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Lee Green

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A member registered Dec 20, 2023 · View creator page →

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Reminds me of old school tohou games. Although it's difficult, that's the point of these games. I like the genre and I think this was a fun addition to it. Good application of the theme by applying it to enemy abilities! I liked the interpretation. Good job!

Reminds me of old school tohou games. Although it's difficult, that's the point of these games. I like the genre and I think this was a fun addition to it. Good application of the theme by applying it to enemy abilities! I liked the interpretation. Good job!

I liked this one! The concept of using language, especially foreign to anyone playing, and solving that to solve problems and unlock the "secrets" was very clever! For an action game, I really, really wanted there to be slightly less end lag on attacks. But all in all, great game, and good job!

Cool game, it's got good workings of a platformer. I don't know if there are any secrets, although I suppose solving the platforming puzzles is considered finding out the secrets? A tad dubious there, but all in all, not a bad jumping game.

I kind of like point and click adventures to turn my brain off - I think this does that very well! The theme is pretty, well, loose on this one. I think some cleaned up interactions and some storyline direction would be welcomed additions. Good job overall!

Eventually I got F to work, but it is quite finicky. Perhaps I'm dumb, but the level 2 jump puzzle also seems quite finicky as I wasn't even close to making the last jump. Skill issue, probably. Having said that, the vibe of the game is on point and it has solid potential.

The creative vision is extremely solid and overall, I do subscribe to the concept, the art and design direction, and what is here is indeed good. Even if unfinished, you should be proud of what you have here. Please continue to work on this one!

Great game! When a level can be complete in many different ways, it adds to the player experience. Definitely interesting and different form other games that might be similar in concept. 

I felt the same. You know what this reminds me of? The part in Zelda: Ocarina of Time where you had to dodge the guards in Hyrule Castle. If hiding in a bush would save you from getting caught, that would help BIG TIME on the difficulty curve because player could look for movement patterns.

Cute lil game. I liked the sprites and the simple gameplay. There isn't much to dislike about this. Would love more stages!

There are nice little pockets of fun secrets in here! It's interestnig how you can run it multiple times and find a new secret. Well done!

A fun play on chess movement! It's pretty impressive that you actually made this game in a week and submitted it very early. I've made similar comments that puzzle games aren't exactly my interpretattion of "secrets," but I feel like they are still valid for the theme. Well done!

Fun and challenging. It's one of those games that you could waste a whole evening on. "Secret" is in the concept of in order to solve the puzzles, you need to figure it out, you don't give anyone the solution. It's not my interpretation, but I do think it's valid. Good job!

Very interesting, indeed! I'll double down on some of the other comments - it really is a high-level game that gets you thinking. Characters that you know only via details and a picture, yet still get attached to them, is a fun feat to accomplish. Well made!

Nice game with escape room elements and pleasant pacing. Well done!

Cute game, very Pac-Man, yet its own thing. It was a smidge easy but that isn't a bad thing. I couldn't tell if I liked the fog at first, but I think that added its own flair that makes this distinct from similar games. Nicely done!

Fun little game! It reminds me of the Zelda: Majora's Mask section where you fend off the aliens. A tad weak on the theme in my opinion, but that shouldn't take away from the fact that the game is actually fun. Good job!

The overall message here I actually subscribe to - I'm into it. My major gripe is that I felt the game was too...big. I felt like I wanted to go from point A to B faster, even if the tasks were mildly tedious (not too bad though). 

Woah! I have a couple of comments for you. 1. This game has so much potential, and I get the inspiration, the style, design, you've nailed a lot of this work. 2. The gameplay is a tad painful, which can be a good thing if intended! I find the speed of the character to be so refreshing, but then absolutely hindered by how long the attack animations take. Maybe it's a "get good" moment for me. Because of my animation limitations, the golem fight was a bit too difficult. Having said all of that, this is a game that is at a minimum worth playing.

This is a nice platformer - the music is very well paced, and it looks like love was put into the sprite work. The theme interpretation is a bit of a stretch for me, but I get what you're going for. Well done!

Perhaps I'm a tad slow, but I'm not sure I played correctly. An actual how to play section would help. I do think the layout for buying your upgrades is pretty nice, although the sizing / resolution of the game might need to be adjusted to fit most 1080 screens. I don't think this is a bad start!

You should be proud of this - this intro scene is actually very good. You have textures, objects, narrative devices - a lot of good things are in here for something in the future. I'm going to make sure you go out on a positive note, because this is very well done for what it is.

Fun platformer. I agree with some of the below, I wanted more from the lantern specifically since it is a solid element for you. I don't think you intended for people to ever go back left again, because when I did, the camera never followed me. The instructions at the beginning also said to go left but there's nothing there and the whole game is to the right lol not a big deal though. 

Fun for those willing to explore oddly enough. I couldn't get into the barracks on the second canon but I did force myself into the barracks on the third canon. Not that there was a reason to do so, it was just, it was there so I had to try. I think I got all the cubes on the third cannon, but I couldn't turn it to shoot myself up to the tower :( If the post below is accurate then I just couldn't find the right angle to select to box on. 

Elevators do go up, indeed! What an interesting time in the elevator I had. Well done on keeping players on their toes. Quirkiness aside, I felt like some aspect could've been streamlined on what a general path / playthrough should look like. Or perhaps that's just me asking for too much hand holding? All the same, good job!

Once I got the hang of it, it made a lot of sense! I kind of like the twist on elevate - your elevation is tied to the actions during the game, not necessarily you going up during the game. very clever!

To be fair, it absolutely could go either way! My brain was just auto-tuned into assuming I’d have to collect them all again for some reason haha. 

Hi there! You're right, a couple were dropped off. I've added them into the description now, thank you!

I agree with other posters - I think the core game and mechanics can be fun and make sense. The highest I went to was 115 because that was the highest you could go with the potions, but I couldn't find anything else. Witha bit of refinement, I figure this could be a solid platformer.

Great platformer! Elevating by shooting backwards was great tie in for the theme and physically makes a lot of sense. Although I still died plenty, for some reason, I wanted the difficulty to be along the lines of "if you hit spikes, you need to recollect the bananas" which maybe would've made it too hard, perhaps I'm crazy. All the same, great game!

Fun tower defense game! I like how you can visually plan and optimize for the angle that enemies are coming in from. I would like if the assets for the planning phase were a little more spread out and less jumbled onto each other; I'd have to move a couple around to see what I have to start with. Past that, great job!

It's not just a climber - and it's not just about spamming that click to keep going. About halfway through you really do need to time the grapple which is great on the gameplay. I liked that it's not as hard as other frustration climbing games, and there were plenty of good elements to dodge / try to use to your advantage. Nicely made!

Wall hops are indeed satisfying. The trial and error in these high frustration games is indeed not for everyone, but there's something about them that doesn't match up with other types of games. The slick landings are maybe a tad too difficult to control, but that's the point of getting good. Well done. 

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What a fun climb - wait a minute, climber/shooter/grappler? Not bad at all! The swinging physics made a lot of sense and even for a level 1 demo, there was a slick difficulty curve that made me feel actually like a web slinger superhero once I got the hang of it. Great design and good job!

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A combination of flabby bird and jetpack joyride, very nice use of the theme and implementing it in a fun way that adds to the experience of the games this draws inspiration from.

What a quirky game - the first job is pretty straight forward. Some crazy float physics but that's fine for flingin' those crates around. Then level 2 happens and it's a totally different experience. Well made, well done!

Interesting switch up on a bullet hell game. The flying around is pretty fun and the cooldown (although short) makes you think twice before just throwing yourself into a swarm. The "elevate" here is a bit of a stretch for me, but honestly, I wasn't thinking too much about that as I wooshed around the map. Well done!

A great top down shooter. The possessions definitely added an element of "can I do this to get out of that?" whimsy. It's just different for being what might look like something you've played before. Well done!

An interesting combination of Sonic and Jump King - very challenging yet rewarding when you hit that jump that you continuously fail. The physics felt a little punishing at times, even after I felt like I had a handle on the speed increases. I do like the added element of player input adjusting the field in order to make or clear a certain jump. It opens up possibilities. 

I enjoy the simplicity yet valid learning element to this! I was getting some classic Doodle Jump nostalgia hits even though it plays a bit different, but I could see myself sitting here for quite a while trying to go higher than the attempt before. Well done!