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Wattmelon

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A member registered Oct 26, 2018 · View creator page →

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Still baffled that my silly little unfinished difficult as hell game got SECOND, but I’ll absolutely take it! Thank you all for the really fun jam and funni games :>

I unfortunately didn’t have the time to make level saves, but you only need to beat the first level to unlock Norwegian mode in this build ^^

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Glad you liked it! Not gonna lie, the Norwegian Mode levels were planned as an unlock for beating all of the main levels and getting really familiar with them, so they ended up being a REALLY sharp increase in difficulty, especially that first level lol

For Norway level 1, I intended for you to throw your head over the first set of spikes, re-catch it in mid-air to go over the second set, then either double jump or land on the little lip to the side of the spikes to throw it over the ramp. From there, you can either throw it from the ramp directly into the hoop, or set up for a slam dunk. Norway level 2 is significantly more straightforward, so I’ll leave that one up to you ;P

Insanely well done job! The fact this game has online leaderboards and an account system for something made in ONLY 2 WEEKS is insane.

I'm with everyone about the boss tho - there's just WAY too many bullets on screen, to the point where it gets sensory overloading and far more difficult than it needed to be ^^'

Loved the writing on this game, definitely got a lul out of me a few times ^^

It's a shame you didn't have the time to get more sound effects or music into the game cuz it would've helped to fill some of the silence

Really cute and simple! The idea of blinding a guy to use him as a platform is really novel, though I found some enjoyment in trying to cheese the fact he still has collisions, meaning you can jump on him without him needing to be blinded lol.

Missed opportunity to name this game Bald and Brash btw xD

Easily one of the best platformers of the jam! Really solid movement mechanics and level design - I'm a sucker for levels with sneaky little speedrun cheats and this game had them in spades.

The head waxing was the only thing I really disliked about the game. Mashing hurts my hands after a while, and this game started HURTING by the third level. I'd also frequently take my hands off the arrow keys just to mash fast enough for a boss phase or start of a room, then fumble my controls (I'm a Z to jump goober so my muscle memory played a lot into that lol) and die trying to be quick.

Pretty solid gameplay loop, though I wasn't able to turn down the effects volume on my version of the game, and the jump sound is really grating xP

Simple but charming! I wish the demon/gleeby states played a little more into the game flow (totally understand if you just didn't have the time to add it in), since at the moment they seem purely cosmetic. It also makes the red spray basically useless since you'd never want your customer to have short hair ^^'. Still tho, I definitely see the vision and really liked what you managed to get done for the jam! (also nice job sneaking Axl Low in there ;P)

This game was a really silly time, though I ultimately enjoyed the game more by trying to cheese the level design with Fren's incredibly fast running speed and beat each stage as quick as possible. Wasn't able to beat the Bald Witch tho - idk if she's immune to punches or just has a LOT of health xD

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Btw here are my best times in each level c;

  • Level 1: 3.60
  • Level 2: 4.10
  • Level 3: 6.98
  • Norway 1: 4.65
  • Norway 2: 3.73

Sorry to hear you weren't able to complete the game in time, can definitely relate lol. What you managed to make in time is pretty solid tho ^^

Glad you liked the story! I spent a lot of time on it c:

(Also I don’t blame you at all for not getting past the first Norway level - it’s easily the hardest level in the game rn and extremely fucked up lol)

Yea this shit was so ass lmao

10/10, gas leak game design at its finest

I had a good time with this one ^^. The story was really cute and silly (definitely got a chuckle out of me a few times), the scripted loss was a nice surprise, and the idea of using a mirror to stun your opponent is super novel!

Kinda wish Joel put up a little more of a fight in normal mode because I only really learned how the mirror mechanic worked during the Bulk Bogan battle lol. I just spammed head punches during the refight and he didn't block any of them. Bulk Bogan also kicked my ASS (I'll chalk that up to me never playing a Punch-Out-like before, though his quick jabs felt pretty hard to react to due to the lacking animation), to the point where I was starting to get a bit bored, but finally getting him with the stun and BARELY edging out a win with a sliver of health left got me to pop off ^^'

All in all, really solid work! I'm sure Joel's gonna get a kick punch out of this one :D

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Hey there! Really glad you enjoyed the game ^^

You actually reached the end of the normal levels! There's supposed to be a text box that basically says "this is all I was able to get done in time, here's a mechanic I couldn't build a level around lol", but I guess it didn't show up in your build of the game for some reason? I'm on a Windows computer, so maybe there's something about Arial text on Linux that I'm not aware of xD

Hihi! Thanks for opening up this late submission window - I was worried I'd barely missed the deadline ^^'

Here's FUCK IT WE BALLD, a (very unfinished) speedrun platformer where you shoot hoops with your bald-ass head.
https://wattmelon.itch.io/f-it-we-balld

Same ;w;

Thanks for playing the game!! Really glad you liked it :D

There’s actually a Perfect Rank system for each level that requires you to get all of your units to the end without losing any of them, which often requires a lot more strategy ;P

Although, there’s a bug with the game on refresh rates higher than 60hz that speeds up a lot of the game functions (I had no idea what deltatime was and that Construct 2 has it before the jam lol), so if that’s been happening to you, I totally understand feeling like there’s no strategy ^^'

Glad you liked the puzzles!

And yea, that’s intentional ^^'. Every level has a secondary completion goal of getting every unit to the file without any deaths (the “Pure Evil” rank), which requires all units to be sent out.

Very polished and pretty fun! Love the sound design and visual effects ^^

I have a couple gripes with the speed of the game and the last level (I'd assume?) though. I totally get why the speed of the objects are as slow as they are, but it makes waiting for/replaying levels kind of a slog. It's not helped much by the level design, which the level I got stuck on felt less like a puzzle and more like bashing my head against a wall. It might be something to do with how varied the options of where/when to throw out the misses are, along with some RNG in the movement patterns of the ground patrol and cannon targeting?

Either way, I love this concept, and the execution for the most part is spot on!

Pretty fun concept, but there's definitely some balance issues.

I found more often than not, my units would get stuck on a corner, then an enemy's bullet would snipe 2 of them at once, which made rounds snowball into impossibility. I also encountered a bug where the game was permanently in the Preparation phase and would softlock after I sent out units.

It's a great start though! Hope for the best if you decide to expand on this!

The ending to this was absolutely hilarious!

Short simple, and engaging the whole way through xD

I really liked the spin on the formula (pun intended) by introducing the freeze button! It's a great concept with a lot of great platforming and puzzle potential!

Ran into a couple bugs while playing though - if you freeze the game while over the flag, you can beat a level without touching the ground. I also had a ghost clip through the side of a horizontal platform and kill me xD

Other than that though, this was really fun to play and a solid concept all around ^^

Really solid start! Getting something out there for a jam is never an easy feat, especially with so little time, so the fact you even made something playable in 8 hours is a huge accomplishment ^^

That being said, the UI covered a huge chunk of the bottom screen, and placing blocks felt a little slow with needing to re-click the button after placing something down. If you barely end up using the top of the screen for platforming, that might be a great spot to place your UI elements! I'd also recommend finding a way to either drag/drop blocks into the game, or have it so you can keep placing the same type of block as long as you initially selected it.

Otherwise, impressive work so far! Hope things go well if you decide to develop this game further ^^

Should've recognized sooner that this was made by the SquishCraft dev - I knew something about the art style looked similar lol.

Absolutely brilliant puzzle game that left me scratching my head on quite a few occasions! Level 9 was completely out of my league though lol - I had to look up how to beat it and smacked my head immediately cuz it made so much sense xD

Only problem I have is that for the sake of the jam, it doesn't feel like it fits as strongly to the theme as I've seen with other games, but that's a TINY nitpick on an otherwise perfect puzzle game that I'd definitely play as a full release! ^^

I LOVE this art style, and I loved the game even more once I realized how to actually score points ^^

For something that was done in 2 days, this is insanely impressive! Obviously it'd be cool to expand on the concept by adding more mechanics/reasons to jump, but this is perfect for the jam if you ask me. Only issue I ran into is that the game would always crash after a certain amount of time? Dunno why it happens, but it didn't stop me that much from enjoying the game ^^'

Phenomenal work, 5's across the board from me! :D

Short, simple, and sweet! ^^

Had to play it in fullscreen because the arrow keys would move the page (the game also only took up a quarter of the screen in fullscreen mode lol), but it was pretty fun! Solid work!

Very funny take on the "Papers, Please!" formula ^^

Only thing that caught me off guard were the notes that said "no [ingredient] on X side" when the ingredient wasn't on the pizza to begin with? I assumed that it meant the ingredient was supposed to be on the pizza, but not on that side, and I got punished once for it.

That's only a minor nitpick on an otherwise great experience though! Would leave a 5-star review on Pelp, but you know how it is lol.

I had an alright time with it!

Pac-Man got suck on a wall a couple of times, which let me win pretty easily lol. Also idk if it was just me, but the characters move REALLY slow for some reason?

There's a lot that could be improved, but making something alone in 2 days is an accomplishment in and of itself to be proud of, and this is already a pretty decent base if you choose to expand on it in the future ^^

Was about to write it off when my first [B]ario managed to perform a perfect lap 1 and 2, but then I retried to realize that he actually CAN fall off the track lol.

Really fun concept with a lot of potential to get even wackier if you decide to expand on it!

I clicked the A in How To Play by accident and immediately fell in love with this game

Level 18 was convoluted as hell though, needed the hint for that one xD

I love the art style for the game! Every characters looks super unique and well thought out in their design ^^

Gameplay-wise, I think it's a great base, but it could use some work? I couldn't tell what each quest meant or if it had any impact on the hero you gave it to. If not, then I think that could be a great place to start if you're thinking about expanding on this concept! A lot of games in this genre seem to focus on reputation, which gives you access to bigger challenges/rewards as you progress in the game, and I feel like that could work pretty well here! The two bugs with the money count and end screen were pretty rough, but I saw that they got fixed in an updated build, which is nice.

Overall, I had a fun time with this one! The game's whole vibe definitely kept me going until the end, and while the current game feels a bit shallow, it's a phenomenal base to build off of! Amazing work all around ^^

The art and presentation of the game was absolutely adorable!! :D

The story and characters were great too! Having to remember your customers and make better decisions based on their skills is a great idea for a game like this, though you could probably push the ambiguity of what missions work best for someone even further if you decide to expand on this (for later in the game though - having super obvious missions early on is a good idea lol).

There's a TON of potential with this concept, and I'd love to see what you guys do with it! ^^

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I'm noticing a lot of people struggling on this one, but all I did was aimlessly swing my mouse left and right and killed, like, every enemy I encountered XD

The presentation and concept of the game is great! I love the design of the rock colossus, and playing as him felt empowering. The gameplay got pretty stale after a while though. All I did was swing the left arm around and basically everything died lol. And because it didn't seem like there was any sort of ramp in difficulty, I got bored kinda quickly and just let the enemies come to me.

Still though, I think this is a great base if you decide to expand on the mechanics! Maybe if the golem got new abilities and if new heroes that can counter those abilities were introduced, I could see this being a smash hit ^^

Had a lot of fun with this! The core gameplay loop is pretty addicting, and the mechanics work pretty well! I wish the player would speed up to their original position if they started falling behind though (maybe to counter-balance that, you could have the game accelerate more the further you get), and I never really felt the need to upgrade blocks since you can restock on them pretty easily by removing pre-placed ones.

Nonetheless, it's a really solid auto-runner ^^

Really cute and simple concept, but could definitely use some difficulty tuning. Maybe if you wanna keep the base difficulty around this level, adding some kind of leaderboard or perfect score system would be a great way to incentivize players looking for a harder challenge! Also placing things on the road felt kinda finnicky, and often times I felt like zooming in/out of the map was more of a minor inconvenience than a necessity, given how zoomed in it is at the start. If you decide to expand on this in the future, I;d recommend maybe making each tile to look like it's on a grid, then giving it a highlight if you've selected it (also zooming out the camera to have the whole grid on screen obv lol).

The art was cute and the gameplay was quick and easy to understand though, which made it fun to play through the whole way ^^

I JUST FOUND A NEW BUG WITH THE GAME THAT AFFECTS DIFFERENT DEVICES

For some reason the game runs at double the speed on some devices and I have no idea why? As far as I know it's happened on my other laptop that runs Windows 11. If anyone else has encountered this bug, feel free to let me know!

Omg wait... I just found a bug that makes it move TWICE AS FAST ON DIFFERENT COMPUTERS FSR???

I switched to my work computer, which runs on Windows 11 (idk if that's what's causing it). Not sure if this same thing is happening for you, but if so, I totally understand how much harder it is to beat every level that way xP

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Really glad you liked the game! ^^

It actually is possible to beat every level without losing any units - otherwise I wouldn’t have left the level designs in lol. Some of the later levels are pretty finicky, notably levels 8 and 10, but they’re all possible to get perfect scores on ;P

Can’t deny the lack of sound effects though. I was also planning on adding more unit types, like one that’s immune to turrets but has only 1hp against everything else, but time got the better of me and I had to reduce scope lol.