Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

AllPoland

22
Posts
8
Followers
4
Following
A member registered Feb 06, 2024 · View creator page →

Creator of

Recent community posts

I’m glad you liked it! The idea behind the slow acceleration is that you use dashing and bounce off the wall to go back and forth, but the acceleration could definitely be tuned up a bit without really hurting anything, and it would probably help the game feel. Thanks for the feedback!

This is one of my absolute favorite games from the jam, everything is incredibly well done from the art, story, and attention to detail. Aside from just a couple typos, and getting stuck fairly early on (skill issue on my part), my real criticism has already been pointed out (the transitions and text are a bit slow overall).

I was expecting the game to be pretty short for how polished it is, but I was pleasantly surprised that it’s a fairly long, cohesive narrative. Amazing stuff.

The time you put into game feel really shows, the impacts are juicy and it’s super clear when I got hit. There were a couple bugs, like pausing not stopping the bullets and dropping through platforms not working, but otherwise the game functions great!

My main criticism would probably be that I didn’t feel as powerful as I maybe should have. The tiny enemies and big player model made it a bit difficult to aim at moving targets, and make it harder to avoid getting hit myself. Maybe some bigger, more powerful looking attacks would suit the premise better but of course that’s up to you.

The background is also really nice, and I like the color choice. Very minor issue that the tops of buildings don’t stand out very strong as something interactable, but it wasn’t hard to notice them once I figured that out. Overall, cool game, cool art, cool visual feedback, I hope you keep going with gamedev!

This game has a lot of potential! Despite being so short, I can already see the vision for a cool combat system, maybe with some different types of limbs with different abilities, enemies that interact with limbs, and maybe something to separate the 3 lanes more distinctively, there’s room for really strategic combat here.

The art is great as well, I hope you work on this idea more!

Yeah that saw blade sound effect can get a bit grating, I think. Thanks for the feedback!

The idea for the game is really cool, and I do like the artstyle a lot. The tutorial broke for me, but it seems like using Firefox fixes the issue.

As for the main levels, something that bothered me was that collisions didn’t impact the gun’s velocity. It would just slide off walls and keep moving at the same speed after. I also think adding some more restrictions to the player (like limited fire rate or a cooldown on the slow) would make the design feel tighter. As it is, I could spend all my time in slow-mo and spam bullets until they hit, which trivializes a lot of the challenges.

There’s definitely potential in this idea, with a few tweaks and bug fixes this could absolutely be one of my favorites.

This is seriously a hidden gem, how is this not one of the most played games here? The gameplay loop and upgrades are extremely satisfying, and the polish is all there. Only gripe is that the upgrade text is a bit hard to read, it could probably be made a bit bigger.

I would’ve been playing one session of this for hours if it weren’t for the game crashing on me about 20 minutes in. Not sure why that happened but seriously, absolute banger!

The art is really nice, and this is a cool take on the google-dinosaur-type runner! I do think the choice of one button hurts the way the game feels; it’s really hard to time jumps and attacks when they don’t come out the moment I press the button, and sometimes it felt like my jump input got eaten if I held it for slightly too long and attacked instead. Other than that, the idea is interesting and well executed, good job!

This game was a lot of fun! The sounds are really satisfying, the screenshake is a great touch, and your addition of an input buffer did not go unnoticed. I completed every level (bonus level took me a bit), and didn’t feel like any of them got too hard. They do ramp up a bit quickly, but I think that’s fine for a jam where you want to show off your game’s potential as much as possible.

This game is probably the best use of the “programming” game genre I’ve seen, combining it with the Balatro game loop is inspired. My main gripe is with the enemies moving as you queue actions. Maybe I’m missing something, but it’s not exactly clear to me when adding another action is gonna make the enemies move, and to me it kind of ruins the strategic flow it feels like the game is going for when my whole plan is ruined by enemies moving around while I set up.

The idea is absolutely there, though, and I love it. I hope you take this idea further!

Between the unique upgrades, multitude of enemies with not just enemy movesets, but unique abilities for the player, there is a crazy amount of content here. And it’s really polished on top of that! The artstyle is really neat (reminds me a lot of Runescape), and the upgrade descriptions were pretty fun to read.

The lack of any real fail-state and a defined end point does hurt the replay value, but I think the fact that the worst thing I can say about the game is that it ends, says a lot.

This game is SUPER well done, everything from the art, animations, and the idea itself is one of the most creative I’ve seen in the jam. The little details like screenshake when entering/leaving a possession go a really long way. Amazing stuff, I could see this being a full product with a bit more content (more unique movement for different possessed characters maybe?).

I was a bit surprised when the faster characters showed up, it felt like it took a bit long to introduce them.

Glad you liked the audio! I’ve been getting feedback from friends that it’s a bit loud by default, hopefully that wasn’t a big issue.

Thank you so much! I was really looking to make something replayable so this is really relieving feedback.

It’s so cool that you mention the wave start, that’s exactly the feeling I was looking to make! Thanks for playing!

Started this up just planning to check what it looks like, but ended up playing the full thing in about 30 minutes. This game really hits the fun and dopamine factors lmao, great stuff! Very fun rendition of the classic Learn to Fly gameplay loop, and the powerup unlocks are cool too. The music is pretty good, and the powerup sounds are satisfying, I just wish there was a bit more audio for things. Also not sure what the beeping is after each run, but it’s not a big issue. Cool game, hope you participate in more jams in the future!

The concept of this game is super cool! I love the strategy and risk/reward of discarding valuable cards for faster score gain. The art is really well done, too.

The tutorial got a bit long winded, and the text even clipped outside of the box, but the gameplay concepts were explained well enough (and were intuitive enough once I started) that it wasn’t a huge deal.

The visual novel stuff wasn’t really my jam, but it is really impressive that you fit in a full story on top the gameplay and so many enemy designs, given the limited time!

Oh hey, I thought I was the only one who took inspiration from Tiny Wings!

This game has a super cool idea, and I really like the interpretation of the theme. The art and music are really, really nice too. Just wish the camera behaved a bit better to show where the hills are, and the start of each run is a bit abrupt. This game is great, just missing that tiny bit of polish I think!

Fun game! I ended up playing until I got enough speed to clip out of the map, so surely something is right here. The animations and effects are super clean too.

My main complaint is that the ability-disable mechanic could’ve been a lot more interesting. The healing and momentum disable both weren’t very impactful, and the attacking disable pretty much led to me sitting by the door until I could attack again.

If that mechanic was fleshed out more (and maybe with some balancing so the player’s stats don’t quickly outpace the enemies), the numbers-go-up 2D platforming combat is a super fun concept that I could play for hours.

This game has SOOOOO much style, holy. The movement felt great, only complaint is that wall jumping felt a bit hard to wrangle and didn’t do what I wanted all the time.

The turn based combat is cool in concept, but didn’t feel super interesting to me. Petting tires out my arm really quick too lmao.

Amazing game, truly. I would love to see this fleshed out into a full game.

Took a bit to figure out what’s going on, a tutorial would be nice. After I did realize, it was pretty fun! Controlling 2 characters at once is a bit overwhelming, and it didn’t feel intuitive when either character was/wasn’t allowed to touch different things, but the double gameplay loop is super neat and would be cool to see this expanded on!

Making a unique rhythm game in a jam is definitely a unique challenge, and you made something pretty nice here. It is really hard to see the timings of the notes because of how slow they move and how little feedback there is.

The timing windows also don’t feel forgiving at all, especially if a note is hit slightly late (or at least what feels slightly late to me). Overall a cool game, just lacking some visual polish and player feedback.