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Gubby

68
Posts
11
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18
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A member registered Jun 12, 2020 · View creator page →

Creator of

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when i was designing the gameplay, i was gonna make islands break as soon as you hooked them!
my teammates convinced me to make it a little easier though :)

i love the theme and the sounds, and i had a couple ideas where you could improve game feel.

it seems the game adds boost speed relative to the player's current momentum. this is most noticeable on green candy canes, where falling onto one gives you much less boost than jumping up into one. it may feel more reliable to zero out the player's momentum when they collide and then add the boost value to it. (you may have to tweak the values)

the blue candy canes work great if you're holding a direction but act very strange if you jump into them from neutral. you could probably change this the same way by zeroing the player's momentum on collide and then setting the player's speed to the boosted value you want, the rest of the boost control feels great.

big fan of your game and always excited to see another platformer, great job :)

very cool game! it might be a little more fluid you hold left click to grapple and release it to let go :)

thanks for pointing that out, i've added a little more explanation on the game page :)

thanks for clearing that up! the gameplay is very interesting, that grapple is so fast! :)

there was a huge amount of effort invested here and it shows. love the game, i felt genuine happiness seeing the end screen :)

hi again, would you be able to tell me all the controls in game? only A, D, and spacebar seem to do anything to move me around. Right click does a tiny little hop and left click is an attack, but I haven't figured out how these buttons allow me to reach the second higher up platform :)

love the art, it's hard to play with the camera zoomed in though :)

very pretty art, but i can't play it without getting motion sickness :)

i love the grappling physics, it might feel a little smoother if the hook came out when you click the mouse button down, rather than when you release it :)

i'm pressing every button on screen, but i haven't quite figured out how to do anything except jump and fall off the map. i like your song choice though :)

it seems that i was able to keep playing even after i lost, but your art is adorable. i love that yeti! :)

this is a really cool idea, but i can't seem to make it very far :)

gorgeous artwork on this game! the grappling is rather interesting, but i seem to have broke a green present by dying as i collected it :)

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what a cool idea for movement! i think i broke the game, because i did the snowmen out of order and ended up not having enough snowballs for the last one :)

oh what a cool idea this is! i liked the water game because one side used the mouse position and the other didn't, but the train game seemed much harder due to both games using it :)

love the artwork, but it was a little tough to figure out what i was supposed to be clicking half the time :)

super cool game concept and atmosphere! makes me wish i was better at FPS games :)

wasn't really sure what i was doing, but i do like watching the red ones popup a bunch of stars at once :)

i neglected to read the rules and shot some 5 elves before realizing my mistake :)

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love the physics on the bouncing, but it felt like i just dropped the balls and watched what they did :)

i like the idea of racing the AI to get the flags, and i'd love to see the AI get a little quicker at it :)
also, sometimes when i was picking up flags the enemy ship would teleport around which was either a bug or a really cool feature that i wish my ship had :)

this game is amazing! super imaginative with the bug designs, and i love the sound effects! 

i accidentally turned on caps lock at some point and couldn't figure out why the bugs got so much harder :)

very interesting idea, would love to see something happen in response to what we collected, maybe a cutscene? :)

wow those hordes never stop! interesting game idea, surprised how many bites i was able to tank :)

oh i love the music! the game was a little hard to get used to but i had to stick around to listen to that song :)

this review will be intentionally constructive rather than upbeat, as per the streamer's request :)

huge need for skippable cutscenes, they take longer than the game itself! 
i found myself starting the game a second late sometimes because i didn't realize it had started, maybe a confirmation or a "press to start" would help? 
it's also super jarring to crash a shopping cart into something and hear complete silence.
the slippery nature of the game is very fun, but with there being so little friction on the player you would expect them to bounce off of a wall rather than just hard stop against it.

but back to my regular review style: the story concept is silly, the music is pleasant, and i love the art even though you didn't make it :)

oh this is so silly, got a good laugh out of me :)

the theme of this game is awesome! what an interesting future scenario :)

amazing art and music! took me a bunch of tries, but i finally figured out how to win :)

very well designed! every attempt i felt like i learned a little more until i was eventually able to beat it :)

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super stressful, but still fun! thank goodness i only have to work at this job for 20 seconds! :)

the candle theme and the wax management feel very inspired, and i loved the ending :)

loving the festive atmosphere, and the games rather addictive once you figure it out :)

this game is so much fun! i love the voice acting, and your naming scheme is very interesting! i played through until i got all of the endings :)

no tengo mucho espanol pero, buen juego :)

i love the idea, i found two of the passwords but couldn't find the the one in "Picreugh" :)

the character is adorable, and i love your rendition of this song! :)

my hands were worn out after a few rounds of playing this one! have you thought about making the arrows pierce the target to make it easier to kill more enemies? you'd probably have to make the arrow hitbox a lot smaller and change the required kills to balance it out though :)

that definitely helps to visualize the goal! it may feel easier if the particle hitboxes were a little bigger. the combined raindrop effect is very cool, but i found myself failing to click on all the little ones. it might feel better if the raindrops fell as soon as they were created, or if clicking the mouse made all of the raindrops fall, rather than just the closest ones :)

the creatures look very cool! it feels like you have to build up a specific level of speed to still accurately traverse the maze, and i just barely beat it with 1 second left :)