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Zyckro

98
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6
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A member registered May 06, 2020 · View creator page →

Creator of

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The pixel art is phenomenal! What a cute game. Bubbles was getting into quite a few arguments but I think they're just misunderstood. Gameplay was simple but easy to understand. Music was charming just not very long. Very impressive that you pulled it all off with it looking this good. I can tell you didn't sleep much over the weekend haha

Overall you should be very proud of this. Good stuff

I'm so impressed with the visual effects in this game! Love the bubbly pixelated effect you got on the main character. The shoot also just feels really good with its speed an screen shake. While I don't 100% get what it is for the theme, the gameplay felt nice. It is a lot of hitting the enemy > teleporting away constantly, but it's really unique. Didn't end up using the parry a lot, though. A suggestion I have is making the line across where you teleport deal damage, too. Also, teleporting to an enemy with an arrow stuck on them could maybe deal damage. Could be fun.

The first time a few actions were used the game froze as if loading something. Enemies also sometimes got stuck to me after teleporting. Otherwise it felt like an incredibly polished game. Good job!

I'm actually vibing with this game so much. Love the Paper's Please + FNAF combo. The shadow demon designs are so good, and the analog-horror looking monster that comes out of nowhere is nightmare fuel. The ambient droning does a lot to set the tone, so I'd love to hear some more sound effects as you click things. Since the choices are so simple, it makes the cryptic contracts that much more interesting. Love the guy who comes in making a deal for a few hundred each time.

Super cool!

Typing sound effect is very satisfying. Some small things like upgrades being replaced with the next one instead of each being separate on the long list would be nice, and the fact when you're typing a word the gnomes sometimes type what you were about to. These would be nice to design around. Once you get it going though it's nice watching all the words fall down and get eaten up! It's such a good idea making an incremental game out of something as simple as this.

The raw typing an shooting is a blast! Feels so good. Barely died at the end of round 9. I like the augments a lot, but forgot to use my abilities often. I like both the vector art and pixel art, but it would be nice if it was only one of those styles for consistency. The dictionary in this game was definitely interesting lol

Overall I had so much fun with just the base mechanics, and typing fast felt really good. Congrats on finishing!

Oh the music is sick! I also like the puzzle concept. The later levels were quite good! My main gameplay critiques are not seeing the precise radius of the charging stations and the fact the camera cuts off your ability to pick up charging stations. Idk if you'd want a free cam since that would be powerful, but at least having the camera lean towards your cursor on those bigger maps would make it feel a little better when they are out of reach, as your reach is longer. That all being said, the detail of the rover slowing down on low power felt good and definitely added to the devastating feeling of being just out of reach (in a good way) for me. Good job finishing!

A positional Luck Be A Landlord is sick! I'm sure you're already well aware but SFX would go crazy in this game. Getting a big village was my strategy and that payed off! I guess how it fit into the theme was unclear, but otherwise I think this idea has some serious potential.

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What a cool setting. I like that you put your inspiration in there, too! I think I would have liked an indicator for how much Health, Food, Water, and Oxygen will be used each day. 60 Seconds inspiration is awesome, and I could see this being really cool with some more time put into it. The character art is great, and for some reason the hover over button sound effect is really satisfying (very specific lol). In the future it would be cool to see fade to black transitions between days, and of course visual health indicators plus events of some kind. I love the idea of recycling other people and even UI elements like the board.

Really neat stuff. Good work :)

The atmosphere of this game was amazing! Random sounds freaked me out. The terminals gave me serious FNAF 3 vibes. Liked the idea of upgrading a program a lot to increase its efficiency. I'm torn on it because on one hand, it makes the game more replayable by making it so you can focus on a different game next time, but on the other it gets a bit repetitive. My arm and mouse did not like me after 17 minutes of mainly Clicker lol

Overall though I thought it was fantastic. Good job!

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Wait is this Papa's Burgeria + Amongus? Love it haha. Concept is very fun and ambitious.

It was very fast-paced and I couldn't tell why the customers were getting upset at first. I liked it all together, though.

Customer Review: "The burgers here are pretty cheap and have a very unique taste. I'm DYING to know what the chef's secret ingredient is."

Brian was an absolute menace. He stared at two people and started a fight.

I had a blast playing this game! I was just smiling while jamming out to the groovy, Pokemon-esque music. It felt so good to get that first spawner because of how slow it is beforehand. The day/night cycle was so unnecessary for you to add and does a ton for the vibe!

The gameplay loop is simple yet addictive, having me go for over 30 minutes straight. Great work!

Thank you! Glad to hear :)

"Mini Miner is a satisfying, minimalist, incremental game about drilling."

Well I have to say...

Haha you sucked me in so quickly. Upgrades felt meaningful and the sound effects were superb. Good finds! As others have said, performance isn't great. Probably some shader stuff if I had to guess, which looks real neat! Makes the very clean vector art stand out even more, though the fact the shaded area on the ores represented the health wasn't clear to me at first, so it lead to the tutorial and first few minutes feeling a little awkward. Seriously though, once you get an incremental like this going you've got it going, and you know that. :)

Super impressive stuff. Good work and keep jamming!

Holy crap I was clicking and exiting so fast once I got it lol
The idea is great and the old desktop interface you made looks so nice! Especially that CRT filter. Like others have said, just needs a difficulty curve. If this was expanded I think it would be awesome for your boss to bash in if you pick something bad for particularly important emails. Would make it even more stressful ;D

I like that you have to have to maneuver in 3D to grab the coffee and then back to 2D. Definitely would be hard for someone newer to games but for me it was really engaging. Good stuff!

Thanks for playing! 

Oh I need to make the cursor bigger so you can see where you’re aiming. It’s kinda small. Unless it just completely bugged for ya. Should be able to aim it. :)

Thanks for playing!

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Wow what an awesome entry! Such a fun idea! I really had to use swarm and heal to get by, which is awesome because it felt like a challenge! I was really impressed by the spell variety and how you integrated it on both sides while keeping it fair! The audio on the AoE damage over time spells could use some lowering with it stacking every frame. The moment after you select a spell feels slightly awkward, but I couldn't put my finger on it. The spells definitely weren't all created equal, but I wouldn't expect them to. Serious props. Easily one of my favorites so far!

Oh this is neat! The CRT-like filter and trippy background pulls it all together for me. Love the GOO sound effects, too. I wish there were more levels, which is definitely a good thing! Critique for me is that some of the levels require a level of precision that is hard to judge based on the drag sprite. Maybe a suggestion could be that the color of the white indicator changes or has color bands (white > yellow > red) as you pull back so you get a frame of reference for how far you pulled it last time. Otherwise, I'm super impressed!




My Glimpo did pretty good all things considered. I liked it when he was able to "cheat" levels by jumping a bunch or skipping platforms. I also liked that the creator of Glimpo put him through tests that tricked him into using the new dash ability right after getting it. I think he had some trouble with execution a couple times, but seemed to have fun with it anyway! He also didn't realize the free camera feature until after the level that hides a thing, which really stumped my Glimpo.

XD okay for real I loved this. The polish is super nice and the expressive dialogue system helped a lot with that. Loved that you threw in personality to each level by giving them a gimmick. It kinda reminds me of Scribblenauts with the level names. However, what Glimpo REALLY reminded me of is Garbanzo Quest. Two silly little guys! The chill music fit in great, too! I like giving a critique and suggestion, so it would be that the flag collision was a little too small (just a tiny detail), and a nice detail would be a key down sprite or effect as you use your keys up. I bet that would make it really satisfying! Otherwise I absolutely love the pacing of the levels and how many you fit in!

Good job!

😂 thank you

Oh thanks for playing! I bet trackpad made it even tougher haha. I’ll be sure to make note of that for next time so thanks for letting me know.

They’re in a better place now :[

Although it wasn’t my first one, it was my first of your jams, which I’ve had fun with! Glad I made the impulse decision to join. Thanks for playing! 

Thank you for playing and for the suggestion!

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Oooh yeah I agree. Wish I got health bars above them in time. Makes it tougher than it already is haha 

Huh ok that must’ve been my fault. I’ll give it another go tonight.  Fun game :)

Thank you for playing and the feedback!

Totally agree with your critiques. I would have liked the incentivize exploring more, but needed a tight gameplay loop before the deadline. I like your ideas. Controlling the little guys with a Pikmin-like whistle would be fun I think. Thanks again

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Love it! You did a great job simulating a rover experience, and I was on the edge of my seat for the first half of it! Great atmosphere, sound effects, and I liked the UI being flavorful but also useful. The intro being voice acted was also not what I was expecting! 

My main critique would be the controls. I am actually a fan of the signal delay, but the way the rover gets stuck on walls, even if realistic, feels bad due to it being disorienting. Just touching that up would improve a lot. Another thing is that in my experience, the creature wasn't much of a threat. I love how it looks and its sound. It just wasn't all that aggressive towards me, and I only encountered it once. 

Otherwise I really thought the upgrades were cool because they felt useful. The energy usage boost on some of them was negligible, but as far as balancing goes it was good, and I liked that you added it because it offered some incentives besides just progressing the game. Overall I'm super impressed with the style and that you got a nice horror game out in time!

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Oh I loved this game! The fact you wove popup scams into the theme is already cool. Then that classic 2010s horror hits and that was awesome. Even though moneyman is really good at chasing me, I really liked that section and the fact leaving the game is tied to a paywall. I think it was just the right balance of spooky and startling for the little time it ran. I think not having the jumpscare before you enter the sequence would make it more impactful, too. I get that it's not that serious, though. Personally, if I were you, I'd- 

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Oh this is AWESOME! Love the early internet liminal vibe. It's so good! The music kicking up and pushing you with the constant orchestra hits is so funny but also so great. You definitely nailed it and earned a high rating from me!

WAKE UP

oh no way I guess the boulder just missed the orb when I played! very cool. yeah you are right about the boulder being faster might not be the best since there are already other threats in the room already.

Oh how cool! The fact you made so many spell combinations is really cool! I wasn't able to make it very far, but I've played so many times because it's just fun seeing all the different effects. I wish there were sound effects on the spells, but otherwise I'm a big fan! Building up your goo and unleashing it feels great!

Oh wow this is one of my favorite games I've played so far! You did a great job adding juice and effects. The enemy variety is really impressive. Love the key art of your character, and the red + white palette never fails! Congrats on finishing the game in time and getting all that polish in!

thank you :)

Heck yeah! Simple little game, but I liked the little sound effects and post processing. It reminds me of the first game I made, but I wasn't put under a time limit, so big congrats on completing it! It never really felt like it got difficult, so after a few minutes I kinda let myself die :]. I like that you took a simple idea and were able to attach the theme to it with your health being more like a timer you have to constantly keep up. So I think my main points of improvement would be:

  • Some music would be nice. I could see a techno track fitting nice for your sci-fi idea.  
  • Faster difficulty ramping. If it gets hard, it takes a bit to get there. The enemy shapes also don't do a noticeable amount of damage if any. I ended up just giving them a big group hug for a bit.
    •  Enemy variety: some enemies that maybe shoot back would be a good start. Maybe one that splits into other shapes when it dies. If you really want to challenge yourself, you could try to make an enemy shape that moves like you while keeping distance so they feel like a rival. 


Anyway, good work and I hope you keep making cool stuff!

Oh and just a thing I forgot to point out: nice work including a tutorial! I felt like it was well integrated and very much needed. That's a pretty big time investment considering the constraint I would bet.

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Wow this was an awesome incremental game! The art is gorgeous, and you did a good job fitting in polish! It was a comfy vibe and satisfying to watch the physics play out, just like getting a good shot in Peggle. Upgrades felt good to get, especially the double bounce one. Animations were cute, including the unnecessary ones like the logo dropping in. Geode is a beast. I honestly struggle to give criticism because this is very nicely contained, but there is one thing: I didn't see a bounce counter anywhere, but maybe I'm going blind. That would be nice information to know and would improve things like the doubling effect.

You've built up some serious skills in game dev and time management to push something like this out so fast! Super inspiring. Congrats!


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What an awesome idea! Vampire survivors mixed with runic spells is very neat, and I felt like the skill ceiling for it is quite high! I almost reached the master of the forest, but I was able to see a good amount of the spells and passives. The life steal one is felt like the best. The pixel icons were really nice and definitely evoked the same aesthetic that VS has. I've got some feedback from my playtime.

  • The spell casting had a little bit of friction, exacerbated by the fact you are under pressure by enemies constantly. For being done in 72 hours I am very impressed. but I think there is room for improvement due to being the core mechanic. Clicking for points individually gives you clear data, but makes it harder for the player, especially since that means you need to press space to submit. Luckily you do get used to it due to the limited selection of spells. You get a feel for what the system allows. However, if time allowed, I believe a better solution would have been to let the player click and drag to draw, sending the result through a CNN to analyze the shape against your spell list. Then it would only be after the player lifts the mouse button. Not sure if you've seen it (and I hate to compare), but The Magus Circle is something similar I think you could look at to see what I mean.
  • Lack of invulnerability on hit can be detrimental and frustrating. I felt like I had a good run, but due to the swarm of enemies and limited play area, I got stuck in the last minute and instantly lost with full health. The above point doesn't help with this, as a reason many players will die is due to failing spells. I think a few seconds of invincibility would help this situation without trivializing anything.
  • Halting movement in the opposite direction feels awkward. I'm sure you had your reasons for it, but the fact you aren't looking at your character most of the time leads to a disconnect between where you think you will be and where you are by the time you exit the spell menu.
  • Not sure how it relates to the theme. Doesn't really have to do with the game itself but I thought I'd add that.


Anyway, you made me feel like I downloaded a cursed video game. Loved that. Sprinkle in some reversed sound clips and you'll be soiling some pants. I will likely be returning to see if I can improve and win sometime. This deserves a high rating for being so technically ambitious alone. Good work!

Finished on my first try! I liked the idea of the doors having different effects, and the hints at the beginning were funny since they contrasted the dark atmosphere. I'm sure that was just a time thing but still haha. At first, I thought the choices felt pretty unimportant, but as I approached the end I had less and less health to spare which got tense. Love that feeling! For some feedback this is what I made note of as I played:

  • The doors came in only a few colors despite there being more effects than that, so some were pigeon-holed into being for the same door, making it a bit confusing at a glance. Like the black door being a free pass or coin flip. If possible, making each door use a different texture based on their effect would let you recognize patterns as a player more. If you wanted to be mean you could introduce a fake door that could copy the other ones or something too lol
  • The delay before boulders fall was just a little too long in my opinion. It would also be fun if they took out the orbs or something but that's just an idea. This one is pretty specific.
  • Naming consistency. You refer to the player's HP as "Health" and "Blood". I think you should pick one and stick to it. The flavor text parts don't matter for that (ex: "Sacrifice blood to ease the future"). Just the text referring to gameplay (ex: "Gain 3 Health").

Anyway, I thought the game was a good length. I could really see it being expanded upon with special doors that lead down alternate paths, or just an extra effect on doors to make choices harder, like changing the type of obstacles/room coming up. A whole 3D game in that time frame is impressive. Congrats!