Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Jaseka paseka

14
Posts
34
Followers
8
Following
A member registered Sep 02, 2018 · View creator page →

Creator of

Recent community posts

At first I was little put off by the mechanics as it felt finnicky, but then I feel I "got it" and the simple loop of timing jump and hover kept me playing. Got only to 33 points, but it was very enjoyable.

the juice on this one 👌

This reminds of that old flash game where you roll a snowball down the hill. I wonder if that was the inspiration. It definitely makes me wonder "why did nobody make a full 3D game like this before?". It's simple, instantly understandable mechanic which has a lot of potential so you should keep at it. Good job! 

Good atmosphere, didn't outstay it's welcome and I will like any game with PSX aesthetics and camera mechanics and this had both. Also it reminded me of ANATOMY.

This was really nice and pleasant. Very simple idea well executed. I liked that I can feel the robots personality even without any narrative. Good job.

The idea is veru simple, but I think it could work. Sadly the combat is way too simplistic and avoiding projectiles feels almost impossible so I just mostly button mashed. I felt like I would like to see different effects size has on the gameplay. Even something like bigger = slower, but more powerful attacks, smaller = quicker but less powerful?

Favorite game of the jam so far. Beat the whole thing. The puzzle design was very good for it being created during a jam. I am impressed. Not to toot my own horn, but I have made games with both mechanics of "you have a magazine of different resources so the order you collect them in matters" and "resources are sometimes obstacles you might want to avoid" in different game jam projects before, but you have somehow done both at once and better than I have ever managed. The visuals were also great, big fan of Win95 aesthetics. Overall 5 starts on all fronts from me. I hope the platforming controls will be tighter in the full release *wink wink*. One small thought, but I think using a literal box as your character would make it easier to gauge changes to your hitbox, but I see the humor in the stretched stickman.

Loved it. I have always loved the mechanic of "you control character on a keyboard, but you can do something unrelated with the mouse and those things have effect on each other". I can't name many games with it, but there are a few and this was just added to the list. I see a potential of this becoming a full game. Also loved the Nintendo DS aesthetics. 

Really love the idea. It feels like a first pass on something you could turn into a full game. The physics would need a lot of work and consistency (couldn't beat level 6 even with the example solution), but I know the pain of trying to make a physics engine behave how you want it to behave. There are soo many other block types and variations (like a sandbox mode) you could add, the possibilities are endless! Love it. Have you thought about something like Zachtronics style rating system (like for example in Magnum Opus) where you give player more blocks than are necessary for solving the problem, but once you solve it, you see how many blocks other players used and you can try to beat them?

creepy dates are my thing now, i guess? <3

thank you, we tried to go with the less obvious interpretation :)

Thank you so much. The falling off of the scale is for us part of it. Sometimes an answer you give to Zelu just doesn't stay with him.

Thank you for playing <3 we have just uploaded a build with coffee bug fixed.

Thank you for recording a playthrough. It was very entertaining to see your reactions. Are you by any chance a Pisces?