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A member registered Mar 25, 2022 · View creator page →

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Very well done on graphics and style, the gameplay was about as authentic to the era it could be. A bit short of a story but there was a bit of customization that held up to the latter parts.

Well done on the atmosphere and UI design, they really fit the game well. You did mention something about there being bugs, but the only thing I found accidentally was being able to use the kill button before the tutorial had even started, completely soft-locking the game. Was kinda funny for a bit.  

Well done on the atmosphere. I actually somehow managed to get stuck on the very first input as enter just didn't seem like the key I'd normally press to advance dialogue. Good thing there were instructions so I could actually play the game.

Surprisingly high quality for this particular round, very well done. Just a personal skill issue that I don't have the patience to count to get much enjoyment out but I did get about 20k which was a total accident.  

Didn't think to I'd see spore anywhere, especially a game jam, but here we are. The customization was interesting, probably could've used a bit more parts but the mirroring already makes for an interesting option. Don't know what the "game" was supposed to be as the levels didn't really seem to increase anything but the number. Very well done overall.

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Surprisingly chill and stylized after playing at least two dozen customizers without anything going on.  The part spawning felt a bit weird at the start since there didn't seem to be feedback about where the parts were going but after finding the "black growth" was actually my doing, it was cleared up. Well done overall.

Have a bad habit of making the thumbnails at the last minute which makes for these weird thumbnails, such is life :^)

I had so many ideas that had to be cut for time sake, and ended up as basically only the framework for some other game unfortunately. Thanks for playing!

The game probably would've helped a bit with the entire experience as the customization was a bit limited. Overall the vision seemed great only time will tell. 

No clue how far you could get but even in the first few battles I could see there is a lot of potential. The clicking probably could've been an auto-battler but everything else was absolutely on point.

Simple and to the point but could've used some variety. Didn't really get the point of being able to enter the crawler if it has auto-aim and the enemies are too slow to chase the player. Based on the auto-generation I'm guessing the enemy count doesn't increase much if the first level had zero enemies. 

Shame there wasn't more to the racing part. Somehow managed to flip myself vertically against a wall and got stuck after using the ramp.  Tried the ramp a second time with much less speed and it took my controls away instantly. Weird.

I probably set my expectations way too high based on just the visuals. Shame there wasn't more as the visuals clearly are a standout feature. Don't know if this was a me or a game issue but the game froze completely on the second frame of the start menu fade away animation, clicking around seemed to fix it.

First one to take the customization a bit into the meta-level. Shame the "game" wasn't there as the customizer is a bit short of an experience. Hopefully we'll see it eventually.

With a bit of UX tweaking this could've been such a good game. Going head first into this one was a bit of overload with so much going on from reading to trying to understand a completely unique mechanism. Visuals are well done and good call on disabling the CRT-effect. 

The "ending" was a bit weird, not sure if there was supposed to be more content as I just faded in to a black screen with the music still blasting on full volume. Only technical things I noticed was that the name typing was kinda un-intuitive and the M/F box got stuck for me till the next scene.  Simple and to the point.

A masterpiece (the game as well but mainly my monster)

imma firin mah lazer monster

Took a hot moment to get the build working, should be up now.

Don't know if it was a mechanic for arrows to stay in place, but I shot it at the platform with the end flag and jumped on it. Could probably be turned into an intentional mechanic.

Had maybe a bit too much fun with the boat movement as it could build up a lot more speed than probably intended. The fishing unfortunately bugged out and I couldn't enter that mode after just clicking to reel in the fish, which was apparently supposed to be hold reel in. Cute pixel graphics and fitting audio.

It was a shame there weren't more gimmicks to the movement system. After a few levels it had really ran its course and could've used an upgrade or a sidegrade to spruce up the gameplay. The levels were a bit too boxy and repetitive to keep my interest as I kept getting lost in the exact same looking squares with the only difference being where the enemies were put.

Fun little game for the first time, but doesn't really have anything after that. For me the game kept on lagging after not killing anything for a moment and killing one, and it was very easily replicated. The enemies were a bit too simplistic to get any difficulty out of them as they could be circled very easily.

At least it isn't just snake, but I don't know if the gimmick was just gimmicky enough. The collecting different balls didn't feel to have much effect on anything and since the snake-bits are automatic you can just stay away from the enemy and full focus on the collecting part. Tutorial was a bit too long and lost interest in reading them by the mid-point.

I have no clue what the bamboos were supposed to be as practically ever single enemy could be skipped to reach the end. The collisions were extremely wonky and some of the bamboo sticks could even push you into the traps. Throughout the game I had no idea what any of the abilities did, so I never used them. The combat didn't have much going on and it resulted in just spamming attacks until something died.

The last level was a bit wonky as I couldn't figure out what the gimmick was so I just jumped the arrow, which didn't seem like the solution as it was having a spasm the entire time in the wall. No real depth, but the idea could easily be expanded upon.

The movement was probably the smoothest out of almost 160 games I've played thus far, and thank you for a good checkpoint system. I didn't really get that far due to major skill issue but what little I played I did enjoy.

While not exactly the most mechanically impressive game of this jam, all of the parts of this game worked together to create a very well done game. Highly recommended.

From the title and thumbnail I expected the digging mechanic to be like "the" main thing and everything revolving around that, but in reality it was a walking sim with a shovel as melee to dig. The lack of checkpoints was a bit of a shocker as now only two games haven't had that and in my opinion this could've used that. The graphics were nice, but this isn't an art contest currently.

I unfortunately couldn't get past the first spikes as I have such a skill issue with precise games, so I probably missed entirely what the secondary mechanic was. The graphics were nice enough that I probably would've wanted to play more if I could've. Not going to say what the camera's problem was as everyone else has already said it.

The "aiming" or just movement felt a bit weird, maybe floatly even. Idea was quite clear but as a person who hasn't interacted with sushi much I had some trouble understanding what went where, but it cleared after a few total failures. To me at least the game was a bit too fast, but that also cleared the further I went.

Like others have said the instructions were quite unclear, for me the instructions actually stopped updating and got stuck after cooking. The art style is at least from 130ish games entirely unique, so congrats on that. The game was quite short, but can't expect much from jam games.

Honestly don't know why this has so few ratings. The game was extremely free flowing and you were allowed to completely screw yourself over if so wanted. In some levels I just built for the sake of doing it and not chasing the time. Simple graphics and audio were a nice addition to this mechanic heavy game.

They really like to overshoot as they are actually just VERY fast navmesh agents. The entire scale of the city is like 1500x the normal cube so Unity really doesn't like the way it is made.

Well it was a platformer, just like it says in the description. The collisions on the obstacles were quite sharp and of course they instantly kill. For some weird reason the third level maxed out my graphics card and the FPS went to sub 20 which made the level unplayable. Simple graphics and style, but there wasn't much in the game itself.

Its a shame the moment to moment gameplay is really just holding down the movement keys and spamming different numbers. The random items could've used some variety in what they accomplish as some felt like being downgrades or upgrades of others, and some didn't feel to have much impact. Not sure if there were more items because it really did look like there were a lot of items in the menu.

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The actual shooting part of the game was probably the most lacking compared to the rest of the game. Ship upgrades and different ships entirely but in the end the gameplay is just hold mouse 1 and spin around to kill enemies. The graphics and audio were simple and served their purpose well.

The idea here was quite top notch, and it could really be expanded upon easily. Of course this is just a jam game so can't expect the world from it. Graphics and audio fit the retro theme well.

Interesting mechanic to disable and enable different components, but how it was told probably should've used a bit more time in the oven. The graphics were simple but it fit with the rest of the game well.