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ChungBog

55
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A member registered Mar 21, 2018 · View creator page →

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Inspiring controls. Very fluid and slick. I got frustrated really quickly within the hole. I think the level design was too much of a dealbreaker for me. I wish I could have started in more of a sandbox. Great work, and I'm excited to see what else you'll develop in the future.

Yeah web build. Probably frame rate.

Perfect score from me. I wanted to beat this game so badly and I had a feeling I was close to the final level. God damn it got hard. This is just a great game jam game. No chaff, all wheat.

Solid game. Fun and hard. I really like the aesthetic you went for, and it's complemented nicely with the music. Great entry!

Very creative. I loved the unique controls. Pumping and alternating left and right is such a clever way to interact with the world. I would have liked a bit more movement within the world, the objectives felt very static with not much gameplay push or pull. But the world building and overall vibe are top notch. Really well done.

Great presentation, originality, and theme. This game would have benefitted immensely from a little information surrounding the objective. I loved delivering the pizzas, but I couldn't figure out the rhyme or reason for them. Riding the bike felt rewarding. More direction required, but fun gameplay!

While this isn't my style of game, I really enjoyed the visuals and theme. You nailed the world building.

The presentation is great. I really love the 3-dimensional platforms and CRT vibe that you went for aesthetically. The game looks and feels great.

I would have liked a bit more information at the start and more control over when/how my gun shoots. The wall jumping was fun, and I liked the skybox of the ocean view.

Sorry about the jumpscare! Those details were not added with care haha

Thanks for playing :)

(1 edit)

I appreciate you going back through to beat level 3! 

The thought of Bronze, Silver, and Gold medals is a really good idea. It's such a common idea, yet it's funny how the time constraints can mentally lock you into a design decision. Sometimes it feels like a strange, self-imposed echo chamber. At the same time, if you don't hard commit to a specific goal, it can cause a lot of problems. This is my first game jam, and I wanted to make sure I didn't over-extend myself.

Thanks again for replaying. I'm hoping to see Kersploosh get played on stream :)

Solid game. The upgrade path was really fun. I really wish there was controller support! I kept getting messed up around wave 6 by the machine gun enemies.

Solid game. The upgrade path was really fun. I really wish there was controller support! I kept getting messed up around wave 6 by the machine gun enemies.

At some point I thought I was being super slick but I think the hit box just deactivated and I wasn't able to perform tricks. I really liked the song that played, and the character design is super slick. Overall this game felt a bit spastic. I would have liked a bit more smoothing in the experience - movement, VFX, etc.

The animations and backing song are really nice. The steering felt intuitive and fun. I was a bit confused on how to maintain my momentum. A bit more of a tutorial or tip would have been much appreciated. Good work!

This is a polished experience. The animations and sound design are impressive. I enjoyed sliding around, especially the turtle's race.

The thing that detracted for me was a lack of objective. I didn't really feel like there was a point to me exploring or collecting. I wanted more direction.

Thanks for playing and for the feedback!

Yeah, the levels are really difficult. I would guess they're almost impossible unless you have a controller. If you press the "=" key, you can skip the current level, but I think I should have added a "cheat code" in the how-to-play menu. That way people could advance more easily if they just wanted to try things - I shouldn't have restricted that.

Honestly just walking into the block clipped me through. Maybe it has to do with framerate as well.

It's a simple game. The movement feels fun. I think there could have been a lot more depth added to the player and objective. I wanted to feel like there was more that I needed to be doing, and more ways to achieve that goal.

The idea is very intriguing. Swapping between the states feels fun and engaging. I think this game would have benefitted a lot from a bit more juice. Some of the levels felt a bit cobbled together, and lacked parallax/depth. I think the sound design could have felt a bit more integrated as well. But great job, fun game.

It feels like a full game, which is so impressive considering the time constraints. The audio, visuals, and fluid controls come together to make a very cohesive experience. Because this game feels so complete and polished, I will be nitpicky. The level design could use some work. As a player, I don't want to complete the same trick too many times. It feels recycled quickly. I was really hoping to see more interactive enemies, I think they would have added a lot of depth to the layout.

Great job.

"Now I need more Gorblins."

This game is peak game essence. Simple, yet so much fun. I hope to see this one get played on stream.

Holy cow that was intense! I was exactly sure what I was doing, but I blasted some floating orbs for sure. The environment was a bit nauseating, but I really enjoyed the movement and presentation.

I made everyone slick and saved Drabsville. My favorite part was combing the basement rats.

Slinging the guy around is fun. I think the controls and visuals lack depth but this is a fun project.

I really liked the level and sound design. The snow also was very immersive. I think a background/skybox would have contributed a lot. I think the character could move faster as well.

That's a really good idea - shaking the snow globe. I originally wanted it to be a snow management game, so the moved snow would shift into other areas, but you know how it is with available time. I will check out your game now :)

Thanks! How many levels were you able to beat?

Wow. This game blew my socks off. THIS is what Dunkey meant when he said slick. Chaining actions together was so intuitive and fun. I LOVED how the time slowed down just enough to create cool sequences. Difficulty was spot on. Everything came together for the best experience I have had during this game jam so far. Incredible!

Beat it in 4:37! Fun game, the dash mechanics were really enjoyable. I liked the difficulty and soundtrack a lot. Nice, cohesive game.

Wow those are some slick roads. I could barely steer. I really liked the package fragility mechanic as well as the package cam. Fun game!

Wow those are some slick roads. I could barely steer. I really liked the package fragility mechanic as well as the package cam. Fun game!

I had a bit of trouble getting objects to follow my cursor. I really enjoyed the theme and animations.

Absolutely slapped the AI by poaching the net and pinching the puck. Bizarre soundtrack and fun lil' text lines. Slick!

I made it home! Shimmied into my front door after getting rocked by 20 cars.

Besides some of the obstacles being unfair and entirely unavoidable, I really liked the feeling of the dash and freezing mechanics.

Cute, felt nice to control. Some of the collisions felt a bit unfair. I like the music and theme.

Damn, this one is hard. Controlling the car feels great and I love the sound FX, especially the rain.

Damn, this one is hard. Controlling the car feels great and I love the sound FX, especially the rain.

Really nice visuals. Haunting sound design. I had some trouble trying to figure out how to manipulate the balloon.

Lots of interesting mechanics here. The dimensionality shift was fun. The level design was very cheese-able due to being able to clip into walls easily. I liked the step-by-step revealing of new mechanics as well.