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Agoogaloo

38
Posts
18
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13
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A member registered Sep 02, 2020 · View creator page →

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Ah yea you need to equip both buttons as the jump so you can go higher to get out, the pit is there to show you that you're able to stack abilities. I tried to leave it as a fin thing to figure out, but it always hard to get a good balance of guidance vs exploration without playtesting lol. Glad you liked it though!

I probably had around 8-10ish hours of actual development time, but it was spread across 3 days, so idk if it really counts as 48 or 96 hours.

The environments looked really nice, especially the mushroom area, and the movement was responsive and satisfying. It didn't feel like there was that much to actually do in the world, but it was still really fun.

Making the Fung grow was really satisfying to watch, and the over all vibe way really cool and unique. Very fun game!

Neat game! The AI is hard to beat at first, but once you get how to use the pop out mechanic its not too difficult.

Thanks! I wanted to make it so you need to figuring out the mechanics was a bit of a puzzle itself, but I probably could have added a couple more levels to introduce the more confusing ones.

I liked the slingshot mechanic, and think you did a really good job of introducing the mechanics individually before combining them into harder puzzles. It would be nice if you could start dragging from anywhere in screen, because my mouse kept moving out of the window when I was launching the dude, which got a little annoying. Cool game!

The style of the backgrounds was really nice, and I liked your interpretation of the theme :)
I thought the pixel art character clashed with the style of the rest of the game though, and it felt like the game was always telling me where to go without letting me figure things out.

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It's a fun concept. I really like the idea of slowly spreading your spores around the map, and thought the music fit the vibe really well. I didn't really feel like I had that much control over what was actually happening, and the best option was always just to put the spores on the closest spot to the trees. If there was some sort of cost to spores, or you could only place a certain amount per round it might add a bit more depth to the strategy. Its still really fun though.

Glad you liked it. Maybe I could add a brighter colour to the T.V.s so they seem more interactable.

Thanks, I'm glad you liked it! Some of the puzzles can get pretty tricky, which just makes them all the more satisfying to beat

Sorry, I just had the password on the page while I was uploading the game and making sure I exported it properly.

JK Thanks for the feedback. There definitely are quite a few weird inconsistent bugs that can make things annoying, and certain mechanics like delaying your boost after slide jumping to get more height could have been taught a bit better. You also taking a bit of a different path to the top than intended, so you probably missed some rooms that would have made the difficulty curve a bit less frustrating, but that cliff screen is really hard

Also the reason you couldn't double jump on that screen you were stuck on at 18:30 was because you were falling off the edge and then using your double jump in the air, sort of like the room at 13:20, so you weren't able to double jump again.

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I love how text appears above your head when you jump over things or eat the toxic waste, it gives it a cool arcadey feel (: It did feel a bit slow to me, and I think it would be nice if it sped up as you played, but that could have been annoying to implement.

The music and backgrounds made it really relaxing, and the puzzles are fun to figure out. The text teaching you how to play at the beginning was sort of confusing, and waiting for the hexaguy to reach the end could take a while but it made sense once I started playing it.

Ya that's fair. I wanted to make sure you knew that you won by having more people than the other person, because it would feel kind of weird if it said you beat the other person at the end, but it never really said how to actually win. We tried to keep the building/weapon specific information in their descriptions so that things aren't too overwhelming, but there wasn't much time to make the tutorial more than some text so it was kind of hard to split the other parts of the game up. I will keep your feedback in mind if i make another city builder though, and will be sure to check out your game

The idea that you turn into whatever killed you is really cool, and makes it so you end up wanting to run into specific enemies sometimes. I think it could be more clear how the switching mechanic works, and what ship you are because it can be pretty confusing. I also like the pixel art of the ships.

Ya the movement code doesn't really like walls that much because if it tries to go off the map it just does nothing instead of moving a different direction, which just gets worse when there is 2 directions it cant move in instead of 1.

The propeller hat should refill some of your Kaiju's attention bar at the bottom of the screen so it will destroy your opponents town for a longer time, but the screens switch when you are destroying things  so your opponents town is on your screen instead if that makes sense. Ill be sure to check your game out.

Really good game. The monkey ball like movement and the death mechanic are really well implemented, and I feel like there could be some crazy speed runs where you just bounce around everything. Great job.

The game has really good style is really well writen, but the window of the web version was to small so I couldn't see the left part of the text boxes.

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Climbing up and jumping from the vines, was pretty fun, and I liked the music as well. I think the theme/limitation could have been used better, and that some menus, or tutorial would have been nice.

The jumping frame is super adorable. I love it.

Pretty cool concept. I feel like you could make some pretty fun puzzles with this.

The art and colours looked really nice. I think it could have been better if there were some enemies or making the map a maze or something like that to make it more challenging.

Fun 2 player game. I like the music and timed movement made it feel kind of rhythmy and eating each other was very satisfying.

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Really fun concept and it gets really chaotic when it starts shooting a whole bunch of balls at a time. It also has a nice aesthetic.

the 2 player Wario Ware style game, where you sometimes need to fight and sometimes collaborate was really fun :)

I also liked the banana background.

I thought the concept of the lights giving you different abilities was really cool, and makes a fun puzzle platforming game,  but I did find it sort of hard to control especially when you have the speed boost ability.

This is a pretty fun game once you get how it works, but I found it sort of confusing to understand at first because the colours you are matching are different shades. :)

The movement was very fun and satisfying. I really like the trail that you make behind you when you are moving

really good presentation and music

Really fun game. Its cool how adding one simple mechanic to the game can give it a lot more depth.

I like the frantic chaotic energy :)

sick boss design