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UntrainedMonkey

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A member registered Jun 22, 2018 · View creator page →

Creator of

Recent community posts

Appreciate the kind words. Thank you for playing ❤️

I appreciate the feedback and glad you liked the atmosphere ❤️ I wish I had more time to playtest it to fix those soft lock bugs. I never thought to test opening a new box when a box was already opened from the dialogue. Programming is hard 😭 

Thank you so much!

A really solid and well executed idea! Didn't take long at all to get the hang of it, and I appreciate that the game wasn't too long to finish. I liked how rooms were hidden before you went inside of them, it created some mystery and surprise. I do wish acquiring the abilities was slightly faster, it kinda broke up the flow of the game sometimes. Keep up the great work!

Incredibly polished and fun experience. The music was so relaxing and suited the game perfectly. I do kinda wish the compound interest didn't have a limit, cause I thought I could chain them together, but then found out it wouldn't work.

I appreciate that the game was easy to pick up, and had some genuine eureka moments during the levels. The concept is fun and unique, as well as being really well executed for your first game jam. Keep up the excellent work!

Made me really hungry for delicious anthropomorphic pizza! The controls were simple and easy to get. I do wish they'd be more variety in the enemies, and having them potentially fight back. Keep up the great work!

A charming and fun game that has a lot of potential (ha, get it?). It would be nice if the upgrades gave a little more explanation before purchasing them. I think the html canvas size in the itch settings needs to be increased, cause the game appears to have black borders and be downsampled/blurry. The art was really lovely, and I enjoyed my time with it. Keep up the great work!

Incredibly ambitious, I can tell a lot of systems needed to be made for this game to work. Landing on a planet for the first time kinda blew my mind. Loved the charming art and the kooky characters on the planets. The bar mini-game was pretty fun too.

It really scratched that incremental game itch for me. I loved the charming art style, the dialogue was great big and beautiful! I enjoyed the effort put into the tutorial and especially the hilarious ending cinematic. Honestly can't really think of any flaws, I felt like it stayed its welcome. Keep up the great work!

The polish for this game is out of this world, especially for a game jam. Love the charming graphics and audio. I didn't expect there to be so many recipes! The controls and UI were very intuitive. Although I think it would have been nice if there was a hover tooltip for the fruit and a frog's current ability. Which is a pretty minor thing. Overall, really enjoyed this game. Keep up the wonderful work!

Really solid and well put together, especially for a week long game jam. It did take a little while to get a hang of the controls. But it's such a cool idea and was really fun. Keep up the great work!

It's fun to see an RTS like game in the jam. I found the controls to be pretty intuitive, and the goal was clear. My firefighter did get stuck in some brown stuff though. Thankfully, he eventually got freed cause of a fire. Music and graphics were enjoyable and charming. Keep up the great work!

Really polished for how much time there was. I loved the weapons and how fluid and bouncy everything was. Had a lot of fun with this. Keep up the great work!

Can tell there were a lot of systems that needed to be implemented for this game, and you've done a pretty awesome job. I really loved the depth of the dialogue and the fighting mechanics. 

I'm a sucker for programming and Zachtronic type games. This one was really well executed and smart to use the Godot graph nodes. I had a lot of fun with the game, and look forward to future projects. Keep it up!

The art is absolutely out of this world, could not have been done any better. Even the little things like how the items have physics on them. It gives the whole world the feeling of being alive. 

The player controller felt really solid, and I particularly loved the wall jumping. Graphics for the player was beautiful. Although, I do wish there was a little more variety in the backgrounds, and perhaps some kind of counter to show how many shrooms were left to collect. Overall, had some fun with this one.

The graphics were lovely, and I enjoyed the delightful eating sounds. I think it could have been better if the controls were a little more fluid, instead of stuck to a grid. But overall the game was fun and the concept was solid.

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First thing I did was notice that you could climb walls and climbed the first wall I saw, then fell of the edge haha I thought there would be some kind of easter egg up there. Overall, was really fun!

I absolutely love any game that is hexagon based. I found the concept to be quite original and well implemented. Sometimes I forgot to check on how my people/satisfaction was doing, and would find out that I've only got like 10 left and die. It would be nice if there was an audio and visual warning when it was dropping. Some kind of real-time satisfaction graph that is always showing could be amazing. I also liked how you had to be careful when deciding where to place the power generators. Anyway, I had a lot of fun with the game. Keep up the good work.

The concept is very original and fits the theme of the jam perfectly! I enjoyed brewing all kinds of potions. I did get easily trapped and died a few times, but it was fun.

Incredible artwork, really fluent and responsive controls. I found it really interesting that some projectiles were advantageous to collide with, which made for some fun gameplay. I related to the game's theme and message a lot haha! Keep up the good work

I really enjoyed setting everything in sight alight! I'm impressed with the per-pixel simulation going on. I'm curious how you achieved that in Godot and got it to run well in the browser. The music fit the atmosphere really well. Can't wait to see more!

Thanks for playing! I'm glad you had some fun with it.

The original idea was that it would force you to amputate a limb once you ran out of food/hunger, but I didn't have time to implement it before the deadline 😅 Definitely in a future release though. Food is consumed in between each encounter, but sometimes you can forget to eat before ending the encounter, and then suddenly dying. Which doesn't feel fair.

Also originally planned that amputating limbs would affect which items you can use (e.g. can't use double-handed axe, etc). Thanks for your feedback 😊

Was a tense experience, but I got to the top eventually. Nice work!

I'm sorry about that. For some reason the saving and loading only works on the WebGL version sometimes. However, the Desktop version seems to work fine.

The art style is lovely! The shooting noise was quite loud compared to everything else and got a little repetitive. I had a lot of fun dodging the projectiles. Good job

Very fun game! I thought the theme was incorporated in such a creative way.

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Excellent! Incredibly well polished and fun experience. I loved how everything was bouncing in unison, and the juice on the impacts felt great. My only nit-pick is that the static enemies were quite easy to overcome, and I eventually found myself just rushing into a room because I felt invincible. Also, is there an end to this game? After a while I twigged that the levels felt procedurally generated and assumed it would go on forever. Overall though, really well done!

Thank you! Yes I made it with Unity.

Thanks for playing! I'm glad you had some fun with it. Yeah you're right, a crosshair would help a bit, even I was missing sometimes. 

Thanks for playing! Originally I was using an open-source Unity package called QuickDither to achieve a retro post-processing look. It's pretty cool, you should check it out as it has custom colour palettes and it's free. However I couldn't get it to work when I exported to HTML/WebGL. So last minute, I switched over to PSXEffects. Cranked up the resolution factor to pixelate it. And in the post processing settings I set the colour depth to 5. And most importantly, I set the "Darken Darks/Favor Red" setting to 1.75. Which gives it that retro horror atmosphere. Hope that helps :)

Fun and well executed concept! Ramps up in difficulty quite quickly. The excessive beeping is just like real life.

Really fun and interesting concept.

A fun and polished experience.

Such a hectic game that was lots of fun! A really simple and elegant concept that is well executed. 

The graphics and polish to the gameplay is incredibly well done. Had a lot of fun playing it. 

An incredibly polished and fun game, especially for under 3 hours. Well done

Fun game! I admire the maze generation. Really made me free like a scientist working in a volcano. And when you exit the labyrinth, only for it to teleport you to a new one, is kinda like a deep analogy of life.