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WispyMouse

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A member registered Jan 30, 2018 · View creator page →

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Darn! Hope you still had a good time. The art, general flow of things, and the mitigating factor of it not really being your fault will hopefully make up for it.

Y'all made something really cute here! The music is boppin', and the art is really nice. The variety in actions that the party could take felt just right for a proof of concept. Managed to beat the boss twice on the first run.

The Best Thing: Despite only being able to say "no", the flow of each combat felt really zippy! It felt like it took about as long as Paper Mario and other RPGs to resolve a combat.

Room For Improvement: We never had to say "no" enough to make our party unhappy. It was a cute risk, but generally the party was right-on frequently enough to not be relevant.

Some Design Space: Special override abilities, that increase the whole party's frustration, could be pretty cool!

Thank you for playing, and thank you for your very thoughtful comment! You've captured the essence of what we were going for. ^_^


We juggle sometimes as a hobby, and find this kind of work really... flow-state compatible, y'know?

It looks cute n' good, but unfortunately the flashing lights make it hard for us to play, re:epilepsy. ouo;


Had a good time with it for a little bit, though. It felt difficult to control, but hey, that's the jam!

Seeing them go about their duties while controlling someone was really cool, and it's neat to see fire fighter stuff. The fires took quite a while to put out, and our companions got stuck in the wall a couple times, but it was a fun time overall. Good job!

This completely blew us away. Was this based on an existing rule set? Would you be interested in putting this game's code up on a public repository? We'd love to see how you managed the AI and the effects of cards. Congrats on having a game that's even more rules heavy than ours! Total 5/5~

Whoa nelly these puzzles were hard. Probably the most we've ever wracked our brain for, in any game. We spent the longest time out of any game in the jam so far on this one. Sadly, closed the browser window with ctrl+w before completing the level we were on. Was gettin' there!

It's simple, and/but also fun. Y'all've done a great job at presenting this charming little bundle!

Personal gem of the game jam. This is a really great game! Managed to clear all the levels, which were mostly on juuuuuuuust the cusp of our ability. Showed this off to a couple friends, too. Great work!

What a delightful experience! Most of the times we got hit by skulls, there was this wind up of "oh nonononono", seeing exactly what's coming for you. Managed to clear the whole game, although we almost gave in at room... 11, I think? Right before the bouncy pads!

This is a really brilliant game, whoa! Y'all've made something beautiful here. It does need a bit of tuning, sure, but well done! We also wish for a lot more move forward blocks.

For whatever reason, the logic for tiles swapping is just not connecting in our head. Still, this is a really clever puzzle game! The "doo~doooo~doo~duuuuu" of the you lose flute will haunt our dreams now.

Pretty cute game! Gave hard a few tries, but couldn't quite crack it. We accidentally skipped through the intro text the first time launching the game, eheh.

We had a lot of fun navigating the map, although the most stable strategy seemed to be sitting in a corner and not engaging with the fun platforming. After turning in, we had 205 seconds and 54 enemies defeated. The art is, of course, very cute! ^_^

Y'all got an impressive amount of stuff done here! Really cool presentation, it gave off really high quality Star Fox vibes. The hit detection felt a tad dodgy, though.

Thank you for the UI feedback! Yeah, not certain where we want to put more information. On one hand, we could highlight all of the reactors that things can go to. On the other, quickly reading the situation is part of the challenge... Maybe in the post-jam version, we'll try out some more indicators, see how that feels.


The scoring system is pretty brutal, hehe. We can get an A, and there are two score tiers above that!

Yup, the tutorials a bit of a novel. Thanks for sticking it out!

Your presentation and pacing were really good! Feels like the game landed all of the emotional moments it was meant to. The narrator-person was quite rude, though! =P

Thank you for playing! The tutorial was just about the last thing we made for the game, out of fear of it becoming outdated. After putting it all together, feels like we landed on almost the right amount of learn-to-play-wordwall.

Wouldn't be surprised if we have the most novel/complicated set of rules in the jam, but it seems like people were able to hold all the details in their head. Thanks for playing, and thanks for giving it a chance after the tutorial wall. ^_^

When the music slotted in, it quickly felt right at home. Actually for a little bit, every time the music loops started the whole track started over. "The real punishment for messing up is starting the music over again", eheh. Making them crossfade in to eachother improved things a bunch. Thanks for playing!

Thanks for playing! The basic concept of using an out of control reactor was decided pretty quickly, and we're happy with where it ended up at.

Whoa nelly, the controls are wild. Never figured out a rhyme or reason for the way that the controls were arranged, but then again that's the point! It was a fun little game and a neat idea. ^_^

We fluttered onwards to victory. It was a pleasant and chill experience, mostly. There was a warning, "Yeah I wouldn't touch those", and then we saw a flower, so for a little while we thought the point was to avoid the flowers. Didn't take long to realize it meant the 'lil red things, though. Well done! ^_^

There was a tiny attempt to do that! The next item is cue'd by a sound, and each item has their own sound. It's all just somewhat shifted versions of the same soundbite, so it's not super easy to track which is which.

Thank you for playing! ^_^

Gave it a run through. The feeling of the menu screen was pretty neat, though there's a few interface improvements that would be appreciated. Telling how damaged the car is, and having a textured floor so we can tell if we're going up/down would be nice.

Oliver is the best. ouo

Bashing tops against eachother is always good fun. ^_^

There didn't seem to be any specific strategy to being out of control, though. Touching the other top does as much as them touching you, so just maxing out spin and balance, then trying to touch the other top before it charges up seems to be the only way to go. It's a bit hard to tell who won as well, since the game immediately restarts. Maybe there's an input we're not noticing?

We weren't able to figure out how to play. Eventually, an element appeared, and we could drag that to Slot 1, 2, or 3. But what made that element appear, and how do you get more?

Seems as though you're supposed to press "Space" to continue reading, and then "Enter" to close the instruction screen.

The presentation was really neat, we liked the feeling that the temple had. Solid lighting and music, too!

We played for about seven rooms, but didn't notice any progression or end in sight. Is there a finish line?

Just cleared the game!

A turn-based, territory-node strategy game is a really wonderful concept. We wish that it spent longer in the grand strategy phase, but what was there was delightful.

Our full thoughts are pretty critical, but this is clearly a project to be proud of. The art, writing, and scenario are enjoyable and inspired. There's lots of clearly good ideas here, and by the end there were an enormous variety of units and characters.

We're not sure if the members of Dead Genre Studios are still active, but this was an enjoyable playthrough.

Glad that you enjoyed! We've been accused of using the same trapezoid+head placeholder art design for years. Finally, its time has come to rise to the top, and feature in a game with explosions! We'll check out your game momentarily~

Thanks for playing! Humor can be very hit or miss, and we're glad that the humor hit this time! (and wasn't subsequentially defeated by frogs)

Pokemon Black and White provided a little bit of aesthetical guide for how to handle the camera. Perhaps in a larger scale game, we can do the projection more justice; this little game jam game has a lot of enemies clipping in to the walls! Still, feels like it came out pretty nicely. Thank you for playing, and for your detailed comment!

Getting a smile was our goal!

The, "you get one definitive action" design decision looks like one of the common ones this time. Thinking about that kind of mechanic led naturally to one, big, earthshattering KABOOM. Go get 'em!

The puzzles themselves are pretty great, and it feels smooth and the music and sound jingles are delightful. It is a tinge frustrating to do a lot of a level and run in to a deer that you're trying to flip, though, and it was a common occurrence. We stopped playing after a pretty fun puzzle level due to running in to the same deer four times, eheh.

You have a really smooth-feeling game, here. For the first bit of playing, the groovy feeling of the shooting sound almost sounded like an intentionally designed song; it's just such a good "thoop thoop thoop". The way enemies in the correct palette light up is really appealing, too.

Our core complaint comes from the amount of health the enemies had. It feels like they can take a lot of thoops before going down. We ended at a humble 680 points, although we're guilty of testing out the hitbox too much.

Thank you! We spent a bit of time watching some explosions from the reference material, and had couple friends give some small bits of advice. It wasn't a collaborative work, but in this way explosions brought us together a little more.

The environment stuff started as the same pixels-per-meter sizing, but ended up getting squashed and stretched and such. In the end, left it as it was in the original draft. We'll work on environmental art more in the future. Thank you for playing!

Thanks for the quote, and the full feedback! We had a reel of Megumin's explosions on, to give the game that extra Animu-punch. Perhaps for next jam we'll be less derivative, but it was nice to revel in such raw, crimson power.

The two sizes were mostly to fix a small, silly problem with the game. Originally, all the frogs would jump at the same time, which overlapped the audio clips. After spacing out the small ones randomly enough, sometimes the frogs would be actually impossible to hit at the same time. So, big frogs, with their own timing! In hindsight, using something other than raw randomness would've also fixed it, but then we'd be in a world without big frogs which is objectively worse.

Goin' full Gameboy is certainly novel! The core mechanic of only being aware of one enemy at a time is a great use of the game's theme, and the core way the game plays fits that well. We wish that there were tighter corridors for the enemy to come down, though; since they can come from anywhere, and through walls, we didn't really form a strategy. Trying to play by flipping between ghosts and popping them as they come is only somewhat more effective than spinning in a circle and shooting.

This was a charming game, and it's nice to hear that you were able to round it out! Only caught a teensy bit of you streaming its development.