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Acrid

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A member registered Jan 11, 2018 · View creator page →

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This is a nice, satisfying game.  I don't like the long delay between dropping weapons, and there are some weird bugs that cause weapons to get stuck and sometimes softlock the game.  Still, pretty impressive, and a fun game.

it has some nice polish and a decent amount of levels, but it's not the most finessed platformer, and that saps a lot of the potential enjoyment out of it.  it's missing the essentials like coyote time and land buffering, the level design isn't the most inspired, and the jump physics are very floaty and odd.  for encultured players, it's difficult not to notice how these dramatically affect the game feel.  the main mechanic isn't the most original take on the theme, either.  that said, it does have some nice blooming visuals and a fairly extensive tutorial, which reminds me of old flash games in a way.  still, it's an impressive endeavour for 96 hours and not the worst game by any means.

this is really impressive for 96 hours.  it's mechanically complex and all the little things just work, even if lacking polish here and there.  it even has a nice tutorial.  my only real criticism is that the connection to the theme seems tenuous at best.  still a pretty inspired and unique submission.

could use polish, but it's definitely a unique take on the theme.  the replicants are really unpredicable and chaotic because of the physics, though, which often makes solutions feel random.  still, this is pretty impressive, and I can tell that it was pretty difficult to make despite the apparent simplicity.

golf games are always pretty fun; it's a tried-and-true formula.  this is lacking a lot of polish, especially in the visual aspects, but it's still satisfying to get the ball in the hole.  I wish the levels were more complicated but allowed you to configure the obstacles more freely and maybe even control the launch direction and power.  the snakes are also really slow; I wish they were more like portals.  nonetheless, great effort, and some nice puzzles!

I like it.  reminds me of those classic flash games "run" and "bloxorz" from back in the day.  the visual effects are pretty overwhelming and the controls feel like I'm using vi for the first time again, but it is a pretty unique and inspired take on the scaling theme.

pretty unique, reminds me of those old newgrounds fan games that used be filled with references to other games and media that were popular at the time.  love the art; I reckon it must've taken up a great deal of the time put into this game.  my only criticisms are that the items bouncing off and not stacking properly can be a bit frustrating, and that the paper level was quite clever but a lot of the others seemed kinda random.  still, an enjoyable experience.

this is masterful.  the main mechanic is fun and satisfying, and the visuals are simple but nice and kind of soothing, even.  I wish there were more levels and some more challenges, though; even the final levels are quite easy once you learn how to build momentum with the arms properly.  still, a very fun game.

the nethack-esque graphics are nostalgic and remind me how much I hate the fact that "roguelike" has become a meaningless genre for games that have nothing to do with rogue (1980).  I do wish it was a bit longer and had some mechanics, though.

bridge games are always fun and pretty impressive.  physics are a bit weird at times, but that's to be expected.

it's no fire emblem but it's definitely a fresh and unique take on the theme—haven't seen very many turn-based strategy games in this jam yet.  obviously it could use a lot of polish, but finish a game in 48 hours is quite an accomplishment, and these types are not easy to make; I've tried it before.

cute and meditative, kind of like stardew valley.  I wish there was more variety in the map and perhaps some deeper mechanics.  flying around and harvesting pollen is surprisingly satisfying, though.  I was also surprised by how nice the graphics were; a lot of them looked quite nice, like the honey combs.

this is going to sound a bit harsh, but this game is just mediocre—the "platformer with a rescalable character" has been done countless times, and there's not much that makes this stand out.  the platforming is clumsy and crude, lacking the usual features that encultured players are wont to play with, and there's no saving grace in the form of interesting puzzles or beautiful art.  the lack of sound-effects and the disorienting field-of-view doesn't help either.  nonetheless, finishing a game at all is an impressive feat that you all ought to be proud of, even if I couldn't quite enjoy this one.

it's cute, almost feels like a flash game.  it lacks the sharp controls and feel of a really good platformer, and the "puzzle platformer with a resizing character" has been done quite a few times in this jam, but the block resizing and tongue added something fresh.  a li'l janky in places, but a great effort and an enjoyable game nonetheless.

thinking about Eva too much is not good for my mental health, but this game is seriously impressive, especially the visuals.  I've got no idea how you were able to make all this in just 96 hours.

certainly a very unique submission.  feel like it needs some kind of tutorial, because I couldn't really understand what I was supposed to do and ended  up just playing with the colours like a child with a colouring book.  the UI is very strange as others have pointed out.  still, it's definitely stands out as an unexpected interpretation of the theme.

it has an interesting atmosphere and style, but at the end of the day, it's a number-guessing game; there's only so much you can do with that concept.  still, it's a clever take on the theme, and finishing a game of any kind should be considered a victory.

cute.  map design is entirely linear; I wish it were a bit more complicated, and the physics and movement are a bit clumsy, but the game is short, visually nice, and the puzzles and story are just interesting enough to not get frustrated by the imperfections.

needs a lot of work, but it's not the worst idea I've ever seen, and certainly a unique take on the theme.  perhaps look into some of the idiomatic features in good platformer games—missing them makes a game feel really floaty and hard to control for encultured players.

ladder throwing was decently fun, although the controls could use some work; moving the hands was kinda clumsy, and the character was just really slow for some reason.  the combat wasn't really fun and didn't add much of anything to the experience.  the music and sfx sound like a zx spectrum rigged to a nuclear reactor, and there's a clear lack of polish, but finishing a game from scratch is still a very good effort, and the base premise isn't terrible.

lots of speedrun potential here, I like it, and it's a cool take on the theme.  it feels like the medium-size ball becomes totally irrelevant and vestigial once you learn about the size-changing though, I only used the small and large ones for the rest of the levels.  I wish the levels were more vertical and complicated, too, but it's quite fun

good ideas can be found even here, though their execution is lacking a lot of finesse.  the rope in particular is frustration made material.  still, finishing a game is a long and laborious endeavour, and a victory nonetheless.

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a masterfully crafted and overall superior work.  love the compression mechanics, but not so sure about the mirror/reflection puzzles; they felt a bit samey and like a trifling step in the wrong direction after all the rather innovative levels before them.  still, an excellent game

I wish there were a lot more events and that more of them would be trade-offs rather than just being bad or just being good, but it's still a fun experience and a clever interpretation of the theme.

Not bad by any means, especially for a 48-hour submission.  I kind of wish there was some additional challenge, though, like blocks being destroyed over time or containing spikes or other hazards.  Also, the character felt kind of weightless and unnaturally agile—I feel like polishing the platforming part a bit more could've dramatically improved the experience.  Still, I enjoyed it.

it's all right, gj on finishing a game in 48 hours.  it's just stimulating enough to keep the independent thoughts away, much like vampire survivors, but it's no steredenn.

It's short but otherwise all right.  It took me a bit to figure out that you can stop your momentum completely by starting another dash.  Also, I don't really see any point to becoming larger—surely you'd just want to be in the smallest mode all the time?

really fun and well-designed game.  the physics are a bit wobbly and it's hard to predict where exactly kitty will jump, but the game is short enough that it isn't really a problem

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fun game, there's a bit of a mismatch between how polished and bijoux all the art is compared to the UI and gameplay (not that those are crude or poor by any means), but it's enjoyable enough

love it, very fun take on a good concept.  the art style almost reminds me of those fangames that used to make waves in the heyday of newgrounds

I like it.  Some seriously foreboding tracks, though.  Reminds me of the royal family tomb in Ocarina of Time.

you ought to have aestus in the ablative, and I'm not really sure if the historical infinitive is what you were going for even though the subject-deponent verb agreement is theoretically correct

Ah, hello.  Have you already found anyone?  I'm primarily a composer, though I'm also a competent proof-reader and have some experience there with.  And I can program, as a matter of course, but I'm only knowledgeable on low-level languages that aren't really relevant at all in a visual novel project.  Either way, thanks for all that you do, and I look forward to working with you.