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a4955

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A member registered Jun 10, 2020 · View creator page →

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Super cool concept, if only I had a friend to play it with lol, good stuff!

Super neat, and absolutely jamming death and win themes

Maxed out vibes

Music goes crazy

Really neat game! I appreciate trying to do it with no text, it's a tough feat, but I think it could be improved here by better communicating with the player whether they succeeded or failed. Had trouble figuring that out early on.

Very fun/funny

Pretty fun game, and love the music/sounds!

Insanely polished for a game jam, great stuff!

Super cute style and fun game! Text seems to appear fully for a frame before appearing properly (at least on high refresh rate)

brutally hard but good game

Definitely would have preferred a holding system to rev up, my carpal tunnel does not appreciate how competitive I am

Amazing game, had me hooked. Love the artstyle and music, though it bothers me so much that the broccoli has a little dot on the far right of its sprite lol

Neat puzzles, but absolutely loved the pixel art!!

Nice game! Precision type levels like the last 2 don't work too well with these controls, but overall very fun!

Incredible game, top tier production quality, mad I'm not allowed to use the chainsaw. Could see this being extended to a full mobile game

There's maybe some way it could've aimed differently, but I wanted to keep it simple. Though, maybe I could've made holding the button cancel the aim. And thank you! Took a lot to get the symbols making enough sense without text. I wanted to add a little tutorial thing before you entered to show the ingame controls, but sadly didn't have time. Stroke counter would've been really easy though, I should've done that lol. Ty!

Thank you!! Spent quite a while on it lol, honestly a similar amount of time on the menu as the rest of the game

Yeah honestly it wouldn't have been too hard to add a counter, though then again I'd need a results screen. Had a few things planned for "If I have time" (I didn't): scoring, turn timer, mercy rule if you take too many shots, player running to ball after hitting (though with how the player obscures everything I definitely couldn't just have them sticking around after their turn, so this'd prolly get cut), better outline for the course, generally improving art, power alters speed of animation, and last but most fun: inter-ball collision 


My main regret was not taking just a bit longer to add just a couple more levels to take it up to like a 5 minute playtime. Easy to add em, just hard to make em interesting, but it could use even bland levels just as an excuse since 3 levels go by so fast you don't have time to improve much at the controls in one playthrough. If I were to turn it into a full game though (Low chance of this, but I am slightly tempted), I'd definitely have to lean more on creating gimmick terrain to give it lasting interest.

Try using the power button instead

Note: This is the first Game Jam I've entered, and the first game I've actually completed (though I do have a bit of work on another), so don't expect much lol

Genius way of taking some control away, great work

It was pretty fun once I got the hang of it, but I think it would probably work best if instead of modifiers, the timer was just always there. Maybe the lonely mechanic could be used as a sort of power-down or penalty of some kind, either way good work!

Nice concept and pretty well done, but you might wanna make sure it doesn't map one key to two buttons at the same time lol, got H as left and right and just had to wait it out

I can relate to being stuck for 5 minutes before realizing how it worked LOL, didn't realize you could take stuff back after you'd started moving.

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This is one of the best games I've played in the jam, amazing job! While the graphics could use a bit of an upgrade if it were a full game, the UI and level design make for a very intuitive "Show don't tell" tutorial. I was worried the controls were a bit fast and slidey, but after a short bit it feels very natural, tight, and fun to maneuver. If there were more levels and slightly better visuals I would absolutely buy a full game of this. Honestly tried speedrunning it a little bit lol. Level design was a highlight to me.

Very unique concept, took a while and a few attempts to figure out how it worked, I'd suggest rearranging the tutorial screen though as I didn't know which order to read in and got confused. I think the "lonely" modifier slows the pace down too much, but I like the concept and it's executed pretty well overall!