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A member registered Aug 06, 2020 · View creator page →

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(2 edits)

yeah i'm an invert y-axis creature. i blame it on playing flight sims as a wee one… totes agree this should be configurable 👍

thank you!

that's a great idea — thank you!

thank you!

Neat idea! I couldn't get very far — it seems like I just keep losing within the first minute and I'm not sure why. It also doesn't seem possible to select tickets (the purchase buttons don't seem to do anything). I dig the narrative though.

Looks cool, but you might want to update the game page's settings to indicate it is only playable on Windows.

Super fun! I kinda like how the car feels like an out-of-control bumper car — it adds to the frantic fun IMO. This could be rad playing multiplayer on a bigger map with power-ups and car damage. The car speed doesn't really seem controllable, but I'm not sure that's a bad thing? Awesome 48-hour jam game!

I like the idea of trying to get up onto the buildings and explore the city from the rooftops. It's super difficult to get up there though! I couldn't make it. It feels very slow, not necessarily a bad thing, it just feels kinda like moon gravity. I think it could really benefit from having a map or some indicator to let the player know where to go.

Thanks! Never enough time…

Hm, I wonder if you could just hide it with CSS instead of removing it, so the code can still find the button. Neat idea tho — I've always just used the HTML file as-is, but you're right — it's better for embedding without all that other stuff.

Great world-building! The background music and graphics are nice with good foresty vibes. The concept seems interesting. I had a really hard time managing all the keyboard use — the controls plus the typing mini-game mechanic are a lot all together. I think the typing feels a bit arbitrary. Are there sound effects in addition to music? Would love to see this developed further, maybe without the typing mechanic (or to see the typing mechanic more "baked into" the narrative/gameplay/world). Nice work for a 48-hour jam regardless!

This is cool! I really dig the asymmetrical two-player side-by-side gameplay and the retro aesthetic. Solid jam entry! It'd be rad to see this developed further. Nice work.

Interesting concept! I'm wondering if the cards function any differently than a power-up in a kart racing game, design-wise. I guess I'm wondering why cards… Speaking of card + racing games, have you played Mille Bornes? Regardless, this is a cool idea! One minor bug: the UI doesn't seem to scale correctly to fit different screen sizes (the bottom gets cut off in fullscreen for me).

Looks interesting, but the shooting didn't work using a mouse, so I couldn't really play it as intended.

Cool concept! It'd be rad to see something like this with a Carmaggedon thing going on. The enemies feel a bit like they are making random choices, which makes it seem less strategic, but overall it's pretty cool. One minor suggestion: grey-out the options that are unavailable to the player due to not having enough turbo. Nice work!

AMAZING! Love the concept and the floating scarecrows. Great panic-driven fun. It'd be nice to have the scarecrow "levels" be more obvious or have different behaviors, but that's a feature for another day. Impressive!

This is brutal and I love it! I just wish the enemy placement wasn't random — it'd be rad to be able to learn the patterns and feel that sense of mastery while also feeling the increasing pressure of difficulty bullet-hells are known for. The style works really well too, very retro arcade-y. Amazing work for a 48-hour jam!

The mechanic is cool, but it doesn't seem very rhythmic (it can easily be played without the sound) and is more a test of endurance than skill. Still, I think I see where it was headed and would be psyched to see the concept developed further!

Thanks! Are you using a custom HTML page to embed your Unity games in? I wonder if it is looking for that default full-screen button Unity puts on the vanilla WebGL build HTML page (like on Catapult Adventure Golf).

rad concept! i kept getting stuck where i'd mess up the puzzle, and then not be able to restart the level, and once for some reason the controls were unresponsive. the in-game text is super hard to read, but that's a minor issue. i'd love to see a polished version of this — impressive for a 48-hour jam!

i dig the idea a lot, but it seems like the player can just spam the space bar and shoot the rests out-of-order which makes the notes play out-of-order as well. i got a "TypeError: fullscreenButton is null" error dialog when i first ran the game in-browser.

overall it has a cool concept and is pretty well-executed for a 48-hour jam! nice work!

yeah, the camera y-axis is inverted (which is normally how i play games). i wanted to make this configurable, but ran out of time. thanks for the feedback! i totally agree, there should be some indication in-game to collect the yellow cube (i only had enough time to write it in the description).

thanks!