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

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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.

Props for being the first game I've run into this jam to have narration. The art style was interesting and audio was good. The crafting mechanic and certain puzzles were quite unclear at first but cleared up fast.

The core mechanic felt very under cooked. There probably was supposed to be some sort of a arching mechanic but the white indicator didn't even feel like it was doing anything. The upgrades, besides the HP, didn't have much impact on the shooting either, so I don't really know what there is besides pressing mouse 1.

Well it was unique for sure. The timer was a bit wonky even playing when the game was technically paused. Art was very simplistic, but i guess it could've been worse. The minigames were quite simplistic but none of them were outright bad.

There is an idea for a game, but like it says on the tin, this isn't that.

No clue what the secondary mechanic here was, but I couldn't even get past the first level, so maybe it was hidden somewhere there. Interesting idea but it felt a bit rushed.

There is some idea here, but currently it is very limited. No idea why the window is so damn small, I couldn't even read what the signs were trying to tell.Backtracking was a bit of an odd choice, but that wasn't the worst thing honestly.

Interesting take on the side scroller jumper genre but the the lack of checkpoints really killed all interest for me. I don't know how far I got but falling and resetting to the start was annoying because the game is quite slow. The graphic were simple and didn't really seem to be the selling point of this game anyways.

It was extremely short but the mechanic were all there. Now just add more levels, maybe some enemies and you got yourself an interesting indie game. The art was simple enough to probably be able to produce them fast for a multitude of levels.

First impressions were quite bad as the game was laggy as all hell (first one for this jam) and the block placing and collecting mechanic was unclear and a bit buggy (not placing and the sorts). The lag persisted through out the game but then there were also hard freezes for some time which made the platforming extremely annoying from losing progress from something beyond my control.

For something so simple at least the "movement" was fluid. Quite short but the mechanics would've probably gotten quite old after a few levels regardless. Simple and clean art style and no ear blasting music.

A rather poorly made version of cookie cutter that has apparently been spammed to every single possible jam that exists.

This could've been something like "We were here" but it was a extremely thin slice of a very cookie cutter platformer. The graphics were simple and served their purpose well. Not that many features or elements to comment on.

Well this one was quite buggy on all fronts. Just by not playing you instantly run into a platform's side and get stuck, if you manage to get out of that you fall right through the ground. Some of the surfaces remove HP while others don't seem to do anything. Graphical style was the high-point, but that's most that can be said.

Kinda surprised there was no mechanic where if you left the plant in either the sun or the water for too long they would also start taking damage. Maybe there could've been different types of plants that gain or lose their stats at entirely different rates. Currently it is a one and done deal without much to offer beyond the first play.

I wanted to tweak the volume but for some reason that button leads to the main game? Maybe the same thing as the previous person said. Simple smooth gameplay, but could've used some sort of a twist or a gimmick.

Very simple project that probably could've used a bit more time in the oven. No audio besides background music that sounded a bit too loud for my ears, the potions were very difficult to see against the backgrounds of almost same colour + too small, some of the areas were extremely difficult to differentiate so I got stuck without knowing there was a wall.

Interesting spin on this type of game. Clean simple graphics and stylized audio were nice addition. The controls could probably be explained in-game as I completely missed the fact you can shoot and had to look through the page for controls. The controls could also probably be place a bit differently for easier access.

Interesting spin on the move around and progress on the maps, just wish it had been a bit faster paced. The fade animation is a bit too long compared to how fast the game can be otherwise. Clean simple visuals and audio were nice on top of everything else.

Like others have said, the controls were the biggest issue. To me at least the physic object rocks looked a bit wonky when just bouncing off of other objects. Maybe a bit too loud for my ears, but that is just a preference.