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brokebros.dev@gmail.com

27
Posts
A member registered Sep 20, 2023 · View creator page →

Creator of

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Totally relatable, We ran into the same issue with our game. We played it so much we got used to a really fast pace that can be tough for new players. We'll be more mindful of that going forward!

It's one of those games that keep you stuck playing despite being really simple, I think controlling the slime with the mouse would have put less stress on the fingers, I actually stopped playing for hand pain lol. Sure it would benefit some more gameplay depth and purpose, but it's fun!

Tbh, great art, it's an interesting game idea and it would make for a good gamified learning tool, I think you could (and should) really expand this idea into a full fledged game, plenty of different species, environments and goals where the player can nerd on the details of the characters, even though I think the theme of the Jam is a bit stretched

I think the enemy bullets are way too fast and they have no anticipation so they can't be dodged, leading you to keep moving randomly and being hit randomly, also some enemy variety could have improved the game. By the way you were brave to accept the challenge of competing with 24 hours instead of the 96 the other entrants could use, shout-out to you!

Well this is pretty fun, you could have differentiated the enemies a bit more and made toyzilla a little bit larger to emphasize scale more, also health didn't seem to increase when I bought the heart card. Really nice game though!

It's quite fun, but I think the enemy's spawn rate and distribution is a bit too random, at least once no one spawned for half of the available time and often they're too scattered, also you could have pushed the sense of scale a bit more. Nice game idea though, unconventional

I'm not sure I understand the purpose of the game, kind of hilarious though

Very strong submission, the theme is clearly key in the game, it's balanced, there are few mechanics but were used very well to create interesting puzzles with growing difficulty. Very good art, level design and game idea

Omg we didn't even know slither, but it seems to share some of that vibe, by the way we agree the final result is a bit hard, we were short on time to fine tune it, so we hoped for the best! We'll try and update it after the jam. Hope you had fun nonetheless

The game has a great environment and an interesting concept. However, the lighting can sometimes be overexposed, making it difficult to see where you're going. I believe a few adjustments could fix this issue. Additionally, there's a minor typo on the 'reattempt' button. Lastly, there's a small bug: you can't rotate the camera unless you click. Overall, it's engaging and I'd like to see this art style in more games.

The game is catchy, the concept is simple. This is the type of game that triggers something inside of you, leveraging frustration in a very enjoyable way. I liked the cute artstyle too.

Thanks for the feedback, we're really happy people are enjoying it. To be honest we playtested a lot and tweaked a lot, but it's been challenging to find the right balance, in hindsight we agree that the game is a bit too hard, we'll try and fix it after the jam ends! Also I think you really got the point, we'll surely increase food density and link fishes' speed to a difficulty selection

This is definetly something unique. You found a very creative solution to the theme and i loved how you "broke the fourth wall".

Interesting concept. I like the idea of the interaction between the character and the enemies. However, i felt unclear the exact timing for eating the opponents when they shrank. Perhaps a little visual cue could have helped, because it led me to behave cautiously in the final part where it was full of fishies. Anyway, it was fun trying to reach the end!

I liked level design and mood setting of the game, but, personally, I'm not sure I can really feel the theme of the jam

The idea of scaling is quite literal, but the setting works and it's quite cute

Art is really good, but to my taste gameplay is quite slow, although it's not a type of game I like, so it may be on me

Quite enjoyable, but i think the monkey is a bit tanky

Funny idea, but a faster or even instantaneous gun's rotation would be a wonderful traversing and dodging tool

Thanks a lot, we're so happy to have made something people can find interesting and fun, in particular if the core mechanics worked! The music was meant to change to a harder one when the big beast gets close enough, but it can suddenly move off screen, leading to a new song being played, maybe it required more refinement

The idea is cool, but it's hard to really feel the increased hitbox size

Maybe there's a bug, "a" was "right" and "d" was "left", also the settings button doesn't seem to work, nice mario art though

Very interesting concept, but level 2 seems to be bugged (unreachable enemy) and it's not so obvious the effect of the actions on the enemy. It would be cool to see this become a wider game!

Really liked the controls, nice and snappy. Also when you grow larger the game changes quite a bit, that's interesting! Unfortunately it feels a bit "capped" because over a certain size the density of the enemies doesn't seem to adjust

Nice mood! I feel the concept of scale could have been emphasized more though

I agree with DecoVGM down here, nice mood, even with simple assets

Really appreciate, we know the game can be tough, but we hoped that it's engaging enough to let you practice and find the fun zone