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bagelosaurus

11
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A member registered 1 day ago · View creator page →

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Fantastic entry!  Super solid gameplay loop, cohesive style/art/vibe, bangin soundtrack; awesome job!

i hit them with my balls, because rizz

seriously though, very cool and creative entry!  As an aide, I think there's potential in this sort of "dual-format" game for more interplay between the two.  like, unlocking rizz/dialog options via hidden collectables in the platforming segments, or getting extra boons for the platforming segments by successfully rizzin someone up.  If you're considering continuing development on it in the future, that'd be a cool direction to go in!  Great work!

Fun concept, and nice cohesive art/theming!  An expanded upon version would definitely be cool to see

Thank you!  Yeah, one of my big takeaways from this jam was the importance of "order of implementation", so to speak.  Definitely went in for polish too early and was left scramblin a bit  on fundamentals like testing controls, making more rooms, adding controller support, etc.

this is dope; i'd absolutely use this for inspired music prod especially if it were like a VST plugin or something like that.

Clever and concise mechanics; really fantastic!  Great work!

Really unique take on power!  Fun theming and a cool twist at the end.  Carl's section does depend on knowing the characters well enough, so an option to prevent players getting stuck there could be something like interacting with/inspecting their desks/typical areas to get some insights into who's normally there as well as their unique personality quirk.  Nice work!

Yoshi (beeg)

Thank you!  It was definitely a struggle to balance giving the player enough power to explore the "puzzle space" while still maintaining the importance of resource (power) management.  I feel like there's either an interesting sweet-spot or some added mechanic that solves that issue, but I couldn't quite pin it down.  Maybe something like a "visualize"-mode (w/ no energy drain) to try stuff out, and an "actualize"-mode (w/ energy drain) to actually solve it?

Great ambiance, and cohesive, fitting style!  Loved how the lore played into the final fight too!  Only gripe, is that the final fight could use a health bar or some visual indication of "how close" the boss is to dying (shrinking, but speeding up or something like that?) just to verify to the player that it's not just being stunned.  Great work!

I love this!  Great ambiance with a fun, nifty mechanic as well!