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AttaBoy

140
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A member registered Jun 07, 2016 · View creator page →

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In the year 20XX I was too busy playing Teleco, like the rest of the world

The music and art in this rule, and it was very satisfying to build up the ultimate attack and unleash. Also loved how well all the SFX fit in with the music. Would love a little more feedback on the hits and damage, but overall it's a really impressive package, nice work!

Really really nice sprite work. Super cute game, love how Biggy gets bigger both during and between rounds, and how being huge on the same movement grid organically makes you a huge sluggish target. Great work!

This game rules. Loved discovering that I could putt the enemies and their bullets

Very cool game. Art direction and music feel really unified, and it was difficult without feeling frustrating. I found myself wanting to strafe up and down, but honestly adapting around that (especially to dodge the boss' attack pattern) proved a pretty fun challenge. Great work!

This is really well put together. The hints were really helpful, and once I started getting the hang of it it felt really good to start getting combos and big air time. Love the shading+outline style too. Ride on young monk

Extremely good. Short, sweet and funky, loved the vibe on every part of it.

Really cool game, reminded me a lot of the movie Cube. Loved how the world changed to reflect all the characters' actions each day, that made it feel very immersive

Really great central mechanic, I think that's a strong foundation for a platformer. I especially enjoyed the part near the end of level one where you had to throw it down and it had to bounce like 5+ times to reach the next section. It was very fun to watch it hit all these bounces I didn't even know were there. My biggest suggestion would be to let the player throw while jumping, and to let them teleport while it's still flying—I think these would really open up the scythe throw to being a satisyfing movement mechanic more than just a puzzle one. 

Played until I got softlocked by teleporting into a section with bounces on every surface, but had a lot of fun until then!

Haha nice I was hoping it would feel like there was always a new one! I’m so glad you liked them lol

As for how many voice lines... It's about 6 for each possible interaction (kiss civilian, punch civilian, kiss villain, punch villain). Plus around 6 unique ones for crashing into the ground.
Testing

Huh

Really fun game, lets me live out my fantasy of infiltrating a major league baseball game as a streaker but being so good at the game that they have to let me play while the crowd pelts me with hotdogs. Art and sound design are all great, and it feels nice to upgrade and get perfect hits. Excellent work!

The same thing happened to me, must have had Home team advantage the first round

I comment away in obscurity, your secret is safe with me. Also that one point didn’t stop the overall experience from shining, great work again!

> Make a game about lemons

> It's incredibly juicy

Looks great, feels great, and is very fun to play. Loved that most of the levels had either multiple routes to manage the blocks or a very satisfying golden path. Marvelous job!

Trick shot potential in this game is off the charts, great work (especially for 48 hours)

Reminds me of my youth in the canyons, ordering away for a Honse-O-Meter before everyone had one on their phones

Unbelievably fun game, lost my shit when Claire de Lune played

Really nails down the core fun of jam games, which is something that works far better than it has any right to, and also lets you beat the hell out of people until they slam into the skybox. Great work.

Alright team, I know that the screenshots show a city with 1700 people, and that our city has 12. Yes, I know only 6 of you still have mining jobs after our heavy military recruitment drive. But I believe it is precisely this tightknit bond that will allow us to stop the horrific entity approaching from the horizon.

[𝗘𝗱𝗶𝘁𝗼𝗿'𝘀 𝗻𝗼𝘁𝗲: 𝗧𝗵𝗲𝘆 𝗱𝗶𝗱 𝗻𝗼𝘁 𝘀𝘁𝗼𝗽 𝘁𝗵𝗲 𝗵𝗼𝗿𝗿𝗶𝗳𝗶𝗰 𝗲𝗻𝘁𝗶𝘁𝘆 𝗮𝗽𝗽𝗿𝗼𝗮𝗰𝗵𝗶𝗻𝗴 𝗳𝗿𝗼𝗺 𝘁𝗵𝗲 𝗵𝗼𝗿𝗶𝘇𝗼𝗻]

Very fun game.

The polish on this game is fantastic! Soundtrack, character art, FX, overworld, all of it makes for a really complete experience. Really like the interpretation of the theme here too, very cool and unique take. My main critique is that I found it pretty frustrating to have to respawn every time I accidentally splash damaged a red guy while he hopped erratically, especially when I'd then have to wait for platforms align again. But I did find the direct hit rizzing effect very satisfying. Overall this was a great entry, nice work!

Gorgeous, gorgeous artstyle. I really liked the mix of bullethell/undertale survival with deckbuilding, made me way more interested in the combat than RNG dice rolls would have. My only note is that I never lost an encounter, so power never really mattered to me. I would definitely play more of this with more enemies and card variety (especially if those could start to affect the bullethell gameplay), but overall really nice work!

The Rich get to eat their big salads while we're stuck building their golden guillotines. We truly live in a society smh.

(Really fun, love the voice work)

Unexpectedly groovy. Absolutely inspired choice to have the penguins fly in from offscreen like the brave bombers they are

No game is Perfect, but this one is definitely Quantum Xtreme Yowzers ZUPER

A little finicky to control, but it was very fun to nail a combo chain and bounce between Lobsta Libres (my headcanon name)

Some of these levels were TOUGH... My heart was racing on those last few bounces trying to beat the Sleeping Giant. Gorgeous game, awesome vibes and art direction

Fun game with a good minimalist style. I was stuck at level 5 for a bit, but it quickly became my favorite as I started trimming more and more distance off my path. Definitely preferred something like that, with lots of different path options, to the gauntlet types that were a bunch of difficult shots in a row (I had to give up on Level 7). I also like the commitment to the theme, especially the frowney omegas on the ohms. Nice job!

Oh no, glad I could surface that. For what it's worth I really I enjoyed the minimalist look!

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Yeah, looks like the UI isn't getting drawn at all for me. I'm on a 1440p ultrawide, maybe that's the problem. All good, thanks for the troubleshooting!

I don't see any text or any fish arrow. I click start and it takes me to a screen with a fish in a bowl staring at an open door, nothing else

Really striking visuals, especially with the scanner mechanic. I liked that chromatic aberration was the health indicator, it made it very tense to not know exactly how much power you had left. Took me a while to realize that you're really supposed to drift as much as possible with no input to conserve energy—probably should have realized sooner given the name of the game lol. Also never felt like I quite had a hang on how memory worked or affected my power level, but that didn't hamper my enjoyment. Great job!

Very simple little game, but pretty fun. I wish the tagger were a little faster so you'd have to outsmart his pathing a little more. I thought I'd found a cheese strat by hiding above him on one of the stairs while he tried to jump up from below, but it turned out you only get points while moving. I thought was a nice touch (until he leapt clean through the stairs and got me haha)

Really great presentation and a neat take on the theme. It felt a little easy to beat the opponent with good use of the shield, but I might have also been getting lucky. Overall a cool little game

I am the current world record holder for my buddy Larry's unreleased bandcamp EP, triggerless% medium difficulty. I also got a B rank on the Yu-Gi-Oh theme song. This is really cool and really impressive, nice work.

Haven't been able to progress from the first screen (where the fish is looking at the open door), is there a button I'm missing?

This is like if mobile games were real.

Very fun, love the sprite work!

Really fun! Tiny idea, well executed and juiced to high hell, great job!

Sent that sucker into space

Never quite got a handle on dealing with the bugs, but I really liked that piloting the worm just happened in the overworld without a separate view. Really made me feel like I was controlling a huge mechanical organism. A Power Worm, if you will.

Definitely the best .mp3 type game in the jam so far

I liked the multi-tasking aspect of the levels and the animations on the player and boss, but I do think the game could use more feedback when you take and deal damage.

Also, we had the same interpretation of the theme! :)