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alag00

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A member registered Sep 22, 2024 · View creator page →

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I'm usually horrible at these stressful food managing games and while I had tense moments, like being unprepared on the second day or being out of reserved food during the busy hours, I was able to get through it. I don't believe I could manage it without being able to prep and reserve the meals beforehand. The gameplay feels very nice and polished, same with the beautiful pixel art. 

I didn't quite understand the murder-part. The way I found it felt natural yet random, killed someone in the bathroom with the knife because I couldn't find any other use for the bathroom and knife. Nothing happend after I murdered 4 customers, was something going to happend or did I miss something? Overall I found the serial killer aspect to be a fun and unique addition to the already stressful cooking environment. Amazing job!

Solid art style with fitting audio. The gameplay while simple, gave it an overall calm and relaxing experience.

Fun game that reminds me of old flash games, The music and art was good and I liked the variety of weapons to use. Although the choice of keys on the keyboards could be adjusted a bit and also the player movement was quite slow. Overall a good game.

This game definitely has potential. Combining ingredients to brew potions while having a cute character design. I believe this game could use some polishing, graphically for more expression but also a clear objective with shown progress.

As someone who isn't a huge fan of roguelike deckbuilders I can say that I liked the Secret cards mechanic and how powerful/limited they are. The Art is also great, I really liked that the torches casted shadows, it helped with the immersion.

I like how the hidden mechanics are only optional and not required to use in order to win, it weirdly makes them  feel more special to learn. They are only there for replaying players who wants to set a lower time on the leaderboard.

I like the crayon-esque artstyle, it together with the character designs and the music sets the tone of the game. 

Beautiful audio! The music, and the sfxs, *chef's kiss*.  I liked the puzzles were solved by playing in specific melody, though I believe the combat system could be more polished. Good job!

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Gives the same vibes as Climb over it. Climbing a mountain with mechanics design to easily let you fall now and lose a lot of progress. I definitely raged some on the last jump after struggling. I like how you replaced a jump mechanic with the climb one, it gives more skill expression as your distance from the wall impacts the jump boost. I believe you succeded with the rage part but I think you should alter the climb sound effect as it became repetitive and irritating after a while, I suggest randomising the sfx's pitch each time you activate it.

No I meant it as having the floor as a different color while the walls stayed the same. Some "walls" (2-4 tiles thick) would be walkthrough and have the blurry effect to hint the player.

Cool concept and I like these sort of rotating maze puzzles, although I couldn't finish it. Only managed to get to level 22 before being too motion sick by the rotated rooms.

I like mini golf games, I kinda wish it was possible to get a hole in one on every level or be able to shoot the ball over the map. Some sort music in the background would be nice. Nice job!

I totally missed the directional dash mechanic. I replayed the game and I like it. The directional dash gives it a more polished platforming feeling and also more freedom in the air.

A short and fun buttonsmasher game.

Game could use some polishing and fine tuning, I like how each enemy has its own type of soul and I wish the game delved more into it by having mechanics revolved around it.

As someone who grew up with playing  some of the original Gameboy games and someone who has played phasmophobia a lot. I can say you nailed it with the feeling of both, with the atmosphere and how it plays out. The art is great as the game looks like a legit Gameboy game. Also running away and hiding from the ghost reminded me of the game Ao oni. The music needs some fixing as it became unbearable to hear after a short while of playing, though the hunt song was a nice addition to alert the player.

The game is understandably less scary than Phasmophobia but it would be cool if there was some sort jumpscare when the ghost caught you. Dialogue boxes felt very slow and would feel much nicer if it was faster or even instant, I believe most original Gameboy games had instant appearing dialogue boxes but could be wrong. Post game score screen could have more suspense in telling you if the ghost was correctly identified, for example: The Ghost was a....Demon. The post game score screen could also include stuff like the bone, currently it wasn't very clear what the bone did or was for, in Phasmophobia it gave more score.

These are just small addition I believe would improve the game but other than that It felt like the perfect Gameboy version of Phasmophobia. Great job!

The web version crashed my browser

The Art is pretty good, I like how it feels like there is almost 2 ways of playing this game with how much the playstyle differ between the human and rat form.

Nice art style but I don't know why the son would be shooting clones of his dad?

Interesting to use the limited color palette as a game mechanic, although it's a bit hard to see at times.

I never got a sense of what the goal was when playing this game, like the objective. A sense of direction would be nice. During my test I never encountered any bugs, the music was good and I couldn't see anything wrong with the art. Other than that, good job!

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I can see the idea behind it and the potential of it, a duck that's digging for treasure and avoiding traps but I couldn't figure out how the game actually works. What triggers the traps and treasure pieces to spawn? What does the red tiles do? Tiles that activated something were often not near me, which created a confusion.

Great Art, and the music fits the atmosphere. The inspect parallax feature was a nice addition. A lot of quality detail given the limited color palette.

Good music and it reminds me a bit of Little Alchemy but I found it hard in this game to find new items to craft with. Would be nice to have some sort of hint or system to help with that.

Nice fluid gameplay with consistent quality art. I love how the enemies get pushed away in high velocity when you kill them. Movement and level design reminds me of the original Sonic games with how open they are , it gives the player more freedom, it also gives the same vibes as og Sonic. The game is well polished, I don't believe I found any bugs. Well done!

Cute game, it definitely brings a cozy and calm vibe, reminds me a bit of the old first gen pokemon games. Everything about this game is great, the music, the art, even the gameplay is great. Completing a drawing gave a surge of dopamine and relief. The game is well polished however I managed to get to the 3 eyed creature by exiting the boat. I wasn't able to find the apple nor what the statue with a missing corner meant but I liked the sussy secret drawing. I believe this game has the potential to be a full solid game if added more content. Great job on this one!

I like the energy that the different characters bring and I think the art compliments that and the overall vibe of the game. 

I like the playstation-esque artstyle which creates this eerie atmosphere which turns even more uncanny in the otherworld. It was fun to explore the unknown as anything could happend given the game's vibe, reminds me of Puppet Combo. I only managed to get 4 different endings. 

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The Art is great and I am intrigued by having a hidden painting underneath a painting's layers. Sadly there weren't much gameplay and I am not much for (read only) visual novels. The story though has potential, good job!

Having the whole maze filled with blurry tiles made it hard for the eyes. Maybe have just some walls as blurry tiles. Other than that I like the simple concept and the character looks pretty cool.

I like the mechanic to hop between to overlapping levels but I couldn't complete the second level, character's jumps were too low.

Quite short but brings a vibe, wandering in a dark forest without knowing what lies in it. I like how your only choice of escape is tricking the troll through dialogue which creates a sense of dread and desperation. It would be nice to have more creatures to trick or more understanding of what you are carrying. Also the AI pixel art were a bit off putting. 

Cool character design. I like moving lights mechanic although a bit too difficult on the earlier levels. The wall jump mechanic is also pretty cool.

Cool concept and nice use of the wildcards. Music and Art fits and sets the correct tone for the game. My only complaint is that the interact hitbox could be bigger. Other than that, the game is surprisingly well polished. Good Job!

I like the art and the references but I couldn't get past the second level. 

I like the art and the gameplay gives the feeling of zelda. Sadly I wasn't able to finish it due to the instant deaths and long runbacks.

There is a possibility that the attack didn't stop after hitting and the player/enemy took damage each update which resultet in an instant kill. If this was the problem, some sort of cooldown would fix it.

Very interesting game, I like how creatively you managed to implement the different puzzles with such a simple concept. Most of the codes were pretty well hidden and  while I managed to only find 8/15 codes, the board was a nice addition that helped me find some of them. I would like to be able to look around using my mouse or have some ambient noise playing in the background but other than that, I would say I had a solid good experience.

A fun and pleasant experience. The music is good but the game's art makes it stand out, with its quirkly looking art style and character designs.

A enjoyable experience I must say. I like the atmosphere and vibe that you guys went for. The character designs were pretty cool including the mushrooms.