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Wob Wob Rob

344
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A member registered Dec 02, 2020 · View creator page →

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marble game is a cool idea for the theme, and I really liked the visual style of the marble matches. you've obviously got a few bugs in there currently collision/audio wise. I couldn't win some matches even though I was definitely knocking more out than my opponent, so sadly I wasn't able to progress very far.

it was very difficult to figure out how to change marbles, but thanks for including button remapping. I had to change the arrow keys to stop the browser window from scrolling the game out of view.

art is great though. totally nailed the gameboy style

nice work

yeah, cool. like the idea of collecting bad luck and using it as a weapon. like the song (it sounded really familiar for some reason). and i like that you had different tasks for acquiring the medallion pieces. I would say it gave me more Atari vibes than gameboy however.

nice work

some great art here, and it feels very game boy.
audio seems to not be working which is a shame.
liked that you could jump on pretty much everything
nice work

art is cool. and the ending is good. 

I definitely would have made more of a point about the down button being the key to winning though. like even in the button layout, for example - instead of having jump assigned to every button, have A jump and B down so the player knows there are 2 functions. I only read your hint by chance as I was about to quit, so went back and played again. 

only other thing I would say is it would have been nice to have a tune to jump to

nice work

i think the mouse control is a bit annoying, as was the message you had to skip every loop telling you to press start, but aside from a couple of display glitches actual game plays well enough.
I do have one question: is it actually possible to win the coin toss or am I just unlucky?
nice work

great start here. I really like the constant change of perspective (i.e. 2d -> top down -> space shooter) it feels dynamic and feels ambitious. art is great. would have loved to have some audio in here to provide a mood. 
nice work.

liked the main characters sprite and movement animation. art was decent all round
i think it would have benefitted from movement being quite a bit faster. unfortunately I can't say much more than that having experienced quite a few glitches/bugs that made the game somewhat unplayable so I threw in the towel

nice work

it's like mario party, but every time you stop you lose 3HP! seriously: I played this a few times and pretty much landed on every single trap every time. I got to the boss room once, but after being instantly annihilated, I decided I'd had my fill.

like the idea, but probably needed a few extra features and a longer board to keep me engaged.
nice work

I have to agree with the other comments on the lock screen about it taking ages and being frustrating. but actually... I think thats made worse by the second joke (that the bunny can't reach the clover). it's the sudden realisation that theres no game here, just a prank; and thus there is no catharsis to the initial frustration of unlocking the experience. you come away feeling like you've just had your time wasted, and it verges on being mean rather than unlucky.

I really liked the rabbit sprite though. and the philosophical journey I've been on writing this feedback!!

nice work

some great sprite work here, and the game is very playable. shame there was no music to really ramp up the boss fight mood. nice work!

Quite a simple mechanic but nicely executed. It was a little difficult to make out what a couple of the objects were, but I managed to fix everything regardless. I loved the talking noise, and the ending was very good. Nice work!

yeah, like it! art and music are great, and it has a crypt of the necrodancer vibe in play style.
the random bullet selection on firing is definitely appropriate for the jam theme, but I wonder if the selection could have occurred before firing, so you always know what your next bullet will be, and can base your next move on it. Might have introduced a little more strategy perhaps. Very solid base of something here if you wanted to continue with it.

nice work!

I really like the idea here. My only issue was that I couldn't really grasp what the connection was between the block types, and their potential success, or destruction. I didn't find the descriptions of the block powers particularly helpful either in that regard - other than to realise there was a % chance involved in successful placement (which in fairness is appropriate for the jam theme). 

I'd love to play a version of this where the only randomness is in the initial block roulette, leaving room for more strategy in the placement side of the game - I think that could be super addictive, and with a bunch of powerups and additional block types, you've got yourself a hit.

nice work!

this was really buggy for me unfortunately, periodically freezing and at some point all the SFX stopped playing. The freezing thing I have encountered before (and my gut is telling me its a godot issue connected to online leaderboard functionality - but don't hold me to that!)

what I did get to experience was great. art and music top notch. color pallet was appropriate for the casino vibe, and its authentically gameboy to play. nice work!

nice little collection of mini games. music is great, and the art is top notch
my only quibble would be that it is not very forgiving on the player (who at times is punished for having never played it before and being familiar with the mechanics - although in fairness this is appropriate for the gameboy era of video games!)

nice work

cool twist on blackjack. I think this is more lucky than unlucky though for me! I managed to get a complete run where I never went bust and filled the whole screen with cards! I think the number was adding weirdly at some points, so you might have a bug in there somewhere, but overall a novel experience. nice work!

some lovely parallax going on here. 
I think the speed could have ramped up a bit faster initially as it took a long time to get going, and a bit more variety of obstacles would have been welcome addition, but it plays fine once it gets going.
nice work!

Thanks so much for playing and for the kind words!

RE feedback: I know exactly what you mean about the ruins floor tiles! And I agree, the contrast definitely needed a bit of work in places. I had planned to fix/tweak those kinds of things, but the ending took a lot longer to make than I had planned and we just ran out of time!

I like the setting, and the attack combo system makes the combat mechanic (to be honest, I normally find this kind of turn based combat pretty dull, but here there is an element of puzzle to it as you try to work out the best cleaning methods, which I really liked. it has a comedic edge, very monkey island I thought)
art and music is cool.
the movement controls were my biggest issue. It felt like there was an invisible grid I was getting snagged on and I struggled to get the character to line up with things

overall, nice work!

encountered a weird bug where the police car didn't despawn on game over, so it overlaid the menu, and remained on starting again -- right over the players start position, killing you instantly on game start!


art and music is very authentic. 
I also like how you staggered the controls to J+I rather than the J+K combo which a lot of us have gone for. feels a lot more natural.

nice work!

this was way too hard to control if you ask me. I couldn't make it past the first screen. I felt like the bombs had different timers depending on how long I held the buttons beforehand, and I couldn't time my jumps accordingly if that was the case. when I did time my jumps right, the character was so loose in the air I couldn't land anything

character design and storytelling was awesome though, especially considering how many pixels are involved!

nice work

not a huge amount of game here, but the art is pretty cool. nice work

this works. i think the colour switching controls could have been simplified to a button press rather than cycling up and down.

bonus points for the satisfying physics looking movement of the balls bouncing into the bucket when hitting the sides.

like the theme interpretation, and this is a great little puzzle game. gives me baba is you vibes. 

it did take a while to figure out what I was actually doing though - in fact, I would say it wasn't until the last couple of levels that I was playing intentionally rather than just trying different combinations. but I was intrigued enough to keep going, so once I did understand it, I wanted more.

great work!

very fun. good character design and theme implementation works well. I think I had all 80000 of those demons from the start though! it definitely ramped up a bit quicker than I could upgrade. nice work

this is pretty unique, and a nice challenge. I think it would benefit from being a bit more forgiving when it comes to respawn, especially given the complexity of the controls. it's hard enough already without having to do multiple screens over and over again. I'm afraid I threw in the towel a few screens in the caves section.

tbh, I was almost on the verge of quitting before the game even started due to the excessive story panels!

overall, nice work!

yeah, some kind of soft lock detection that can bring up the reset level prompt when the player gets stuck would be a great addition.

Thanks for the feedback, glad you enjoyed the game

Thanks so much for playing! Glad you enjoyed it!

Seems a few people have got soft locked on that puzzle! Glad you enjoyed the game though! Thanks for playing and for the feedback!

very old school look!
navigating the train is a bit clunky - i feel like perhaps a jump mechanic would have been a good addition. being able to move around a bit faster might have allowed you to increase the number of passengers needing something.
would have liked a song too to add a bit of flavour and fill out the experience.
overall though, nice work!

art is good. controls are a little loose, room for tightening them up.
encountered the freeze bug, but mashing the buttons did indeed fix it (as per your description)
nice work!

well done on making a game! it's a decent idea: kinda like the oregon trail with zombies. some feedback: the zombie shoot section could have been a bit more satisfying ( like making them easier to kill, making the cursor a bit more responsive, and having some sounds). overall, nice work

enemies were a bit fast/tough at the start, but i figured out that if you just stood still and fired, you'd collect enough health to survive each encounter. i was still happy to get the multi arrow bonus later on and actually have a chance against them! sorry to blag the game.

going outside the first time was genuinely funny.
looks and sounds great. nice work!

cool idea. i managed to scare the kid and get the balloon, but other than that I had no idea what to do I'm afraid.
Still, I think the hand cursor scrolling, and the inventory select/use was well implemented, and was intuitive to use.
intro was funny, and the characters were funky. nice work

thought the setup of the cat losing his last life was good. shame there wasn't much to do after that. still, it looks and sounds very authentic. nice work!

kinda cool. loved being able to jump on the credits. nice touch

love the character design and overall polish. music did get a bit repetitive after a few levels, would have been nice to have a couple of tracks and alternate, or have the music dynamic by area type.
very playable. great work

shame about the softlock on death screen. might have given it another bash if not for that. looks and sounds very authentic. nice work

definitely needed to be clearer that the fishing was a minigame. I only found that out after reading some of the other comments. gameboy aesthetic is spot on. nice work

nice interpretation of the theme. some of those unlucky events had me laughing out loud! nice work