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ZeeHatcher

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

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This is amazing! The art is gorgeous, the soundtrack bops, and the gameplay is simple, fun and engaging. Had a good laugh from the cat voice acting too.

Though, I'd like to say that I don't think I can play a game with this art-style for long. My eyes started getting a little tired after a while, having to focus on the screen looking at the 1-bit colors and dithering (or maybe that's just me being tired from a long day's of work). That doesn't take away from the fact that the art's bloody amazing though!

Well done! Wish I could make a game half as pretty as this!

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The presentation of this game is way too good! The art, voice-acting, transitions, UI, the noir-style soundtrack, it's all fantastic! The stealth gameplay was simple and fun too!

If I had any qualms with the game, it'd be the roll mechanic. I felt that it was a bit clunky to use, and I'd sometimes roll farther than I'd like, and end up getting caught. Also, because the roll is activated from the combination of the arrow keys, I sometimes accidentally initiated a roll when I didn't expect it to.

Walking down stairs is also a little clunky too, but at least not enough to get me caught.

(There's also a hole in the window on the top floor of the first level. I may have rolled through it and killed Cynth by rolling her off the building)

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Nice game you've made here! Had quite a bit of fun, especially after I figured out that you can launch bombs from trash cans. I also love the animations, they feel so juicy! 

Here are a few things that came to mind while I was playing. I think it would have been nice to have more directional control over the attack, as in being able to do it in 8-way rather than just 4-way. 

The hit-stop from attacking an enemy feels nice and impactful, but maybe it was just a tad bit too long. Since I have to attack the enemies so many times, that hit-stop starts to add up and starts making the game feel a little slow, in my opinion.

Also didn't know that the garbage bags were bombs initially, so I died on my first run not knowing how I died.

Anyways, well done on the game!

"Souls-like platforming speedrunning horror puzzle game" sounds chaotically interesting.

Anyway, this was a nice and pleasant game, made me had a good laugh. Taking the "speedrun" choice from the very start may have made this more tense than it probably would have been.

This is such a cool concept, and a great take on the theme! The rules and mechanics are simple, but put all of them together and it becomes super chaotic and fun. I especially liked the Chargers, there's something satisfying about sending a horde of them towards a particular direction, wreaking havoc.

If I had one tiny bit of criticism, it's that I didn't know that the selected entities "fired" towards the cursor, and was slightly confused initially. I did go through the tutorial, but because it's all in plain text and not an interactive tutorial, I didn't quite translate the words into the actual desired gameplay. But even then, not too big of a deal, since the game itself basically teaches it.

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Ow, we didn't get to test it, but we do have a downloadable Mac version uploaded. It should be listed at the bottom of the game page, under the "Downloads" section. We'd be happy if you could try the game out using that.

Really cool concept! Although sadly I was not big brain enough to figure out a strategy that allowed me to get past 4 knights.

I think I actually would've preferred if the goblins ran away from the knights, so that they can lead the knights into more traps, rather than running straight into the knights and dying.

It also got me thinking, what if the player were able to control the goblins, to tactically position and move them to lead the knights instead. Thought that could be interesting.

Cool twist on Flappy Bird! And just as difficult too.

A point I'd like to bring up is that it felt kinda unfair that the bird could just kill itself on the pillar that it just passed through, since I lose control of the pillar after the bird passes through it.

Although I only noticed after switching on Easy Mode, I think that the pillar positions aren't varied enough. The gap of the pillars would always spawn very close to the middle of the screen, so if Easy Mode was toggled on when the bird was at the middle of the screen, the game would basically play itself.

Very simple game. Understandable if you're just starting out in game development.

If I had any suggestions, it'd be to add some form of difficulty scaling in the game. As time goes on, maybe more hands show up trying to grab this annoying last chip, or the "bowl" starts shaking and rotating to emulate the people picking up the bowl and shaking it and what not.

"Rath of the Painbringer"

Never knew my Jump King skills would actually be useful.

This game is hard, and I can see why a lot of people are deterred from finishing this game. But as someone who has played and finished Jump King before, I feel that this has a lot of good things going for it.

The art and effects are beautiful, the peaceful rainy atmosphere allows me to fully focus on the jumps themselves, and intentional or not, I really appreciate the little details on the floor (grass, shiny bits) that help me position and align my jumps.

I also really like how the levels are designed to be forgiving in some parts too. Some drops allow the player to land in a slightly better position rather than just going straight down to the lowest level, and I really appreciate that. I can't imagine how long it took for you to design all these levels like that and test them out to this extent.

Also really enjoyed the introduction of the side-mechanics, especially the conveyor belts, those were pretty fun and challenging to make use of.

I do have one criticism though, and that is for the tighter "combo" jumps, it'd have been nice to have some kind of input buffer to allow me to charge the jump even before landing. Those parts felt a little bit harsh to play through, since it required me to play somewhat perfectly.

Overall, in my eyes, this is a really beautiful, very polished and well-designed game. Well done!

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This game is amazing! It's so well polished, the SFX are all so fitting and impactful, the gameplay is simple but addicting, and I didn't get sick of the music throughout my entire 20-minute playtime. There is nothing bad I can say about this game, it's just good in all of its entirety. Well done!

If I had to provide any little bit of criticism, it'd be that perhaps an indication of which rooms were completed would be nice. My puny brain couldn't remember which rooms I've cleared before, so I sometimes went around in circles.

Managed to beat the dragon, but the game froze, so sadly couldn't get to experience what the ending is like.

The art is nice, and I liked the retro music during the boss fight. Although I can see that there's scaling issues with the game and it doesn't fill the entire screen.

I quite enjoyed the dragon boss fight, although with the amount of health the boss had, I think a second phase would've been nice to change things up halfway.

The sudden change in vibe from the starting area to the actual play area caught me off guard, I must say.

Also, the controls feel quite floaty in my opinion, so it feels like I spent a lot of the time hanging around in the air after each jump/fall.

Presentation-wise, the game looks and sounds great! The art is amazing, the music is really nice, and the SFX are impactful, so props on those aspects. Although, the pixel stuttering when the player moves or jumps is very noticeable though.

Gameplay-wise, I felt that it was somewhat lacking. I quickly found out the player's attack range is further than the enemies', so defeating them became trivial. The platforming sections with the snappy controls were quite nice though.

Glad you enjoyed it!

Our composer came in clutch with a beautiful piece, that somehow worked perfectly in the ending, vibe-wise and beat-wise. Even we as the developers were surprised at how good and clean it was when we first put together the ending.

Yeah... The jump curves were a huge problem for us, and we wanted to make it more accurate, but couldn't figure it out in time. I think if we had figured it out, it'll probably be a decent improvement to how the player controls and feels.

As for the difficulty, we have to thank our playtesters for that. Through somewhat rigorous playtesting from multiple people, we slowly tweaked the levels until they were easy/challenging enough, but I personally still think that the final level is still perhaps a little too difficult.

Thanks a lot for playing!

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Thanks for playing!

Yeah, we wanted to showcase all the mechanics that you learn in the game in the final level, as a "boss" level. But preferably, we'd have liked even more levels before the final level that mixed and matched different mechanics so that the player has more time improving their skills, but we ran out time. T-T

Yeah, we tried to design the first four levels with the intention of introducing the game's mechanics to the player, as a sort of built-in tutorial. I'm relieved to see it working out.

 As for the number of mechanics, we actually had a bunch more ideas for other mechanics, but decided to scrap those to focus purely on a few instead. I think that's probably our best decision yet, otherwise the game probably would've been a mess.

Thanks for playing!

This was great fun! Managed to get Level 12 on my 2nd try. Simple, beautiful, and well-executed.

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The world is beautiful, and the ambience is great! Me being me, I ended up putting all my points into the boost upgrade for maximum speed right from the get go, so I can as fast as possible <.<

Also, I kinda resorted to purposely dying so I can quickly get back to spawn for a quick upgrade, since I felt that there were no downsides to me dying.  

Anyway, this was really pleasant and fun! Thanks for making such a cool game!

Cool puzzle game! Though, I can see where you ran out of time. I also found out that the dragon can be rekilled over and over again for silly effect :P

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I love the flying in this game! It's so enjoyable and relaxing to float around, and I didn't find it too particularly hard to control, although the camera did do some weird shenanigans from time to time.

I would've loved if falling allowed the birb to gain speed. I find myself diving straight down constantly thinking that I could just swoop down towards the rook.

Ah, we didn't get people to playtest this game, so perhaps we may have neglected how the controls feel to actual players and not the developers of the game <.<

Anyway, thanks for the feedback and for playing!

We. we also planned to add more SFX, but we ran out of time T-T. Being limited to 3 hours per person is tough.

But anyway, thanks for the SFX recommendations and for playing!

Haha, I don't think the artwork is anything worth complimenting. Thanks for playing!

Yeah, we'd have liked to make the UI better to better show the different resources, among many other things. But we ran out of time, so we had to cut corners where we could to make it in time.

Anyway, thanks a lot for playing and for the feedback!

Thanks for playing!

Yeah, while thinking about the game, we also thought that this game would be pretty cool with upgrades, like more saws and stuff.

But alas, this was for a 3-hour game jam, so we decided to cut out any extra content and purely focused on making the main mechanic of the game as satisfying as possible.

Thanks for playing!

What a cool concept, and quite fun too! Though I think sound effects could have gone a long way to make the game seem even more "hectic" and even more "too much-y", like pipe thwoomp sounds for each item that gets shot out of the ducts, meat slapping sounds when things hit the floor, etc.

A sound effect to indicate that the player has picked up a correct item would have been nice too, since I sometimes didn't notice that I somehow picked up the correct item, and didn't notice the change in the GUI on the side.

Anyways, this was a very cool game, and I enjoyed it!

Yeah, I agree with your nitpicks. Not quite sure how we'd deal with the "edge of screen RNG" problem, but as for the movement, we did think about letting the player move when charging up a hit, but we didn't implement it, because to be honest, our sprites didn't have the animation for it, and we ran out of time for the jam. <.<

Thanks a lot for trying out our game though! Glad you enjoyed it!

Yeah, this is a pretty big oversight on our part, since "charging" is so important. Only after completely running out of time and submitting the game, only did we found out that the instructions shown in game didn't tell the player that they could "charge".

Ah, well... I'm relieved that you managed to discover it, and I'm glad that you enjoyed the game!