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bymuno

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A member registered May 12, 2020 · View creator page →

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cool! difficult!

neat! difficult.

really cool take on TWO of the common tropes for this jam at once! (joining boxes together, and controlling multiple characters) the non-grid movement was also pretty fun, i enjoyed finding creative solutions by nudging boxes just a tiny bit to align them in a certain way lol.

fun game with a cool concept! presentation could have been improved, like with better UI or indicators for taking damage / whether or not you're close enough to place your nodes on the wall. the aliens made me jump at one point lol, well done

a solid, easy-to-digest puzzle-platformer with funny physics, clean presentation, and cool twists! great take on this common mechanic.

the rhythm from walking made it kinda hard to concentrate on the paddle lol, maybe that's intentional tho. neat concept!

a great follow-up to your 2019 entry! an easy but fun puzzle game that's very well-put together. i like how the stars have different symbols on them for colorblind accessibility, that's a cool touch! the credits and map are also very cute

pretty unpolished, and it's kinda frustrating to have to replay the slow beginning section every time you die for how difficult the obstacles are

having to keep up with the ufo keeps the gameplay fast-paced tho, which could be pretty fun with better level design

really cool presentation! frustrating sometimes due to how the camera works (e.g. "which key do i press to go in this direction?" and "i can't see my character"), but otherwise a lot to love here

pretty unpolished visually and the controls are weird, but the core idea is cool! i think if you polished the presentation and introduced the different ships more gradually (e.g. add new ones throughout the game instead of explaining all of them at the very start), this could be a pretty fun game. it's cool how the ship parts are both offense and defense, and the variety is cool (even if hard to learn all at once lol)

wow this is SUPER polished and feels really good! fun arcade-y take on a mechanic usually seen in more horror-y games. encountered a bit of slowdown and a couple of the assets use different pixel resolutions - but overall, this is definitely something to be proud of!!

P.S. the text on your thumbnail is kind of hard to read against the background

really cute game! the music is very nice, and i liked the dialogue from the souls too.

the controls are kind of confusing at first, because it's hard to tell when you're "struggling" against the soul, or taking hitstun - it feels like in those cases, your buttons just aren't working, because there's not a special animation for it

also i was confused at first and thought i was supposed to go out into the lava lake lol

had a good time with this!

really cool! i like how the one mechanic has so many different outcomes / implications

this is lovely!

neat little tech demo! materials and lighting are quite pleasing. seems like the game has more buttons than it really needs, imo wasd + space to fly up would have been enough (and Q/E for flight is kinda awkward while also pressing wasd)

would be cool to see a game based on this with more structure, e.g. tutorial / levels

short-but-sweet puzzle game with a very clean, pleasing presentation! enjoyed the misdirection and red herrings in some of the puzzles. very small critique: the square-swap switch's hitbox should probably include the empty portion, so that you don't have to move the mouse side-to-side to click it repeatedly (useful when moving with wasd)

good stuff! bit of a stretch for the theme imo

cool to see a 3D game in the jam! enjoyed some of the environmental details, like the doors not opening fully in the broken sattelite and being able to look out into space (which also helped sometimes when navigating).

the gameplay itself isn't all that exciting, and sometimes i got kinda lost - maybe more distinct landmarks in each hallway might have helped? it was also confusing at first when i couldn't interact with most of the puzzle objects (maybe grey them out or have an X over the cursor or something).

had a nice time though! very cool project all around

P.S. noticed that pressing tab puts a border around the screen, and then you can't tab again until you click the mouse to make the border go away - guessing it's some weird thing where unreal thinks you're trying to tab-select the next field lol

didn't quite understand what to do in order to progress after opening the padlock door, but the ideas in the game seem cool!

this was pretty neat! could use more gamefeel polish, but the core concept was fun enough to make it enjoyable throughout, and the characters add a fun theme to the mechanics.

cool mechanic idea! unfortunately i think the lack of polish holds it back a lot

the line of sight can be hard to judge sometimes, and things like not being able to jump on glass or needing to aim the mouse to swap characters aren't very intuitive. could be a fun puzzle game w/ some proper polishing tho

the grapple mechanic is pretty neat! overall, the game feels kinda unfocused and also hard to figure out - maybe it'd be good to focus more on the one core mechanic?

a cute little game with a nice aesthetic! reminds me of the "Learn to Fly" flash game everyone played years ago.

being "joined together" to something you need to NOT shoot is a cool take on the theme!

aesthetically, for pixel art, try making all of the pixels in the game the same size (i.e., making every asset the same resolution). this helps make the game feel more cohesive, instead of some elements being hi-res and others being really blocky

the cannon feels kinda tough to aim (maybe a guiding line could help?), and the cooldown can also make it feel unresponsive (since you can't tell when it's on cooldown).

also it's kinda tedious to slowly float upward every time you restart

overall i enjoyed it!

loved the story and aesthetics! the gameplay-story interrsection at the end was really touching, and a lot of the fun was just looking at the really nice modeling work in the environments.

the gameplay itself is kinda tedious, especially when you're walking a long way after dying during a section.

are the levels based on the 5 stages of grief irl? noticed a couple similarities but not sure

really cool puzzle game with solid presentation! i appreciate the little "nudge" he gives when trying to move into a wall, to make it obvious what's going on. only critique is that inputting lots of quick moves is pretty slow

loved this, best game i've played so far! the only bit of friction i encountered was realising that i have to use the mouse at the terminal, and also realising that i have a double jump.

aside from that, i really enjoy this take on the "metroidvania with rooms" concept that was seen in a previous jam - it really fleshes the idea out, with unique visuals for each room and creative puzzles involving multiple rooms at once! and the graphics in general are quite nice.

wow, this game's visuals are super cool! love the lighting.

the mechanic concept is also fun!

are you supposed to be able to walk through walls while controlling the enemy?

really enjoyed this! the theming is great, and the game feels really good, especially the impact of the puck.

a fairly basic game, but i enjoyed the puzzle concepts! the rules are a solid foundation, and after the tutorial, there are some fun challenges and misdirection with the puzzles. (i couldn't figure out the last one lol)

i also like how there's usually 1 more move than you need (at least for the simple ones), that kind of leniency is pretty cool imo

noticed a couple of bugs with running into walls - it counts as a "move", and one time i ran into a wall and then my character got displaced by half a tile. also, i don't think the About button works :P

i was really impressed by this one! the presentation is really good, i love the submarine's art. and the music is nice too!

this game's take on the (...very popular) chain mechanic has some cool twists. i like how coins increase its length, it's almost kinda like a metroidvania in how you unlock new areas. it's also handy for backtracking and finding your way back from a long tunnel maze. AND it's relevant to the story of the game! cool stuff

i think the game gets pretty tedious at parts though, like when you have to keep going back and forth to collect coins or get boxes (or unwind your chain). if this game were expanded on, i'd try putting more obstacles in the way, and giving the player more options to traverse quickly. also, the box pull could have a dedicated button, instead of having to stand still for a long time

the other thing i really liked was the inclusion of things like dialogue and hidden trophies - pretty in-depth for a jam game! had a very good time with this as a proof-of-concept, and would like to see this take on the chain explored in a faster-paced title!

had a fun time with this one! i like the tactical choice of big ship vs small ships, and the ever-growing size of the big ship means there's a push-and-pull where sometimes you have to "power down" and reset your upgrades

art-wise, i think the game would benefit from a consistent pixel size - like, making all of the sprites the same resolution. this is a good practice in pixel art generally. (the big ship makes sense though, since it's the same graphic upscaled as it grows)

aside from that, it seems pretty well-constructed mechanically and could be pretty sick if given more post-jam polish

cool idea! seems like it ended after the very furst puzzle though, more levels would be good to fully explore the concept

also the transitions between the levels are weirdly fast and anticlimactic lol

cute idea and nice game! the UI surrounding the game is kind of buggy / unclear at times.

neat idea, but i think the movement is pretty slow/buggy in its current state. traversing walls/ceilings is especially tedious

fun mechanic, good visuals, good feel!

controls are really awkward and unnatural, and the level/death transitions are pretty clunky. fun idea tho

looks and sounds awesome! concept is pretty basic and it's really difficult from the start. had a good time!

cute idea! music is as good as ever. the lack of a restart button kinda hurt when i got my crows stuck lol. figuring out the aiming was pretty fun, and i like how you can go under the screen for trick shots (...or silly, comedic deaths)

very unpolished (probably since it was made so quickly) BUT i had a good bit of fun with this!

the physics are really funny and it's cool that you can do weird shortcut-y jumps.

the only thing that kind of got in the way was when the square one got rotated so that the point was facing up - made it hard to judge which way it's facing