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barney12345

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A member registered Jun 10, 2020 · View creator page →

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This was definitely a unique experience. The aesthetic worked well. Probably not my style of game, but I still found it interesting. Overall a cool submission.

I really liked the level design from the game. I felt that the screenshake was a bit too violent (every time it got bad I felt a bit sick). Aside from that though, the game was a simple mechanic that was executed really well. Good job!

A neat demo. I felt like the spawn rate for crystals was quite low, but the number of astroids coming in stayed manageable. Overall a decent submission.

I really liked the pixel art for the game. I don't really enjoy QTE's that much, but I enjoyed the challenge from this game. Overall a neat submission

I really liked the difficulty curve for the game, especially with the incremental addition of upgrades. The pixel art was great, and the game fit the theme well. Overall a really good job!

I really liked the aesthetic you had going on (both the great pixel art and groovy music). I ocassionally felt lost because there were prompts that didn't seem to do anything, but overall the game fit the theme well of slowly going out of control. A really polished game and an overall great submission!

This was a really nice twist on the classic Tetris formula. I liked the use of the cards to give the player complete control (instead of the rng of normal Tetris). Overall a really cool submission.

The painting mechanic was very relaxing. Overall the game felt like it could have had a stronger objective and possibly one or two more mechanics, but given the time restrictions (and the fact you made the graphics), I can understand why you didn't. Overall a neat demo.

This game was definitely a challenge. I liked the idea of (literally) a second person platformer. The simple aesthetic worked well and the controls were responsive. Good job!

I loved the aesthetic of the game. The controls were suitably chaotic and difficult to manage, but it always felt fair. The fact that you can only read the manual while flying also adds to the difficulty. An overall great job.

Really cool submission. There was a large enough range of controls to be overwhelming at the start, but small enough that it has a good learning curve. My only suggestion would be to not have such a text heavy tutorial, but given the time restrictions for the jam it's completely understandable. Overall great job!

This was a really good submission. I felt the minimalist design worked perfectly, both graphically and in terms of audio. Overall great job!

I liked the aesthetic for the game. The game got chaotic fairly quick. I also liked the changing weapon mechanic. Overall a nice submission.

A neat idea. My main suggestions would be to show the green dot's path before pressing play and to not reset the rotation of the enemies every time the player fails. Those two things would remove some of the tediousness that isn't entirely related to the actual puzzle solving. Overall a decent submission.

This was a really cool idea. I liked all the various puzzles, and the minimalist aesthetic worked well.  Overall a really neat game that definitely deserves more plays than it currently has.

A cool idea. It was nice to play something a bit more silly and lighthearted.

Whilst the game itself isn't overly deep, the art, audio and chaotic nature made it an enjoyable few minutes. My main suggestion would be to have either a dash mechanic, or a slightly more accurate aiming system, mostly because it was basically impossible to kill the fast green monsters at times. Good job overall though!

This was a cool entry. I ocassionally got stuck in a wall, but aside from that I had no other issues. My only suggestion would be to add a bit more game juice, for example sound effects for gravity changes, just to give it a bit more weight. Overall a good submission.

This was a really cool submission. The atmosphere was on point, and the gamplay mechanic fit the theme well. Great job!

I typically don't really care for visual novels, but because of your art style and the fact you made it in 48 hours convinced me to have a go, and I'm really glad I did. I loved the aesthetic, and the story was touching. Overall a really good submission.

This was a really cool puzzle game. Controls were intuitive, and the puzzles had good depth to them. I see we went for a similar Game Boy style aesthetic (although you pulled it off a lot better than I did). Overall an awesome game.

I really liked the premise of the game. The first few levels might have been a bit on the easy side, but the challenge curved upwards towards the end. Overall a really neat submission

This was an awesome game. I loved the concept and the cool puzzles. One of the best I've played so far

I loved the aesthetics of the game. The game felt really polished in terms of presentation. A really good submission.

The opening cutscene was fun to watch. I was initially confused by the controls, but figured it out fairly quickly. I did find that if I kept the car spinning as soon as it was basically level, it would stay level for thirty seconds or so until it required re-adjustment, which took away some of the challenge. Overall though it was a fairly unique game that I can see as having some potential as a mobile game

A fun little game. Sometimes the cage placement felt too challenging, with a lot of students in rooms that didn't have enough spaces. The overall presentation was good. Good job!

This was a cool idea. I did feel at times the pathfinding didn't work entirely as I expected, but that was so infrequent that I didn't mind too much. A few really neat puzzles had me thinking for a while.

This game felt really polished, especially with the post processing effects. I was a bit confused by the core mechanic, in that there were times where my reputation bar was full but I wasn't able to control people with fairly low levels. If there was some indication as to the likelihood of capturing someone, I feel that may have helped (e.g. invert the numbers so that the number above someone's head represents the percentage chance of capturing them). Still a really neat concept and a good submission for the jam.

I was a bit confused as to what was going on. I realised there were instructions on the submission page, but I think a bit more UI might have helped. The concept was definitely cool, and I liked the interpretation of the theme. Overall a nice unique submission.

Well that was a fairly morbid game. Was a bit confused about what I could do with the items, but I got there in the end. Definitely a different take on the theme, which I really liked. Overall a cool unique submission.

A unique game for sure. Some game juice would have been nice, and some more explicit indicators of the result of each choice. Overall it was something a bit different from all the other games I've rated, and I like that.

This was a nice little puzzle game. Good minimalist design and some interesting puzzles. Had a few small issues with the physics engine (which from the looks of your youtube video seems custom made, in which case I can overlook this). Overall a nice submission.

That was a really nicely presented game. It got suitably chaotic as the time went on, and definitely tested my typing ability. Only bug I had was a couple of times I'd get the animation showing I killed the virus, but it would still turn the key purple. Other than that it was really fun and a good jam submission.

That was a really unique game. The controls definitely took a while to get used to, but were easy to understand (the time slow down definitely helped). My main suggestion would be to change the colouring of the number of controls left to something other than red. At first when I saw red numbers on the toilet paper, I assumed that it meant I would lose multiple rolls if I went over it, not gain control. Overall a really good submission though.

I commend you on making a working multiplayer game within the time limit. Once I understood the mechanics, it was a lot of fun to play. I would suggest maybe making the attack time a bit shorter, just because it holds you in place for a while. Maybe also have some negative feedback for whoever gets the kill, otherwise once someone is losing it's very difficult to make a comeback when the controls are warped. The graphics were all very nice (similar to Nidhogg). Overall a really good submission.

I was a bit confused as to what was going on. An indication at the start as to what the numbers are and what the goal is would be nice. I did like the concept that you have to prepare yourself for losing control. I also commend you for making a 3D game for the jam, as that is not easy. 

I liked the relaxed nature of the game. I think it might benefit from having the camera show more ahead of the snowboarder, especially when the player is going down super fast. I also had a weird bug where often when I jumped the player would shoot off to the left, most the time going straight off of the map. Whilst it wasn't too frequent, it was annoying to feel like I lost through no fault of my own. Still overall a nice experience that could become a decent mobile game post jam

Whilst the aesthetic was unique and the different boards were interesting with their variations on the background and new mechanics, I felt like RNG and the physics engine were playing the game more than I was. A bit more player control would have been nice, like with more paddles elsewhere on the board or a more consistent physics engine. Overall it was still a decent pinball game.

The changing background was a nice touch. The robot felt a bit slow in the air, which made controlling it a bit hard to achieve. I wasn't able to beat stage 4. Either it wouldn't jump far enough, or shoot straight up into the obstacle at the top. Overall an interesting concept with one or two minor hiccups.

The controls were a bit frustrating to begin with. Some feedback to the player would be nice for indicating whether they did something right or wrong. Idea was unique and the story was different to all others I've seen so far, which is a positive. Overall a decent effort.