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xmoby

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A member registered Apr 28, 2018 · View creator page →

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Thanks a lot for the return, much appreciated! The music is also an important aspect of our submission, though certainly not as much as with your rhythm game. ;) We ended up using premade songs available from Pixabay, but in a future jam or project, we want to start looking at making our own music. The info you gave us will certainly help. Thanks again! :)

Fun game! It got a bit easier once I realized I could get more than one fish on the line at the same time. And shooting the bird is so satisfying, haha!

Thanks for the feedback. The controls are one of the first things we plan to improve after the voting period is over (considering we’re not allowed to update before then). We have an idea or two for the controls, but are open to suggestions. Do you have any?

Thanks for trying the game. Glad you enjoyed it!

Very chill, I feel like I would sail in such a sky forever. The music really added to that ambiance. The button-mashing mechanics, though… A bit at the opposite of that cozy feeling. ;)

I admit the controls could have been either configurable, or at least offer more options. Having only Enter for the harpoon is probably not the best. We’ll see if we can adjust post-jam.

Thanks for the feedback!

Short, but certainly fun! I like the art, and the added mechanics as we progress.

Thank you for playing and commenting, glad you enjoyed the game!

Very nice concept, fun to play and well presented. I like the inclusion of a leaderboard! (taking notes for my next game jam… ;))

The only small-ish suggestion I have would be to make it clearer where the (mouse) pointer is on the bucket, as it gets harder to align with the water when there’s no much remaining.

Good work there!

Wow, thank you for those kind words!

Yeah, we realized too late the jam was an hour shorter than expected, and we (foolishly) kept the addition of the gameplay instructions for the end; we wanted to make sure the gameplay was finalized before we wrote them. Oops! Maybe in a post-jam version, we’ll see.

Thanks for playing!

Thanks for commenting. We had a plan to add instructions in the game (and more sound effects), but we realized too late that the submission time was an hour earlier than anticipated (making the jam 71 hours long instead of 72).

Glad you loved the vibe! The music was not made by us (as documented in the credits), but we made sure to chose pieces that would fit the game.

I’m a WINNER! Haha! (got the 40 scraps, not just boasting randomly under a game there)

Nice mechanics, and the music fits perfectly for a game centered on a big truck. Good work! :)

Just one more… Ok, one last game… Another last one now. Ok, there are other games to rate. 😆 Very fun, short, polished. Good work!

Really love the style, brings back memories of old gaming days! The mini-game for catching the… “fish” (??!?) was original, too.

The idea is nice, but my old hands have trouble synchronizing the keyboard-based platforming and mouse-based aiming (well, mainly keyboard platforming, to be honest, haha!). Getting a nice out-of-screen swing is fun though, and the power-ups are a nice touch.

Simple, but very well polished. Who knew that cows could fall on their feet, even from deeper space (I was kinda hoping it would splatter when it fell from that high, hehe).

An idea for the itch.io page: maybe have (at least) the first screenshot not animated, as it was a bit distracting from the game, with it being almost the same size and all.

Thanks for the kind comments! We had a blast trying to find a way to get evertyhing on the same beat: the bumping polygons in the background, the two-frame animations, the music - though it’s still not perfect on that front. We were clearly inspired by the synthwave playing non-stop all the week-end here. 😆

With the shop, I think it gave a vibe like those old Flash games (R.I.P. Kongregate).

Thank you for trying and commenting. After running the same waves for hours, they didn’t feel hard, but I understand that it might not be the case coming freshly in the game. The shop helps, and after a couple of runs, catching fishes becomes a bit easier (though the evil cubes of doom are not less deadly).

Very fun twist, a rhythm game with a fishing theme. The songs are nice; did you compose them? (and if so, how - tools, process, etc.)

I liked the two distinct (though simple) mechanics, and the reeling tune was fun to listen too. Almost its own reward for succeeding at aiming for a fish.

The blowfish got me every time! Suprisingly, the big frightening springy snake was not bad at all (and worth a lot of money-points!).

I felt fooled: there were waaay more than four keys in that box! Nice adaptation of the runner genre.

The “Fish Fear Me” sign has now to be replaced by a “Me Fear Fish” one. I didn’t expect having to put such a fight with a fish after getting it out of the (not) water! Fun concept there.

The cover image feels good, the music feels good, playing with the cat feels good. I’d call that a feel-good game. 😺

Reeled too hard, was catapulted into acid. 5/5, would do again!

That’s OK, I was blind to the clear(er) instructions under the game window: “Move with WASD or arrow keys…”. Oops!

It took a game or three before I understood I was the fish, but after that, I had a nice time trying not to get skewered.

There’s no water, but… there’s no fishing either! 😂

It might be just me, but I was not able to ever “fish” any ’murican. It was hooked on the burger, swinging around, but never abducted. Did I miss something?

So cute! Quick to play, a good time has been had. And a nice twist finish! XD

I’m not a mod.

The rules are not 100% clear on this, but the following one, to me, kinda means it’s allowed:

I have code and assets from other Jams I wish to use, are these allowed? Yes! If you have the rights to use it, anything that wasn’t made specifically for this particular jam is allowed. Mini Jam isn’t strict on the “build it from scratch” ruling, but it is encouraged.

We’ve been using premade assets in our previous submission, and have been clear about it (in the Credits section).

I’ve only done a handful of jams (I think this one is gonna be my… 4th). There are a lot of ways to look at it, but one advice I can give you (and I wish I knew in my first two jams) is: aim small! 72 hours seems like a lot of time, and you will probably have a lot of good ideas, but believe me, you won’t have time to implement half of what you think. Aim for a single core mechanic, and build around it. Make sure you have a proper game loop (i.e. start, play, end, retry), then add more stuff or refine if you have time.

In our first two game jams, we had a lot of very cool ideas and a vision of what it would look like, but in the end, we were only able to present half-baked, incomplete and confusing “games”. The last one we did (the one I linked in my other post) was our first “finished” game. It’s simple, a bit rough around the edges, but at least it feels complete.

Good luck to you, a game jam is a very thrilling (and humbling) experience!

I admit the rules are not 100% clear on this, but the following one kiiiinda means it’s allowed, I think:

I have code and assets from other Jams I wish to use, are these allowed? Yes! If you have the rights to use it, anything that wasn’t made specifically for this particular jam is allowed. Mini Jam isn’t strict on the “build it from scratch” ruling, but it is encouraged.

We’ve been using premade assets in our previous submission, and have been clear about it (in the Credits section).

Thank you for the encouraging comment! “Frenetic pace” certainly describes the game, both in terms of gameplay and dev time, hehe.

Yeah, Vampire Survivors was clearly an inspiration here. We decided early on to skip on the currency and upgrades, so we could focus on the core mechanics (temperature & freezing). If we continue to work on the game, we might want to add this, we’ll see. Thanks for trying the game and commenting!

Simple, but real fun. The surprise when I discovered that you can “heal” the snowman by throwing frozen slime at it, nice twist!

Superb presentation, and a nice twist on the whole Vampire Survivors formula. The hardest part in the game was to actually die/lose though.

Fun concept, and the art is fantastic! It brought back so much nice memories from that Coleco & and Commodore 64 era, thanks.

Very nice presentation and game. Simple but effective concept, it helps the game stand out. I also liked the intro, it really sets the mood before the puzzling platformer takes place.