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Anooj Vadodkar

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A member registered Nov 12, 2018 · View creator page →

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Posting this from Discord: This game was super cool to play through, and also incredibly ambitious at that. I loved the 2D composited style, and was super impressed to see the game open with a whole cutscene. I thought the narrative was really cool, and the interactions with Kat and being able to act as an eldritch being. Very well done!

Posting these from Discord: I liked this game a lot! The animals were very cute, movement felt surprisingly good with the slide and jumping (Catch me wavedashing and marking frogs), and the narrative brings up how overprotection can be harmful for the environment as much as extinction. I think moving the frogs closer to the starting area when you meet and get hired would be helpful to get players into the game quickly, but I had a great time!

I like the art and vibes of the game, but like others, I found myself getting stuck pretty early on due to the inconsistent collisions and small hitbox of the players attacks.

This one was a treat to play, especially seeing that it was made in plain Javascript (and HTML and CSS but those are part of the package)? Very impressive. When the game started I was very concerned about whether I'd be able to hit 1000 points but the game does a fantastic job of building up your points until it becomes evident that this goal isn't as insurmountable as it seems. One piece of feedback I have is that some of the cards that give you points in the global deck are a bit too strong; I was able to win in just one turn with a card that gave me +500, and I was sad cause I really wanted to play more! It would also be nice if the VFX to show that you need to draw a card were a little more apparent, since there were a couple of times where I wasn't able to draw a card and it wasn't clear at the start what I needed to do. That said, my disappointment at the high point card was because this game really was fun to play. I'm going to give it a spin on hard mode too!

This game has a lot of potential for growth, though right now it was a bit rough around the edges. There were a few options I didn't fully understand, namely destroying blocks and freezing them, and I wasn't sure why the blocks weren't autospawned since they weren't played until I pressed another button anyway. That said, the ambience was still really good, and I do really look forward to playing the game when the full idea is implemented!

I really liked the game, and I also really liked seeing the paper prototype going through each of the iterations! The card names are funny, but clearly show the progression of the player from local to world stage. I think that, echoing what Evan said, there is a lot of information presented to the player at once, so a quick tutorial or explanation would be really helpful.

This game took a surprising amount of work to make sure that those reefs remained untouched! Lots of managing small things in your head, but that made it so that even though initially I wasn't sure how difficult things would be, I found myself scrambling (one might even say, floundering) to make sure everything was getting done on time!

This game has a lot of potential going for it! I like the idea of "Climate themed tetris" quite a bit, and I think that you can do a lot of interesting stuff with it.

One other clicker/idle game that you might want to look to for inspiration would probably be the game Universal Paperclips, purely because it also is a clicker game with multiple stages. Looks interesting!

I'm liking how this looks! I think, echoing the comments of another in this thread, it might be good to tighten down the number of complications and leave the last one as a stretch goal, just considering the time frame of the jam, but neal.fun games are a great place for inspiration!

This looks very neat, the tone of the game is especially unique and got a chuckle out of me. I think the biggest thing here that you'd want to look out for is not ballooning the amount of cards, but this looks solid!

I'm glad to see that the writing of the game was well liked all around! We were a team of writers, so making a visual novel seemed to work greatly to our strengths.

Thank you for the kind words! I'm glad the music fit well; we didn't have a composer, so we tried to pick out and combine together music that felt cohesive from OpenGameArt's CC0 tag (ie not going from an ambient soundtrack to an 8bit boss theme).

Thank you for your feedback! I definitely wish that we had a bit more time to flesh out how exactly Logos died, since we had to finish that aspect early due to real life complications. Reactivity to player death would have been really cool with more time! I'm also glad that it was evident that the loss of Logos was impacting the rationale of the trio. It's good to hear as well that starting over from the questions rather than the beginning as a whole still made the player feel the theme.

The music for this game slaps, and I love the way you integrated the theme!

I had a lot of fun with the game! Even though you said you focused more on gameplay than story, what was there gave me a chuckle. Very good time all around!

Very cool to see you use both themes for the game! The bits of lore are a really nice touch.

Very cool to see you use both themes for the game! The bits of lore are a really nice touch.

Definitely was a bit tough to get used to the controls, but I really liked the idea of checkpoints being a required thing (in a sense)!

Just a heads up, currently debugging the Mac version as it doesn't seem to be working. Will post a commend and update with a changelog once it works!

Super dope game, connected with the theme incredibly well with a unique art style and gameplay that really did a great job complimenting the written themes of the game. Really well done!