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Lost Gremlin

28
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A member registered Nov 24, 2022 · View creator page →

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Oddly meditative destruction. I find myself really captivated by the star levels, most notably. I had two minor issues through playing, that being the sense of scale and readability of our targets. Most of the things we eat are roughly the same size with minimal background changes, but the way the massive aura of those stars just gets snuffed out? Reaaallly satisfying. That light also made them much easier to track when they were off screen, by seeing the curse of the light I could have a really intuitive sense where what I was trying to eat was hiding. Really, really nice design with those. Nice work!

Cute! Easy enough to pickup, and I enjoy these ridicilous lil' guys. Would have liked some more complexity of mixing or processing ingredients in a more complicated fashion but enjoyed the simple simplicity in speed on display here. 

Reaaaallly wild and fun premise, with some really well made art and effects. Was a bit confused on how to really use any of the different agencies, I found the stock market just unilaterally rejected working with me, regardless of the news. Dosent help that I spent all my money on lobster, but I want him to be big and strong and that cost me xD

What a vibe. The world design is just facinating for my brain to try to put together, and I was repeatadly struck with the raw sense of scale. I did manage to get that softlock y'all mentioned, and I alsoo have misophonia and someone burping right into my ear is...less than ideal.

Something I've realized is decidedly lacking in a great number of incremental games is an ascetic change to match your world sHattering gameplay / numerical changes, and that's built into this title from the get go! It was a delight to watch my garden expand and grow, and was a welcome change of pace from the often frantic and tough default entry into most jams. I did have some performance issues, which is natural I think for a game of this type, but think it could have been prevented (partially) by having a fixed number of hives / hive locations. Would love for some optimization so I can grow MAXIUMUM garden. Adore. 

BONK! I was suprised at how tight the gameplay was considering the nature of the flail mechanic and the movement, but I found it started to click after a few attempts. I did run into an issue, twice, with a goblin being stuck on my head and sloWly murdering me, which is not ideal but is some very fun emergent gameplay of me hopping MADDLY to get the fucker to stop stabbing me. Good stuff!

Howdy! I attempted to run your game, but wasen't able to find an HTML link or a executable. Closest I got was following the index, with returned the error posted below. Hope your able to resolve this post jam!

Failed to download file Build/QBitBuilds.data.br. Loading web pages via a file:// URL without a web server is not supported by this browser. Please use a local development web server to host Unity content, or use the Unity Build and Run option.

Neat! Transitions between each style of fighter are really slick, the audio sinks up in a really satisfying way! I found the bigger ship to feel alot weaker than the smaller one, and to die *much* faster than I expected, but that v much could just be a skill issue. Happy to vibe for the 30s I was alive atleast xD

Fuckin' inspired! Really creative use of a simple core mechanic, y'all did a great job compounding upon lessons players could learn in earlier segments in later parts of the levels. I discovered lots of little strats for movement and puzzle solving, and it all felt very intuitive. The art is also lovely, I adore the mixed 2D and 3D! My only real pain point was the camera, it felt waaay to fast to me, and contoling it via the mouse while navigating the the keys felt...less than ideal. Still, a very well polished and thought out title, good work yall!

Neat! Enjoyed scrounging through piles of junk trying to find the little treasures I needed to craft stuff. Found myself a touch overwhelmed, especially at the start, and think there could have been some natural escalatin in the density of objects or speed of the travel on the belt. Love all the art too!

Phenomenal polish! All your animations are really good, the audio feedback is so crunchy and your designs on everything are really nice; and all on your own engine? Insanity. Really well done! I do think it would be nice to freeze in mid-air; specifically, the puzzle in level 4(?) I think would benefit from more control in that jump, but I see the value in the tight timing required if that's your goal. Oh and that little cloud face is giving me life, i love him so much. 

Neat little game! It was a nice little surprise to see that little box had some decent psychics on it. I think this would have benefited from either some mid-air movement back and forth, or being able to freeze the box mid air; but neat for such a short dev time!

Absolutely gorgeous! We had a similar idea when we were brainstorming but didn't end up following the concept of freezing a character in place; I really like thematically playing a lil' drop and how tight the experience is. Controls fantastically and your ability as the player to build the stage is really neat. I think the section where the heating elements is introduced could have had that level by itself, without the following button (for the sake of balance and progression) but one of my favs of the jam! Fantastic work y'all, especially for your first project!

Howdy! Absolutely loved the art, that final tombstone is so cute! I also like the indicator color swap for the player while under the campfire, neat visual trick to keep track of the player. I did find it difficult to the point of frustration though; I think the jump could have some more air mobility, or the hazards to be a touch smaller. Really fun premise too!

Ahh I misinterpreted the description; I assumed that 'you can walk on heads' meaning you could do so without damage, and I was incorrectttt. Not far! Bout level 3 if memory serves. 

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Howdy! Really neat little concept, fixing up a electrics board is very fitting for this pallet, and lends itself well to that, I think. I found the first mode rather confusing; it's a bit counterintuitive that the first level requires you to lock in two answers simultaneously. The first number of levels are a bit too easy once you understand what you're doing; the first 7~ are just marking which spaces are empty. I did quite enjoy the secondary mode though, flipping through potential orientations in a time attack manner was frenetic and fun.

Neat! I like our variety of monsters and having two different styles of attacks, it was fun experimenting what worked best for each one. The sound for a new wave gets cut off pretty regularly by your attacks, it might've been worth using a shorter music cue for that and/or adding some visual change to the level indicator (making it blink? shake?) to indicate the start of a new way. Oh, and I love getting to see the sprite pre-post frozen, they were all v cute ^-^

What a gem! Having the light with it limited range and angle was genius, and it's a nice touch both the small aura of light you have and the way the level lights up after a death to give you some hint when you die. Really well polished and put together. I did have the bird get stuck in it's introductive level (near the ladder) and I think the level where spiders was introduced was a bit too much; we got traps, spiders, and double fast monsters all brought on in the same level, and it was a bit overwhelming. That combined with the drop into the start of the level felt a touch mean to my estimation. Still, my current favorite of the jam. Looking forward to more of your stuff in the future! 

One of the most gorgeous games I've seen in the jam! That ascetic does seem a double-edged sword though; I can't help but wonder if the falling water were a more consistent stream, if that would help with preventing getting stuck on orphan pixels? Ahh, still an extremely well implemented mechanic, nice work!

Howdy! It seems you got some good feedback on the difficulty of the legibility (which I agree with) and would love to see this remade / touched up to be more legible, as the core concept of building a board is really neat! I do think you should start with more cards; in your first encounter you don't 'lose' so much as 'draw' to my understanding and getting a 'loss' there is a bit misleading. While I think the criticism of the legibility is fair, I do love the design of your cards / backgrounds immensely regardless.

Love the big moments of sitting in the middle of a squad of enemies and under a surveillance camera as they all just walk by, very tense. Lessss liked the long walks through hallways, and the detection range on the robots, felt a bit too long for my taste. And agreed with Colby, the sound design was phenonimal; loved that alarm =3.

An ambitious project! Really fun seeing a dungeon delver with some random power up mechanics for this jam. I definitely think this needs either a tutorial sequence, or a drip feed of the mechanics to make sense of them. Also, not all enemies can jumped on; the archer in level two will damage you if you stand too far on one side of his head. Also love the clue hunting!

Hey! Heads up that the game was frozen on the start screen, I wasn't able to click through and play it. Refreshed the page a few times, and problem persisted. Sorry man! 

Neat! Reminds me of some old school Zelda; yall's artwork is adorable as hell and the music is a lil' bop (*/ω\*) I think the general enemies speed can be toned down, to make them a touch more manageable. And time is fake anyhow, don't sweat losing track of it ^-^

Really tight game! Moving from levels 6 ->7 were good contrast, with 6's tight starting coridor and 7's open spaces. I know this game is for pro gamers but think the difficulty jump from 5->6 was dramatic, particularly the starting sequence on 6. A really fun challenge once you get the hang of it! 

Really unique! Did not expect to return to my old barista job as part of this jam ^-^ Would recommend setting up the audio for when your pouring something with a greater delay between sound effects, it can be very intense to get hit with that sound repeatably. But very cute game, love the little personal order notes! 

Lovely! I expected some physics-based games due to the theme, but not many that avoided making a slippery ice cube. Managing the patient and cord is fantastic balancing act, although I did find switching to managing the fridge to be more frustrating with its more restrictive cord. I do also love your theming; both of this as a job in a hospital, and your terrible puns <3 Great work!

What a delightful little gem! Controls were a bit frustrating at times, but the gradual acceleration of the gameplay loop and audio was PERFECT.