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BreakerHale

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A member registered Jun 14, 2020 · View creator page →

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Thank you for the quick response! That's good to know; I'll keep it in mind for next time. :)

I got to run Cloud Empress with "The Last Voyage of the Bean Barge" the other day and had such a blast. Best adventure module I've ever run!

I had a question, though: do NPCs take Stress and Panic just like PCs? I tried to dig around for an answer but couldn't find clarification on this.

Thanks! We hope you enjoy :)

Aw, thanks so much for playing our game! I really appreciate the kind comments :))

What a fun concept! Poor Timothy's animations were so cute and added a lot of charm to rest of the really clean visuals and sound design! I love a good reverse deduction game, but I seem to have been one of those who got the bug that prevents me from getting any more rules beyond the first two. Besides that, this is a neat little puzzle game that's really impressive for being made in 48 hours!

Took me a while to really understand how each of the different items worked and how to best strategize, but once I did the game was really engaging! The art and music really worked well together, too, making it feel really polished as a whole!

Hey, GrapefruitChili! Long time no see! Glad to see you still making games. :))

Just commenting to say that this submission is so nice, and congrats to the team! The story is very cute, and the art has so much charm and polish! The music had the perfect vibe, too. I really enjoyed playing!

The art and vibes are so beautiful! I especially love the background art -- gorgeous colors and brushstrokes!

It was a little hard to tell what was supposed to happen in the game; it felt like I was pushing the plane along for a long time without much indication of if I was making progress towards a certain goal or not, but it was really nice to be enjoy the art and sounds.

Cute!! It was surprisingly difficult, but the presentation made it fun (and very sad when chicks were lost) to play! The art is so charming

This was incredible! The execution of the meta concept was really well done, and I especially like how the sprite editor impacted the world around the player in real-time.  The art style and music were very tastefully minimalist, and the voice acting was entertaining! The puzzles were a fun take on "coding" as well, although I didn't have to use the timer at all for the last door puzzle. Congrats on the submission!

This is delightful! Such a great and appealing art style, and music and sound design were spot-on, too! I like how the flashing red warning for the knives added tension and how the vegetables bounced around on their own. Really fun and polished, especially for such a short period of time!

This was a really neat, creative idea! I liked the visual aesthetic a lot, and the experience of trying to chase down a tape you missed felt very grounded in the real-life panic of watching something slip out of your grasp in slow motion, haha.

This is a really fun idea! I like the concept of moving things around as the environment, and the story concept of trying to please a proud king is really funny, too. I especially enjoyed the 3D art assets -- very cute and charming! I get the sense that the character sprites during dialogue were taking from somewhere else since they didn't match the art style, but I thought the overall visual style of the game was nice, like the extra touch of the screen wipe + arrow transitions!
The Retry menu seemed a little buggy or at least slow to load, because it didn't seem to respond to any clicking, but overall was a neatly executed game!

I really like the element of swapping bodies and having to try out different skillsets! I appreciate that the gameplay is fast-paced, although it took me a bit to understand that I was taking damage at all. The character designs were fun!

Aw, poor Pinny. :'( Congrats on the submission, though! I liked the gradual tutorialization, and also the twist for the last part of the game! The all-mouth sound design was fun, too

Nice! This is such a solid concept, and I like how it becomes a timing/reaction game, with really funny visuals, haha. The voice acting added a lot, too!

This is so scary, hahaha. I really like the idea of playing the coward who's purpose in the game is to run away and let your comrade fight/die for you -- it certainly generates a lot of empathy for low-level monsters that get steamrollered by hero types!

I also think that the format of 1st-person 3D really worked in favor of this feeling. Although sometimes it felt like the grab/interact function wasn't quite working, the simple controls were intuitive and quick to get a handle on.

What a delight! The puzzles were fun and intuitive, the art was so cute and moody, and the music was the cherry on top! Congrats on this submission!

This is such a fun execution of a smartly simple concept! I thought the assets you used for the art and sound were really effective and funny

Cute and challenging puzzles! Level 11 had me going for a while, but I was eventually able to solve it. I kind of wish the "undo" function would undo entire movement instead of one tile at a time, but besides that, the gameplay was pretty intuitive and simple.

Really fun and addictive! The gameplay sucked me in. While graphics are simple, they certainly do the job well and the VFX and audio did a lot to help provide good feedback. I liked how the buffs are randomized each playthrough, so even though I usually wish roguelike games had more checkpoints, the new buffs kept things fresh and interesting.

What a gorgeous game! I really like the idea of migration, and the music does so much to make it a relaxing experience. This might have just been a me thing, but I was confused at first about and then kept forgetting that the mountaintops were obstacles,  but overall the level design made a lot of sense!
The whole package feels very polished; congratulations!

Oh that you was you? Nice! I did notice the change last night. Thanks for bringing it up!

I really enjoyed this game! Most obviously, the art was beautiful, and the music set the tone very well. I agree with what others have been saying about the platforming not being perfect, but honestly, I'm really impressed with it as is for being made in two weeks! I think it was a great difficulty level for this game jam, too, allowing us to enjoy it as a cozy narrative experience.
Also, the little details like the dog and bench were wonderful. :)

Very cute game! The strategy idea is fun, and I really liked all the art, SFX, and music. Like others have previously mentioned, I had a hard time getting used to using WASD for an isometric movement grid, but the other aspects bring a lot of satisfaction to the gameplay!

I wish I could rate your game; it looks like only one person from each team who submitted can rate games, but I'll ask if my team member can do it for me!

Ahh, this was delightful! I love the whole premise, and the execution is so charming and nostalgic -- the art, the main mechanic, the writing, all so nice!
I'm not sure if this was on purpose or not, but the view keeps drifting to the right when I was holding the mouse still, which was a bit disorienting. I also kind of wish there was a way to scroll back up the text conversation, but that's just a polish thing; I'm super impressed with the game as is!

Wow, what a wonderful game! The GameBoy vibe is spot-on, and I loved all the characters. I especially liked the way you used the raccoon's tail!

I enjoyed this puzzle design! Once I figure out how all the pieces worked together with the vegetable cards and cauldrons, it was a neat challenge. Also, I think you used the art assets really well; it pulled together nicely and added a really polished look to the game!

Wow, this felt super polished! The art and music are so nice, and the movement physics feels good! After I started getting the hang of the movement, the platforming elements were very smooth and intuitive. I'm really impressed by how you used the windmill mechanic for the puzzles!

Super cute game! It really nailed the cozy vibe with the art and music.
You might have been aware already, but I think I came across a bug where on the level when the wizard first teaches you the fireball, the movement controls were suddenly reversed. Might have been after I walked into the upper right area of the level, or right after I used the fireball for the first time -- it was hard to tell. It reset after a bit, though.

Aw, thank you so much! I'm so glad you played our game and enjoyed it!

This is such a well-made Twine! I played again and again, wanting to read more and play through more endings. I liked how you built up the suspense and conveyed each scene so vividly.

Totally, haha! Our programmers had fun with that. Thank you for your comment and for checking out the game!

I definitely get that aesthetic, haha. That's a wild animation! Thanks for sharing. :D

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This is a great concept, hilariously well executed! I love the "character designs", and how each district is so distinctly characterized. It's also.. educational? Great work, haha.

Wow, this is so polished! The Metroidvania aspects worked well, and the difficulty curve feels really good! The music and animation were solid, too.

I liked this game! Hits a little close to home, haha, but the minimalist aesthetic, retro visuals, and story work well to together! It's short enough to easily play for multiple endings, too, which is nice.

The visual aesthetic is really cool! I appreciate the effort involved in making all the assets look fairly cohesive while hitting that old school vibe. The meta elements were interesting, as well; definitely unexpected! I will say that the voiceover audio quality (maybe this was a stylistic choice?) was a little hard to get through, especially the main character's voiceover. I love the slow reveal of a story, though, and the gradual descent into horror with all the details was neat.

This is such a charming idea! I enjoy the vibe of piecing together a story from remnants of things once past, kind of like from an anthropologist perspective.