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z0isch

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A member registered 64 days ago · View creator page →

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Incredible animation work with really tight controls and a nice soundtrack! I also like how quick it is to restart when you die, I think it adds to the addictiveness quite well. Seems like there's probably space to iterate on with power-ups or different platform types (maybe a horizontal one?)

Wow- cool art and sfx! I got a bit of a Cave Story vibe from this. I can't believe how expansive this game is for a jam, enemy variety and map size were crazy! Well done!

It took me a while to figure out that you could click to attack which may have colored my opinion a little bit, I eventually saw the help in the background but I think it could have stood out more. I also just had trouble in general figuring out what was background vs. the foreground sometimes.

I got a bit annoyed having to crouch to pick up the currency- I'm not sure it added much over just auto-picking it up when you were close. It didn't seem like you'd ever not want to pick it up?

Overall really impressive work!

Cool art! Love me a word game and this was a fun concept (I also had an idea for introducing backwards words in the game I submitted) I think lots of the comments about the difficulty rang true for me too. I could essentially not overcome the first enemy and just had a stalemate for a really long time. Still an enjoyable time, well done!

Fun and pretty impressive UI work for a game jam! I wasn't quite clear what leveling up does or how the cards interplay with things (they all just seemed like passives?) but I still had a good time. 

Loved the Rock Paper Scissors + energy thing going on- really fun system. The sfx and art was charming too. Others mentioned some lack of visual feedback which I also felt. That aside this is a great effort!

Not much more I can say that hasn't already been said. Insane level of polish and fun! I loved the spacetime warp when enemies exploded. I do think some of the skills are just better than others but this still feels pretty well balanced considering the time constraints.

I meant the dragon to be tough, but I think the randomness just makes it really swingy. I haven't played blocksum, I'll have to check it out if it's similar! I was actually inspired by the game bombparty which is a ton of fun with some friends.

Really really smart! Nice level design and the character art was very charming.

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Great atmosphere and really neat idea! If you did add some hyperlinks to go to other sections I could see this being a wiki rabbit hole style game

Difficulty spike aside, it felt good when my brain turned off and I got in the flow state!

Hey, you stole my game name!!! I think you already got the feedback for needing some visual indication which was my main issue here. I do like the vibe and cozy feeling this gives off. Nice first effort!

I like how this controlled, it was fun watching my ants try to follow the cursor! The music was also really pleasant. It was getting a bit same-y towards the end, I wonder if some sort of shop or something between rounds could have spiced things up?

Overall nice job! I was waiting for that  ^n gate for things to go crazy though...

Very charming! I like the art style, but I did find it a bit tough to understand where I was in relation to the other objects. It was too easy to backtrack on accident and it made it a bit tough to plan a route. I do like the idea of a puzzle game that yells at you when you make a mistake :)

I like the mood of this one a lot and nice work with the voice acting! While the levels are pretty, I do feel like the they are a bit sparse and spread out which makes the fetch style quests a bit of a slog. Overall though great job with the atmosphere!

Cute game,  I love the little door swinging animations and sfx! Like others have said, if this had some upgrades it could have some real potential.

Thanks! I wonder how well this concept could work in other languages, I'm sure it ports well to some and might not work for others

Thanks!! Any ideas on how to make that more obvious? Seems like others are having that same problem

Thanks for playing! You can actually use letters not on the board! The idea is that only letters that deal damage are ones on the board. I should really make that more clear somehow 😬

Oof- bad instructions on my end then! Thanks for persevering lol

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Hmm... I can't repro it on my end (Windows or Mac with the .love build). I don't have access to a Linux box to try it there though. Are you sure that you are typing real words? I notice in the screenshot you are trying `SRHT` which should let you submit but won't deal any damage

The artwork is charming and I had good time once I got a run that got past the first couple rooms, it's a pretty tough game! My biggest trouble was figuring out the timing when my attack/sprint was off cooldown. Having to look down at the bottom of the screen and trying to dodge at the same time was very difficult. I wonder if bringing those UI elements closer to the center of the screen could have helped?

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Thanks for playing! I didn't get enough time to balance things and wanted a chance to tutorialize before throwing you in the deep end, but I think you're right that they could be harder! I also think the randomness is really swingy and can make things way easier or harder depending on your luck.

Love the music and sfx! The loop is fun but I wish it was easier to get going, I had a tough time getting the first couple upgrades. I wonder if an indicator of the direction and magnitude that the guy is going could make it easier to counter. Good work overall!

Thanks for playing! I just didn't get much of a chance to work on performance but I think there's likely some strategy that could help here.

Good thoughts about the torch! With the cooldown/duration that's already in the game it'd be easy to have it spawn in a different spot when it's off cooldown to encourage moving a bit more. 

Well that was trippy, for sure felt like a fever dream- nice work! The visuals and music were particularly good. My mouse sensitivity was off the charts and made the platforming difficult but otherwise what a trip!

Great idea- an endless mode seems fun!

Thanks for playing and for the nice comments!! 

Sorry about that, it should have spawned a boss that you have to beat (which is technically the end, not the timer). I'd love to make an update to make this better, but I'm currently in a game jam and can't make edits to this until voting is over.

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Really awesome! Great art and interesting upgrade choices that made the gameplay way more tactical (I was trying really hard to avoid getting the red sheep till the last second) . Who would have thought you could make a Beaver Bother-like from  DK64 actually fun!

My only critique was getting the floaty dog upgrade and it tanked my run as the controls were a bit tough for me, but I still had a really great time. I can't believe how much work you got done in a week.

I copied the settings page from a bevy_seedling example  and forgot to remove their audio... I bet that was a funny experience hahaha

The art is super trippy and I loved the NOOO noise. It was a bit tough for me to click on items in the inventory and then use them, I think it made the puzzles a bit more difficult to parse than you probably wanted. Otherwise a fun experience!

Great artwork and the tone had me laughing especially the boss intros. I also loved the slow effect and explosion when you kill the enemies. Some variation would be nice to have in the attacks but I had a good time.

I like the loop here, the art was charming, and the tts voices and computer terminal in between levels is a really nice touch! I do wish it ramped up a bit faster, maybe I just got unlucky but it took a while for me to get enough energy to start really getting into the flow.

Thanks for the kind comments! The music glitching is totally a performance thing I just didn't have time to do any sort of performance pass on this- at least it added to the atmosphere lol

Dang that digging was satisfying, both the sfx and the graphics! I liked the eerie atmosphere a lot- having to bury the enemies you kill is a novel idea. I did get stuck at one point with not having a body to bury, but I still had a good time.

I like the visuals- spawning in the enemies was particularly neat looking. I wish we could have heard that hammer smash, I feel like it would have added a lot. Also it was tough to tell I was dealing damage to the pylons, I wonder if having the health bars a bit larger could have helped.

Really great artwork and animations! The shadows were neat too. The tank controls plus precision of pushing the boxes made this a bit harder than you probably intended.

Neat idea! I really like the idea of shifting rules for the different levels. I did get a little frustrated and used the hints- having different control schemes for each of them may have added too much to the frustration I think.

Thanks for playing! Sorry to hear about the performance issues. I was hoping that by limiting the set up time it would make this feel a bit more of an action game than just a straight puzzle. I could see having options to allow a more puzzle based experience for someone who wants that.

Honestly I think this game could have been served by just giving the curvy tongue right off the bat, as it's a really fun thing to use. The other more maze like parts didn't really add much IMO and made it longer to get to the fun stuff!

I'm not sure I could tell you how the curvy tongue controls but somehow it was intuitive when using it, so great work on that!

Really great sprite work! The boss at the end was the highlight for sure. Unfortunately I didn't find myself using the ice or sprint at all really and I wish it was a bit quicker to get to the boss fight as it all felt a little same-y up to that point. Regardless, nice work here!