apple, android, web?

I only just realize what this meant (supposedly), the game doesn't have a lot to show for this feature.

I suppose the color changing floor wasn't explained well enough. In the Hold and Wait event, light blue means input has been received  and you need to wait, the floor changing to yellow is the prompt and thats when you need to let go. You can also use 'Space' or 'E' on your keyboard to hit. Read the games description for more details.

A lot of it are probably premade formats and features.
But I also don't mind not seeing all of that either.

I used the unreal engine block code called blueprints. It's a nice way of testing mechanics out quickly.

I'm glad you like it. I have created a new post where you can download the model. Let me know if there are any problems with it. 
I haven't got a support page yet, still trying to figure things out.

The game I started halfway through the jam because of the original game being to big, I did not end up finishing this project in time either.
Keeping the game simple and chipping away at it. And taking breaks when my anxiety wants to play (which is almost every moment).
I finally got something out the window.
Its my first published game, let me know how it is if you decide to try it out.

Its called Hard Edge
https://turbineclaw.itch.io/hard-edge

Hey im in the same boat!
The thing I learned about trying out in this jam is figuring out my anxiety. At the end, I found a major problem near the end of the jam with my project and I decide not to stress myself in bashing my head before the deadline. I figured out the problem eventually, but im glad to have taken it slow just so I can enjoy game development over hating my stress and the process.