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yikole

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A member registered Mar 09, 2022 · View creator page →

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i got sucked into the gameplay loop hard here LOL. this was a lot of fun, and i liked trying to organize everything perfectly. i also liked that even when you trade stuff in, you get a little coin that you STILL have to put somewhere. this would've been a hit in the 90s and 2000s little computer minigame market.

a really cool concept, and i liked the music a lot! i'm not sure if it was a glitch or not, but most of the guys who would spawn would fly around and get stuck on the outside of the level, and i couldn't shoot them nor get shot by them.  getting better at the physics and how to move around was a fun challenge, though.

super satisfying game, the juice on every interaction feels awesome. it's also HARD lol, at least for me. i wonder what the high score is for this; it would be cool to have a way to know.

i liked the artistic presentation! one thing i think would have made the game feel nicer would be some more gameplay feedback to couple with the nice presentation. 

the music for this was super cool, i was jamming to it lol. unfortunate that the concept couldn't get fully executed D:, it was definitely one of my favorite prompt applications!

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oh dang, nice high score!! i think you might have the highest of everyone?? my friend got 1500ish and i thought that wasn't gonna get beaten for sure lol. we unfortunately didn't have time to implement a leaderboard. and yeah, a HUGE thing we learned from this jam was to include some sort of tutorial in-game; we can't rely on the description being read like we thought, and it's also just a funner way to learn how to play than reading a description.

thanks for the accessibility tip too! now we know to think more about that kind of stuff in the future.

putting better feedback for things like the tree trunks getting hit is definitely something we've learned to do for future games. thanks for playing!

oh man lol, that brought back some memories. i haven't played counter strike in so long and i never got the hang of how the aim worked when i was a kid. thanks for playing!

would you be open to linking up on discord/telegram? my username is yikole on both

i liked how you took the theme are made a bunch of minigames to apply it to lol. the main thing i think this needs gameplay-wise is a short break in between the games, so we know what's coming up next. every time i died was to the flappy bird one because it just dropped like a rock before i knew what was going on LOL.

VERY creative gameplay! i saw an earlier version of this on the discord as the jam was going on, thought it would be really interesting, and it is! and man am i bad at it LOL. i'm not sure how the theme applies to this, though?

the first aim trainer i've ever enjoyed playing LOL. that was cool! it was really easy to get into a groove with the music and movement, and the variety of enemies was good. i really enjoyed that you could destroy the enemies too, so it wasn't purely just dodging.

yeah! i pay a lot of attention to the music in these games because im a musician lol, and this one had me smiling throughout because all the combinations just sounded SO good and catchy.

really charming, and you drew sooo many assets for this game, it's impressive! my only little nitpick would be that the music seemed very quiet for me, but also, when i interacted with certain things it seemed to be much louder? like, when i'm on the screen with the chest, it was much louder. i'm not sure if it got louder because it's supposed to be an epic scene/moment; if so, i didn't pick up on it.

nice idle game, and really good for a first time game dev! the art is cute and you drew some really awesome looking buildings; they look soooo detailed and varied. the rain ambience was so calming, but unfortunately it stopped playing at some point for me like 5-10 minutes in? i could idle and nap well with this lol.

simple fun, i haven't played this kind of game since i was a kid. one little bug, the old sage started saying his intro lines again at some point, though that doesn't negatively impact the experience at all. i just like to imagine he's an old forgetful guy LOL.

a great amount of mechanics and quality for a one week jam! i honestly have no complaints, just wanted to say this is impressive.

awesome colour palette, awesome art, really nice take on conveying the story. sometimes i would choose the choice i was more curious to hear about at the cost of losing a life, which i liked. this was a solid experience.

going fast was so fun lol, i so badly wish i could do it infinitely, but i get the fast-slow management is for balance. there were a few obstacles that i feel like you couldn't get around the first time without prior knowledge, even as i was trying to keep my fast + slow equal in preparation for new obstacles.

huh, interesting. thanks for letting us know how to recreate the bug! our programmers are gonna fix all the bugs they can just for some more coding experience. the creature must've buried you in the ground for trying to outsmart him :p

holy crap this is awesome. the only little complaint i have is that the tutorial opened up and i felt overwhelmed, but i mean, i just took a step back and read things for a few minutes until i got it. all the combinations of musicians sound so good, and i was pleasantly surprised when i picked up the dude who actually sings! there's a good amount of stuff to keep track of too: the beat, the road, and picking up the musicians.

this felt great to play! i liked how the puzzles were set up, and i was able to finish the game as someone who is really bad at puzzle games LOL. i'm not sure how it fits the theme? but besides that, everything was solid!

thanks for the input! the limited aim pistol was a design choice to add difficulty, and so far after seeing everyone's comments, i do think we should have at least made the arc that you can aim bigger. do you know what you did leading up to the bug?

there is so much here for 1 week, it's crazy lol. i appreciate having multiple options for control schemes, but unfortunately neither one worked well for me to use; that was really the only thing that i had any issues with. i found myself pressing the wrong buttons all the way until i finished the game lol. also, i liked the difficulty!

the game concept is really cool! i don't know if i'm missing something, but most of the time i wouldn't draw cards strong enough to stop the oncoming ones and survive. i like the difficulty of managing all the lanes, but not what seems to be the rough luck of the card draws. i'm hoping i didn't miss anything

this was so charming! i loved the humor in every way. the facts that popped up, the snakes going NYOOM and spinning, the conversations; this more than any other game so far has really made me feel like i'm playing a flash game from when i was a kid. the humor brings me back so much lol.

i really dug the music in phase 2; the beginning of the song reminded me of some retro OST or another but i can't remember which.  it was a nice experience to click through!

oh yeah, just like making tunes at home 😎 the frog was a great goofy/creative addition lol. was fun to play around with! the valves could use an indicator of their BPM of some kind, i think, to help line things up better.

would you be able to tell me what the bug was like? i'm curious to know what happened

it took me a while to figure out that the time to attack was when the bar hit the checked area, and after that it was a pretty smooth experience! the art is amazing in this.

this is a nice, well-functioning game that has no real hitches. the movement was a bit slow for my tastes, and i had a fair amount of trouble with the platforming, though that might just be a lack of skill on my part lol. the goofiness of the character and him eating were great.

the red and black colour scheme looks so nice here, and is a nice change from the common black and white. the animations are cute and the whole drawing looks really nice with the crowd, stage, and everyone performing!

very fun! addicting, like others have said. i'm not sure how the theme is used for this game? but the gameplay is simple and solid, and everything feels put together really well.

this was great! moving through the dungeon felt good, love the colours and the music fits so well. it brought me back a bit to crypt of the necrodancer lol, i highly recommend that game if you haven't played it yet. also, good choice of font for the page :p

nicely done solo project; at first i was trying to jump to the beat, but the white bar seems to pulse on a different beat than the music? that threw me off a few times while playing, im not sure if it was a web version thing that made it out of sync. the high jumps were always satisfying to hit when they happened, though.

the screen pulsing to the beat is a little touch that makes a huge difference. i really liked managing moving between the lanes and keeping to the beat at the same time, and missing beats weren't so punishing that it was like i had to manage both perfectly. this was a fun experience!

this has a lot of charm and the gameplay is smooth and engaging! this being a first time game by a solo dev makes it even more impressive. interesting take on the "limited movement" kind of puzzle platformer.

awesome title and premise lol. maybe the most unique usage of the "beat" theme, even if it's stretched a lil into a different word? i like it a lot.

i dig the aesthetic and how the attack selection menu is set up, once i found out how the game works. it just took less than a minute of reading and a couple test combats, which isn't bad at all. nice job on a solo project!

awesome to make your first game and be the sole contributor to it on top of that. keep taking steps in game dev; the most intimidating step is doing your first game, and you've done it 🙂