Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

a.rebel

73
Posts
A member registered 6 days ago · View creator page →

Creator of

Recent community posts

Impressive!
Most of what I would say has been said by other commenters already.
The only thing I'll add is that I missed an overarching goal, a motif, a "fantasy".
For example, I built the Axe and Pickaxe hoping they'd change gameplay in some way, but no.
I waited for difficulty to pick up, perhaps harder items in less time, but no.
One can simply labour and toil mindlessly, without a strategy to "beat the game".
Please take that criticism as a token of my investment, I really liked what is there already.

So satisfying!
I found it quite similar to https://itch.io/jam/mini-jam-203-flow/rate/4251228.
Unlike it though, you nailed what I'd argue is the core aspect: hitting notes to the beat.
The SFX are also better integrated, although the "fail" buzzer is a slightly too loud.
Personally I don't care for Christmas songs at all, yet I still had quite some fun!

Really creative!
I have a friend that will absolutely love this, it's nice that there's 32 levels to play!
It's personally not for me, and find it too hard, but I can see how well designed it is.
One frustrating thing I found is cards moving out of the viewport, so you can't interact with them and find the pair, even when you know for certain where it is.

How unfortunate that you weren't able to finish in time, I'd love to see what kind of gameplay you had in mind.

I found that the cursor aligns with the icon if you don't go full screen.

Impressive engine you have.
I looked at Bounce, MECS and Monomorph, they seem to really squeeze the maximum out of Three.js and what JavaScript in general can do in the browser.
Unfortunately the game here felt lacking in many areas, but definitely not in technical prowess!

Clean and fun!
I really like the animations, especially on enemies and attacks.
I'll disagree with LazyMiB though, the lack of sound I noticed quite early, I'd rather it had some.
The bullets are really underwhelming as a weapon, both the others feel much better. Perhaps they could pierce or ricochet?

Fun controls!
Reminds me a lot of Get To Work, I can definitely see this as a successful rage game.
It's definitely way too hard for me with mouse controls, perhaps I'd do better with a gamepad.
The ice sliding feels good, but the breaking is weird, almost instantly voiding all momentum. It works well mechanically, but it kinda breaks immersion.

Really interesting concept!
I could definitely see a full game built on the "changing state of matter" mechanic.
The music with vocals was slightly distracting.
I had a fun time reaching the end of the level under 30s as challenged :D

Thanks for playing!
I'm sorry it was too difficult for you :(
My tips are: focus on slower conveyor belts at first, be efficient with the lines, and try not to let too many balls fall to the ground or you'll waste too much cash.
Otherwise perhaps you'd like to try Version 1 which is considerably easier (available as a download).
After the rating period is over I'll consider adding difficulty options to make the game more accessible.

Thank you kindly!
Congrats on reaching the white balls :D
Balancing difficulty was definitely the hardest thing to do in this game.
I considered slower generators but I was afraid it would mess up with the "flow", varying speed and all that.
Still, a good suggestion, and one I'll definitely explore later.

Thanks, glad you liked it!
You can sell machines by dragging them to the recycle bin at the top right corner.
You're the second to comment on that so I have to work on making the feature more obvious.

Thanks! Speeding up was a necessity when I was playtesting it, so I felt it was needed for players too, glad you appreciated it :D

Thanks!
There is, you can drag the machine to the recycle bin at the top right corner.
The tutorial goes over it but I'll admit it's a pretty rough tutorial so you might have missed it.

Mind bending!
I needed some time to adjust my brain, but after a few tries I was having lots of fun :D
I understand the track is random, but I'd recommend the first platform had a minimum length because some of my runs would start with the character already falling and very little reaction time for me to recover.

Really fun, loved the concept!
The unique control scheme worked well for me, and having the wave changing buttons far away adds a level of difficulty that I enjoyed.
I could see it being even more fun with a few added mechanics, as the arcade style score gathering alone wasn't enough to keep me playing for longer.

Love the concept!
I didn't quite figure out all of the mechanics, like I don't know what the inventory is for, and I think I suck at combining items and creating color, but I still had fun nonetheless :D
Beware the typing SFX in the tutorial is extremely loud! Had to remove my headset.

Fun and hard!
I don't usually like golf games, but this felt more like a precision platformer with momentum mechanics :D
For me what makes it especially hard is accurately clicking on a fast moving ball, the level design felt balanced.

Thanks for playing :D

Simple yet fun!
Beautiful art style!
Slightly frustrating when RNG has 4 customers demanding donuts yet no single donut spawns for 20 seconds.
I also found the mouse accuracy a bit off, sometimes I'd drop items outside their trays, sometimes I wouldn't be able to pick them up from the belt. Perhaps it's the cursor size.

Surprisingly enjoyable!
Funny how a simple 2 button game can keep me engaged for a while when the concept is good!
There's a slight UI issue where the gridlock bar overlaps the north lane when you go full screen.
I found it weird that "turn lanes" were the middle ones, but maybe that's cultural :D

Really fun!
I had to force myself to stop playing after prestige #2.
The main improvement I'd like to see is a faster auto-roll, maybe as a purchasable upgrade, maybe as part of prestige. Too much clicking gets old after a while.
Scrolling the view is also minorly annoying, I'd like it better if all dice fit on the screen at once.

(1 edit)

Beautiful art and lovely concept!
Not sure if purely due to RNG but I didn't get a single request for a painted item.
  EDIT: AH I see now, painting is entirely optional! I didn't find a reason to engage with the mechanic, my bad.
On the fire/oven minigame, I found the "correct window" inaccurate with the sprite, like the sprite was bigger than the collider.
I'd also prefer if the arrow minigame presented the order right away rather than having to click the help button, since there's apparently no other way to tell how to make each item.

Quite fun!
I managed to get myself stuck inside the second building somehow, but after a forced restart it played smoothly.
I liked the core mechanic, easy to see how it could be expanded to make a fully fledged game, lots of potential.

(1 edit)

Interesting concept!
I understood right away the ecosystem idea, and that interactions between elements are on a timer after player input.
Very clean game design.
Could really use some chill music in the background.

Amazing concept!
I'm still not sure if I was steering them properly, but the gather/scatter controls feel finer.
One frustrating aspect is that if birds are far away from each other, "gather" fails to put them on the closest safe spot even if they all fit on screen, some will shoot across the screen to "try and join others" apparently.
Seems like the only valid strategy is to keep them all in a cluster, which I found less satisfying than "divide  and conquer" approach.

Thanks, I'm happy you liked my game too!
A-ha! I figured that was the case, probably because you're doing `character.add_child(song_note)` (example code).
You could add the notes as siblings, or add as child to a static parent (like your "world" node), or simply set the note's node to `top_level`.

Thanks for playing, glad you liked it!
Yea since I can't compose, I did my best at finding a CC0 song that fit well enough 😅

Quite enjoyable gameplay!
It's impressive that you made 13 levels, and the amount of mechanics implemented.
Personally I think allowing placement with the mouse would improve the controls a lot.
I also found the SFX a bit overwhelming, but thankfully I could lower their volume way down.

Lots of potential here!
Driving a car and switching lanes to catch notes is quite an interesting idea.
However, the notes being random and not fitting the song really break it for me :(
I also found the SFX quite distracting, especially the off-beat note collection, and some "wind howling"? Probably the car movement?

(1 edit)

Really enjoyed the main song!
Couldn't quite get into the game though, perhaps the slow pace being my main issue.
I wanted to see the story through but I just couldn't engage with the piano puzzle.
I might try again later when I'm in a different mood.

Incredibly fun!
At first I thought it was too easy, but then at the very end of the first song it gets really fast, nice.
The third song is easily the hardest, so I had the most fun there, but still managed to S rank all 3 first try.
It's amazing that you created 3 entire songs in 72h by the way.
Slightly too much visual noise, I'd prefer a cleaner background so I could focus on my cursor.
The only thing that would potentially hold me back from playing this extensively is that my wrist would feel quite sore from so much accurate and intense mouse movement.

(3 edits)

I was JAMMING to the music 🤘
Great job if you made it from scratch.
My main motivation while playing the game was to listen through its end :D
EDIT: it has the same music as https://itch.io/jam/mini-jam-203-flow/rate/4252207 and it seems to be AI generated?

Quite an impressive amount of work in only 72h!
I like the concept, a mix of Cuphead and A Hat in Time.
I ran into a few sound issues, like the spike wall being heard from all the way at the spawn point, and the music suddenly stopping and only coming back on respawn.
The camera was the most jarring aspect to me, most likely because I prefer inverted controls, but perhaps also how close it is to the character. Maybe the Field of View too.

Beautiful minimalist art style!
The camera perspective makes it really hard to anticipate where to go, which makes me play more reactively.
I found it easier if I kept the boat closer to the top-left of the screen, so it'd be further away, as it increased my reaction window.
The gameplay is a bit too simple though so I didn't end up playing for long.
Having no sound at all is consistent with the minimalist approach I suppose, but I'd prefer it had at least ambient music.

Fantastic game!
The movement feels great, the concept is innovative, and the execution is flawless.
It gets pretty hard with all the 4 colors, and I caught myself holding my breath and tensing up.
Just barely failing at 149 points is frustrating, which makes victory afterwards all the more satisfying :D

Nice and compact boss fight!
The moves are well telegraphed and the learning curve is satisfying.
Damaging the boss just before it moves paints it red though, which overrides the visual cue for its attack, so I had to play a bit more defensively and exploit its attacks that left it vulnerable for longer, like parrying the cyan projectile.

I see, I appreciate that!
Perhaps adding a clear sign that it's the end of the game for now would make it clearer.
I felt like I had to abandon it rather than that I had completed it.

Much appreciated! Art is indeed my Achilles' heel 😅
Totally agree, I wanted to keep controls simple, but it made them also quite inefficient.
After the rating period is over I'll release a patch to make it more ergonomic :D
Thanks for the suggestions!

Thanks! I'm happy you pushed through and overcame the challenge :D