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Astronaut Accountant

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A member registered May 23, 2022 · View creator page →

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pretty cool! as an ant enjoyer I cannot condone the violence against ants, but as a tower defence game it's got some super solid bones! I think I broke the economy with the catapults though, I very quickly had enough money to just buy everything almost faster than I could spend it.

I was hoping that it would tell me how many probes I wasted trying to take those damn pictures... and it did! 166 probes for 16 polaroids, I don't think NASA will be hiring me anytime soon. Ah well. Super interesting little puzzle game. It got really satisfying in the later puzzles to try and get the perfect orbit where the probe circled the entire map like twice on it's route to get all the pics.

getting obliterated by giant arms and legs or radiation blasts sounds bad in theory, but it pales in comparison to the mundane horrors of microsoft excel

really interesting concept and UI! Music and Sound effects would add so much juice, as well as some overall end goal (the same problem with my own game, hah). The puzzles the game provides with having to juggle multiple projects to maximize efficiency are extremely interesting, some larger framework to complete them in would be huge (though beyond the scope of the jam, for sure).

Overall I really really liked this, one of the projects I hope gets developed post-jam to be sure.

Gonna echo what others have said here about the turning rate-- I grabbed every turning upgrade I could get my hands on but still got outscaled (hah) by the size increase debuff to turning. On my 4th upgrade I didn't roll a turning rate upgrade as any of the three options and at that point the fish became pretty unmaneuverable.


That said I'm a sucker for this sort of endless upgrade system. I kept playing despite the problems because ultimately the dream of becoming a large fish and eating everything is a powerful one.

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The sadness of seeing a new group of humans stand inertly, refusing any part in their own salvation and trusting only in an incompetent and uncaring higher power until an asteroid that I misjudged the distance of crashes into the planet and kills all of them is strangely profound. Extremely interesting game, even more so for being made in only 4 days. I feel compelled to destroy fossil fuel infrastructure

Really novel idea, I suspected people would be much more creative with the "scale" theme than our game ended up being. As always your production value and art are top notch, even more impressive that it was done in only 2 days.

pretty good! the recoil was insane but I got used to it eventually. I liked that I sometimes had to give up on a door because I didn't have enough time to shoot it two more times and THEN see what was behind it, and I sometimes blindfired into doors because of the recoil and lost points for not checking and shooting a human. Oops!

HELL yeah dude. An absolute assault on the senses (positive). This just oozes style, from the wall textures that look like angry dancing scribbled white noise to the insane breakbeat/ambient fusion soundtrack, the glitch effects every time you walk through a door and the superhot style text that takes up the entire screen. I want to see more games in this style now

Excellent stuff! Music and visuals were correctly lo-fi for the tone of the work I think. When the high pitched synth came in right at the climax of the story (dunno how you timed it, or if it was just a happy coincidence) it made the story so much more impactful. Well done!

Thank you! Glad you enjoyed it, and glad the Vibe was communicated correctly, that is what we were going for!

Truly the best game I've played for this jam. The puzzles were surprisingly complex and satisfying to solve, and there's also loads of them. I have no idea how you all were able to make sure every puzzle was the correct difficulty on top of building everything in a week. AND write a surprisingly good story on top of it. Excellent work

Pretty chill game despite the enemies hunting you. Liked the aesthetic and LoS effects, and the doors play off that very well. Was able to beat it pretty quickly though because there are no "hard" walls, so I can just spiral inwards towards the middle and not really worry about navigation--but that actually sort of added to the vibe tbh.

I really liked the liminal environments and gameplay reminded me of Naissance. Momentum based movement took a bit of getting used to but it was fun when I got the hang of it. Not sure about level 5 though, I got stuck on the moving platforms. It seems very easy to softlock yourself if a platform you need moves out of reach, which happened enough that I gave up. But the aesthetic and other levels were great.

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I worked on this game for the jam, thanks for playing it and thanks for saying all the nice things. Unfortunately due to a mistake/unforseen act of god, the UI doesn't actually communicate anything about the game, which we realize now after watching other people play it. The "feed" screen UI for some reason has a white background to the inventory, which indicates that the food is selected (and thus, pressing the big "feed" button in the screen will do something). 

It actually doesn't- the idea is that you select which items to feed the monster by clicking on them one-by-one (you might have only found loads of poison and not want to use all of it, for instance). The "Feed" button just ends the day and feeds whatever you have selected (in your case, nothing). We, the three who made it, all "knew" how to feed it, so this in hindsight glaring player feedback issue never game up as we were making it.

Other issues we probably should have noticed but didn't, and I'm not sure if you encountered:

  1. unclear what the goal even is if you didn't read the itch.io page
  2. "hunger", "trust", "strength". We don't actually tell you what any of these bars do, nor do we animate them moving. We hint at their functions with notes, but nobody figured out that the effect of food scales with how much the monster trusts you, for example. Or that you run faster at higher trust.
  3. Also unclear what effect food has, even moreso with trust scaling their effect. The descriptions give you a hint--hedgehogs reduce its strength similar to poison, for instance--but only one person who wasn't us ever figured out their effects enough to make a meaningful gameplay choice about feeding strategies. And that involved us having to tell him the effect of trust on the bars.
  4. Forest is kind of barren- it has 3 spawners close together, but many players explored every corner as it's quite large.

Hope this helps you wring some enjoyment out of it.