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XenoZane

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A member registered Feb 05, 2022 · View creator page →

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This was cool! A little bit of weirdness in the controls and physics but I found the level/puzzle design really clever. And although the end was anticlimactic, I thought the length was pretty perfect for a jam game.

High degree of slickness in this game. Very cool visual effects. I love the small bits of ledge forgiveness that are very subtle but make movement feel much slicker. I like how limited the ability is, and the level design is very nice. Some of the tall sections where you fall and lose progress were tough, but the worst of that was at the very end as a final challenge, so fair enough! Very nice, would love to see this with some more texture work.

Simple but charming. I wish the camera was zoomed out just a little bit more.

Cool short vibey bullet hell fight. Very satisfying the way the boss's moves compose. The dodge is pretty slick, I appreciate that it stops your fire temporarily as well, so there's a small DPS cost to using it.

Oh also, love that 3D-looking UI. Very 2000s

I liked getting the prompts and trying to follow them, and the songs and ads are funny (I wish there were more of them!). Fun concept, but 10 minutes felt pretty long to me, and I couldn't adjust my mic settings to be reasonable. Seems like a very fun game to stream though.

Very unique submission. I liked the implications of these games, trying to piece together through the limited assets provided what the "actual" games may have looked like. The puzzles were simple, and the final puzzle was a little rough combing through a bunch of audio files. I admire the very strange submission.

Tutorial screen was a lot of text but very helpful to give me a space to practice. Falling when charging is very interesting, but I wish the resulting dash pushed me further. Very tough, and I wish there was a bit more feedback on hits, both when I hit enemies and when they hit me.

A little too ambitious for its own good, but very funny. Had some good laughs from this one. Would be cool to see the skateboarding mechanics being a little deeper and getting some more variety in the skate parks. I like the overall game loop where my skating has a purpose (paying child support of course) but it gets repetitive. Given the ambition here I'm impressed at how much got done.

I like how you're always trying to keep the player in a flow, constantly moving and being very forgiving with aim (via time freeze). That element is very slick. The player control feels a little bit stiff in some uncomfortable ways, but it did get a little better as I learned and practiced it. Wall jumping is still pretty rough though. Some mean spots in the level design but this is good stuff overall.

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Incredibly fun!! I had some problems early on where I couldn't get into the air and I thought the enemies were too hard to see, but these were mitigated quickly in the later rounds (and by realizing you can grind on rails). The enemy diversity is great, the combo system is really rewarding and fun. I like how you have to choose to disorient yourself to get rewarded. Satisfying arc and conclusion. It really clicked for me when the waves came in and started sending me into the air. I only wish there were MORE combos, like rewarding 360s. I also think more feedback on hitting tricks would be nice. And the music! Really good music that builds up satisfyingly.

There's a lot of slippery platformer type games submitted to this game and I think this one feels by far the best. The momentum building is very clever and I like how the mode switching recontextualizes your own velocity. I'm impressed by how much was pulled off with how few buttons. (even before mode switching this is a fully functional and fairly deep platformer that only uses 2 buttons! wow!) I have some gripes with the level design, a lot of things felt very trial and error. Often times I couldn't see what was upcoming or anticipate what state (velocity) I would be in when I approach it. You could mitigate this in a number of ways: letting me look ahead more, giving me checkpoints within the level, or giving me some sort of indicators when to switch? The feel of the character is very good regardless and when I hit an intended line through the level design it felt very slick.

I love the style and music and writing a lot, but the gameplay is sort of lacking. Without any sort of chaining or holding pieces it's hard for any strategy to feel meaningful. There's a small amount of score optimization but it's very shallow. Again though, great vibe especially the music & sound design.

Novel control scheme. For better or worse, it has a strange relationship with the flip screen camera. I particularly enjoy the physics objects in the world and the oil slick painting onto surfaces (even onto the physics objects, pretty slick!)

Really slick. The visual and especially audio style are super sharp and feel awesome. Really good sound design. Understanding the dash was key to getting the game, but I still feel like I was mostly button mashing outside of that. It ran a little poorly on my computer unfortunately. Great work and FUCK ICE

Thanks for playing (and the extensive feedback!)

I’ve been trying to think of a better control scheme for keyboard since we made the game and I think you’re onto something.

One idea that came up was to just bind the mask actions to direction + action, but I think the slo-mo is pretty key to the design and I can’t fit it into that control scheme. I like the idea that pressing a direction on a secondary input initiates slo-mo, but releasing it then performs the action. This loses the ability to switch masks without using an action, but maybe that’s fine? I think it’s nice to be able to slo-mo without using an action; this new control scheme would make slo-mo a more committal action. Maybe that’s good, but I’ll need to play with it to figure out.

Very strange and slippery controls. I liked how different it feels from most of the games I've played. The visuals are simple but the more painterly or 3D sprites made me laugh.

This game feels really slick and fun when you're moving and braking efficiently without interruption, which makes it sting all the worse when you do hit a wall and need to rebuild everything. It took me a while to understand how the power braking stores power but I liked the game a lot more after realizing that. My biggest complaint is probably just that restarting on the water silo level takes too long. Very cool feeling game.

I like how grotesque this game is, and the energy is really good. The dnb music kicked ass and the score combo system was great. I do think the enemy spawning was a bit unfair, most of the time they were hitting me from behind before I even knew they were there. It might help if they made a sound or something. Very fun game though, I'd love to see some more variety in enemies and maybe more ways to mix up your play style.

I really like the replay system. Seeing the character snap to crazy poses to dodge lasers in realtime after programming it in slo mo is very entertaining.

I like the visual style and the old school RPG stuff, but I couldn't figure out the combat system. I'm sort of unclear why you would want to move or use the blue actions?

Pretty fun! I wish the camera was a little nicer but I like the look of this and it felt pretty slick and smooth to play. Nice level design.

Thank you! We're obviously pulling from "mask" aesthetically but slickness was an equally high priority.

I like the weird control scheme, I like the slomo, I love the camera angles on the intro and in slomo. We also used slomo for slickness. I do think the jump and slide timing should be a lot more lenient than they are, and it's too easy to get stuck in a loop trying to pull off a slide. The combo system could feel nicer but I love that you went for an unconventional control scheme like this.

Really fun and slick. The character was surprisingly heavy. I appreciate how tight the L/R controls are. I could see myself speedrunning something like this. The way you dash through and shoot off the diamonds is really satisfying. You should check out my game if you get a chance, we have a similar idea of chaining together traversal/attacking moves for slickness.

Very hard, I did not do well at this game, but it was very funny. Great physical comedy especially with the cracks accruing on the phone and seeing the package in the backseat fly around. The GPS constantly recalculating also got a laugh.

I got stuck too small and had to start over. But I like it. Cute little Katamari-like game.

I see now that everyone's mentioned the checkpoint thing a lot. But there's some cool stuff going on here, I'm glad I stuck through past the first few frustrating restarts.

Neat! The slide feels pretty sick. The visual style is nice, I like the texturing on the player character and the sort of hatching-like shading. I think you could be a bit more generous with checkpoints. The feeling of moving with the train when you get on top is really fun though.

Extremely charming visuals, I love the sheer number of upgrade options. You really didn't need that many! But I'm glad they're there. The gameplay is very simple but I had fun anyway. The midi music and low res sprites really sold the 90s shareware sort of aesthetic.

Very nice aesthetic here. I like the theme interpretation quite a bit too. I like the realistic ways you can cheat but I had a hard time using them well to get a reasonable advantage. Seems like you want to play conservatively but then swing huge bets on rounds where you stack cheats to win? I'm unclear on the best strategies but it certainly made me think.

Played this one because I was interested in the language (wonderfully small executable size btw). I think the gameplay is a little rough, manually controlling the camera was sort of painful at times and the splash indicator wasn't always accurate. I like the art though and the concept is sound. There's some fun puzzles in here it's just held back a little by cumbersome controls. Good work with the limitations and amount of time though.

Really hard! The only way I was able to clear levels was by going very slow and creeping through, which didn't feel very slick. But I really like the visuals, especially the background and text work. I'm very impressed that there's ghost racing in here. I replayed the first level a few time to get a better time but the other ones were a bit too punishing for me.

I played on controller, not sure how many people will do that but I liked it. Aiming at the smallest enemies was pretty tough though.

Pretty fun! I like the fast character control. I think some of the narrower level design was tough with the fast and slippery control, and needing to stop and kill everything made it hard to enjoy the high speed. I really liked the end with the bullet hell-y boss enemies. Especially the final level with the big open space. I think it's good how generous the healing is in most levels, but fighting the final boss in the big open space was probably the most fun part.

Nice puzzles. I liked the extra challenge of getting the fish. On the best levels here, going for the fish makes you rethink about some level elements that were trivial without it.

Pleasing game with good story and fun encounters.

"Placeholder art" my ass, this game looks awesome. The animations are so charming. The sound design and music growing as the machine plays is wonderful. I wish there was a bit more depth to the gameplay than just chaining together a bunch of stuff, but it was an incredibly enjoyable 10 minutes to play this game. There's some small technical issues and some web performance stuff but who cares it's a jam. Great work.

I played a few holes. The collision boxes of the penguins not being accurate to the sprite was a bit rough, and waiting for the penguins to come to a complete stop is a little tedious, but I thought the concept and execution here were very cute. The little rounded square penguins are especially funny, and I like their little noises.

Really cool pixel 3D work! I love slinging around the gravities of the different planets. Very good amount of content for a week. The trials are definitely more fun than the planet scanning. Both of our games used slo-mo for slickness :O