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Verthi

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A member registered Apr 21, 2024 · View creator page →

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I think you nailed the feel of the jumping. The movement is tight and doesn’t feel floaty. The user interface looks nice, although it would fit better in a sci-fi game. The bone sound effect gave me a scare the first time I heard it, the pitch-black background may have also contributed to that. Overall, the atmosphere felt a bit all over the place with the sound effects and assets used, but the gameplay felt solid.

The sound effects, as well as the moments where the shovel speeds up and destroys obstacles, feel very satisfying. It feels very polished! The music may be missing, but it’s still very fun, so I think this speaks for itself, the game has great potential to become something much bigger. Great game, and good job!

I think it’s a cool idea! I don’t think I’ve ever played a game whose action takes place on a paper towel, that’s a lot of points for originality!

But man, the green dye punishes even the slightest mistakes :<

I like the interface and chill vibes.

My only nitpick is I feel like there’s not much reason to have so much space when it’s not really put to any use. It all seems a little too empty, some asteroids, obstacles or whatever foreground elements could make it more interesting.

It’s pretty good.

If you plan on improving it then I think the guns could use more impact, maybe some shaking or better sfx coould be applied, because currently it feels more like shooting a nerf gun.

This is a good resource presenting how different effects can change game feel: https://deepnight.net/games/game-feel/

This is probably my favourite sniper themed game in this jam, just a very well rounded execution of the idea.

Very satysfying, almost reached the finish. Only thing I’m missing is some fast forward button so that’s it’s easier to get to the later parts without having to wait very long. Still, I spent a lot of time with this entry!

cool, I’m usually not very into turn-based strategies, but that move prediction mechanic was pretty fun! It’s great that you guys managed to make it not feel overpowered, and the enemies can still pose a challenge despite the advantage that the player has.

It’s pretty difficult, but it has a fun game loop :D

Kinda hard to keep enemies on the screen so that you can lasso them while also dodging the fast-moving bullets. I often wished the game would zoom out a little bit so I could reach them more easily.

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Thank you! Three is a lot! I believe the most difficult part about having criminals at your place is not playing the detective, but the judge.

Lorewise the game’s town has this exact problem. We couldn’t show it but after everything is done judge can’t bring himself to punish all the different criminals so they are set free and the mischiefs continue :(

Hahaha, super fun! I love silly games like this!

Cool game and nice animations! Assembling guns was really fun, although it’s easy to run out of the magazines at some point so I guess you are not meant to have infinite runs by design.

Glad you liked the descriptions! The game counts posters that are not already visible on the board. There are 12 criminals in total, it seems to confuse many players so I will put that in the page description.

I actually went back to it to show it to my friend, on the second time it was kinda easier.

Great atmosphere, really nice work with the sound! Getting chased and hearing the hearbeat get more intense makes it very scary. I was running from the guy in order to get him to my trap but accidentaly went into it myself and got killed in the process. I didn’t notice the bounty at first and started wondering around thinking that I maybe need to kill everyone in order to get it. After that didn’t work I did notice it. One final thing is that on my device performance on the web was kinda rough the game stuttered a lot.

It might need some fleshing out but it’s quite good!

Really cool idea and execution.

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Ah yes, the first clue updates information about the target and provides it’s base colour, 2nd clue reveals the full target appearance so the cat can be immidiately found once gathered.

The text clues sometimes reference stuff not connected to the game, but outside media, like internet, movies and such so it might not always be obvious to which cat they relate to. It’s not always fair to everyone, but might seem funny to those who connect it.

Thanks for the valuable insight!

Damn, I’m amazed! I didn’t expect to see such a take on the theme, it’s really creative and the polish is through the roof! You really went all out with the dynamic music. I’m baffled by how well the enemy AI is done, each enemy’s behavior feels very unique. This is not something I see often in jam games and I’m sure a lot of work went into making it. The camera work is also really nice. My only nitpick would be that the watermelon projectiles aren’t clearly visible against the dark background. Very cool entry!

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This game makes me feel so dumb 😅 I understand the rules, but there’s so many combinations to keep track of that it gets pretty overwhelming. Maybe some accessibility options or an easier way to look up different future outcomes would help. Checking the combination rules each time gets too unwidely in the long run. Personally, I end up overthinking and not doing anything for several minutes, because I’m trying to find the most efficient outcome and it’s hard to track everything in my mind. Overall I like the idea, I imagine a polished version that better communicates the future outcomes and not only the current one would be very fun!

A simple idea and a nice execution. At first I thought it is gonna be too easy but the difficulty ramps up pretty quickly. I like that some of the characters have more personality and quirks added to them like a guy having cat on his head :D

Amazing aesthetics, very beautiful pixel art and animations. At first, I thought I was supposed to catch those quickly falling stars, and I thought the sparkling ones were part of the background. My bad for not noticing the bounty at first, after figuring it out, I thought it was very cool. Another thing is that when two stars are close to each other, it’s hard to tell which one will be reeled in, and sometimes the wrong one is pulled. Overall, I think it’s a very unique take on a fishing game and a nice cozy experience.

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Thank you for checking it out! Yeah, the counter does show only the not yet added posters. It’s not a bug, it’s just how it works, but I get why that might be confusing 😅. Hinting is also an interensting idea. Thank you for all the input!

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Hi, thanks for playing our game! It’s true that the game would benefit from a tutorial, sadly we didn’t have enough time. Once target is picked up game spawns 2 clues that are scattered throughout all locations. Clue appearance is related to the crimes committed - for example in case of theft the clues would be wallets lying on the floor. Some clues may be harder to notice than others, but I assure that every cat can be found without having to rely on luck!

Very cool aesthetics

Finished it!! After all the hardships it’s great to see the slickest snake back in action :D

It’s so fun and stylish!

Really enjoyed creating a deadly trap in the middle by connecting multiple similar numbers close to each other. The phone sound effects were on point and I’m not sure whether it was intentional or not, but sometimes the sounds seemed perfectly lined up with the background music.

The game is really fun and clever! Calling in my hitman crocodiles for a group assassination felt very slick!

Thank you for giving it a shot! I’m certain I will fix the bugs and maybe make it more accessible. I’ll also try to address the complaints I received and give more thought to all the great suggestions.

I didn’t expect so many people would play my game, let alone enjoy it. I wanted to add many more things but wasn’t able to because of time constraints. Seeing that people are looking forward to the things I make definitely gives me more motivation to continue development.

I’m glad I decided to join this jam from one of my favorite YouTubers. It’s probably one of the best jams I could have started with. The community here is really kind, and I’m cheering for everyone, there are just so many amazing games!

Thank you so much, it means a lot! :)

Thanks for the kind words and for checking out my game! To be precise, it was my first video game jam! I did take part in a local board game jam not long ago, where I made a game with a group of friends about collecting glyphs and breaking into a safe. Although the only similar thing between the two jams was the stress during the last few hours before submission :D

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So cool! I had so much fun trying to finish it as fast as I could, now after seeing the leaderboards I want to optimize my route even more :D

Damn, I played this entry before and forgot to rate it :/

Overall, I think it’s a really cool idea with great execution! I love its aesthetics. I had no real issues with the mechanics or difficulty. The gameplay felt quite intuitive to me, and I really enjoyed it. I especially liked the puzzle aspects of the game.

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It’s very charming and at the same time, very hard.

The challenge mainly comes down to two things:

  • When sliding, I have no control over the character. It’s just too fast, and you can’t really pinpoint the enemy that easily with the slippery movement.
  • When shooting, I have no idea where the bullets will land, so some kind of indicator would be really useful.

I think there is a fun game underneath. I do like the setting and the character, but currently, I think it’s too hard in a way that wouldn’t be easy to overcome even with practice. But it could be also just skill issue on my part, I just had a really hard time getting into this one.

This is crazy, pure chaos! The incorporation of risk and reward is very well made and keeps things fun. Great work! I just love insane ideas like this :D

That’s a really unique title. I love 2D platformers, especially ones that showcase a lot of depth and complexity in their character moveset, similar to the 3D Mario series and Celeste. This game already feels just as good as those titles, and for a jam game, that’s saying a lot.

The level design was really smart. The way you approached teaching the player all the necessary mechanics gradually through environmental exploration is commendable. I especially liked how you managed to teach me new things even when I was backtracking after getting the red mask.

The mechanics are super fluidm and they left me craving more challenging scenarios.

The potential of this game is immense, and I believe it could easily become a full-fledged title.

I’d certainly love to see more of this!

I thought my mouse was busted and felt like I was having an inferior experience compared to others, but now that I’ve learned it’s actually just a bug, I can write my thoughts, disregarding that issue.

I think level design is what’s really important in parkour/speedrun type games and this game truly nails it. It’s really cool how interconnected everything is, there was clearly a lot of thought put into it. The core mechanic is basically like taking the rocket-jump mechanic from other games and swapping the rocket launcher for a katana, and the implementation works great! It feels smooth, and the way it’s used as a traversal method in the levels is very unique.

Sometimes it’s kinda hard to judge where you’ll land, since it often requires turning back from the platform you need to land on, but that’s something you just have to get a feel for with practice, there’s just no way around it.

I’m also a big fan of the vibe and aesthetic.

Overall, it’s a really solid entry with a lot of potential for an even more extended experience.

That’s a cool interactive experience. At first, I thought it was going to be something similar to Audiosurf, generating a rhythm-based level using the provided song, but using it for environmental effects is also cool. It reminds me of Hi-Fi Rush, and I love that game to death.

I’m glad you didn’t go overboard with the vfx. People often overdo it when integrating vfx with music, and it can turn into a seizure fest (although the magenta-filled platform did hurt my eyes a little).

This is super fun! You really nailed the gameplay loop. Overall it feels great to play and is pretty challenging, great work!

I really love what you’ve been cooking up here.

Usually, I’m not someone who pays much attention to the narrative aspects of games, I often skip dialogue just to get into action, because stories often don’t hook me. Even when making games myself, I mainly focus on mechanics with little to no thought about narrative. This one, however, really stood out to me. Even though you are just watching talking static shapes, they still have a ton of personality, and I could easily tell each one is distinct from another. That’s so amazing!

Gameplay-wise, it’s also really pleasant. The character feels very responsive, and the way it reacts to hitting the surface is so satysfying. The audio, as well as the art, everything felt so nice. I’m genuinely impressed with what you managed to create in such a tight timeframe. Even if it’s not fully finished, you’ve managed to make a very polished experience!

I wish there was more, and if you ever finish it, I will surely play it!

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Thanks for playing! I’m glad you enjoyed it.

I’ve been thinking about replacing the programmer art with actual sprites in the future. Right now, it’s probably hard to sell the idea that you’re supposed to be some kind of samurai without explicitly stating it. I’d still go with a fairly simple art style for readability, though.

I implemented the gauge because I was concerned that having no limit on parrying would reduce the incentive for players to get close to enemies, since parrying would be the easier way to defeat them. Personally, I’d just stand there and parry all incoming projectiles, and the game would turn into more of a rhythm clicker. I don’t really want players to rely on parrying that much, my initial idea was for it to be more of a lifesaver in tight situations, with slashing as the main way to deal with enemies.

I’ve seen other people mention that they dislike the bar as well, so maybe a cooldown would be more appropriate, or more ways to fill it during gameplay. I’m for sure gonna try to come up with something.

Thanks for the feedback! I really appreciate it!