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bocxyz

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A member registered Oct 07, 2017 · View creator page →

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Pretty hard but pretty interesting! These puzzles were well thought out and some of them really had to make you think differently. Great game!

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Incredible concept, you mentioned Antichamber which I haven't played yet but this use of perspective reminds me a lot of Superliminal. If only the game was longer and explored the mechanic more...!

Really good concept and execution! Could've used a small tutorial to quickly explain the mechanic but other than that this was nice to play.

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That was a really enjoyable defense game! I didn't expect the gameplay to have that much depth, between the quite big amount of energy required to buy things, making your purchases much more impactful, and having to get close to energy pickups to grab them (that specifically reminded me of Mann vs Machine, your game in co-op would be a blast!) A neat little game overall that could've benefited from some music and a better color palette - reading the green text over the yellow background of the main menu was hard!

PS: Was the shopkeeper inspired by Enter the Gungeon?

I've wanted to make a 2D Splatoon fangame for years and you just made it in 72h. Wow.

I haven't had the ability to test the online multiplayer but this seems like the real deal. Only criticism I have is with the way the paintball collision works, but other than that, this is really good!

Nice concept, having specific abilities kinda made me think of Kirby games. The execution was alright, but definitely could've needed more depth in terms of gameplay. Nice game nonetheless!

Interesting concept, I think that holding the jump key to charge your jump instead of manually adjusting a slider would make things much better.

I swear these Kremlings always get me...

Platforming with weird collisions and almost infuriating level design saved by the sheer silliness of the situation. Enjoyed!

Which platform are you playing on? I'm on Windows and I can resize the window just fine

I did enjoy the concept, and the mechanics that were implemented were interesting, however the lack of levels really made me wish for more... The game looks very good though, and that intro was really cool!

Excellent concept, very good execution despite the quite hard difficulty. I really did enjoy this!

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Thanks for your comment!

I was talking with a fellow jammer and they did bring up the difficulty of the game and how knowing everything about your own game design makes it hard to create puzzles that are in that "easy but not too easy" balance. I've had zero feedback on the game's difficulty before the end of the jam, so it seemed fine by me, and I was wrong! I'm sure I'll get better at it over time.

Also concerning the speed powerup, while programming it I noticed how "floaty" the controls for it were, and I did quite enjoy this since it added a bit of unexpected depth to it. However, I do understand that my game was already hard to begin with, so that probably made it even harder. :P

Thanks for playing my game though, I appreciate your feedback!

A standard metroidvania indeed. I did enjoy it quite a bit, however the level design was a bit confusing towards the end. A good little game nonetheless!

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I didn't expect to enjoy this game that much. This was a really serene experience, between the simple rendition of Gymnopédie and the really simple concept of "make ship fly, ship will fall but you can try with more upgrades next time". This is like an incremental game but with a different approach to the "number go up" mechanic. Keep at it, that was nice!

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"Using wire to swing from platform to platform, what a concept!"

With less janky physics, better controls and a bit more polishing in other areas I'd pay for this game. Props to your composer, the music is good and fits the game well!

Was laughing from the moment I realized this game's twist. Well done!

Quite the enjoyable defense game!