Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

CameronHowell

319
Posts
9
Followers
2
Following
A member registered May 16, 2019 · View creator page →

Creator of

Recent community posts

thanks!

Thanks for playing! I'll see if I can do a clean transition, it would be nice for sure

Thanks so much!

Thanks for playing! Come back when the jam ends for those tuned controls

Really Really nice job here! It felt like you took the proper steps to polish the core mechanic early and were able to build off of that. This would go great as an Ultimate Chicken Horse type party game!

That was really really fun! The only real comment I have is that spikes that hit you should either cool down before they hit you again or go away. If you are in the wrong spot you can get hit 3 times at ones and lose instantly

After a couple of playthroughs, it becomes very fun and my understanding of rooms adds so much to the experience! Great job!

- Only comment really is the UI having issues here and there, sometimes the background wouldn't show up, normal had a type sometimes, and where to click wasn't always clear. The other UI though is absolutely gorgeous!

That was so simple and clever! very unique design, great job!

I look forward to hearing your thoughts again soon!

Thank you for playing!

This is the most ok I've been with a game being extremely hard. If it werent for the theme of frog tongue, I would have just been annoyed at the difficulty.

The one change I would make is to have a countdown before the duel, having it start out of nowhere and giving the enemy the upper hand with the first few hits was really saddening 

a better how-to was very needed, I had no clue what to do on the first level until I went to the comments. Fun once I understood it though. Well done making a unique concept!

I loved how casual this game was. Just make art! I can get behind a nice relaxing building game with the wildest art style ever. it worked so well!

Very fun rogue-like! As an isaac enjoyer it was cool to see the similarities and differences. I think you did a good job not ripping off the game you styled it after and adding some unique experiences.

I would absolutely love to see hit indicators. You blink red once if you get hit and same for enemies. Adds a lot of visual readability

Be-Bo and Rom-Ba were so well made! You made them feel their weight and everything worked well to give them so much life

Very ominous!

Very fun game! It may have been nice to snap the pieces to the grid but it may have also taken away some of the dynamics of the game. I had a lot of fun with this!

I think this game would have benefited from aiming at the cursor, having a trajectory line, and limiting how many times you can shoot consecutively. Great job either way, it was an enjoyable experience!

This is the nerdiest little game i've ever seen and I love it so much :D

If this were the film industry, Y would have been left out haha

I really wish shooting was a direction and when the bullet hit the ships it explodes. having to click exactly where the ships are going to be made it almost impossible for me to hit anything

That was a really cool game! I think I would rather use WASD to move the ball around, the mouse was pretty unreliable for me

Thank you!

A perfect modernization of a classic game! Fantastic Job!

This is one of my favorites for sure! I can't express how much I appreciate the small things. Being able to change the scale of the lights was great, the playstyle was fun and fast paced. That was truly a lot of fun!

As a short PSX experience: perfect, beautiful, creepy, loved it

For Built to Scale: I think the theme was very very loose. I would have loved to see some gameplay mechanic utilizing scale in some definition that makes it stand out

No offense taken! I hastily changed the controls at 2am the night before and I agree with how bad they feel. The day after the jam I'm changing the controls to be better

Great to hear, thanks!

Thanks very much for sticking with the...unique...controls!

I appreciate my hearing staying in tact haha

Dig Dug + Asteroids? YES! ah so good. Definitely need to be able to hold down left click but I had so much fun with this! Also if you were to make one change (other than holding shoot). What if the enemies also inflated you, so if you get hit your ship upgrades, but it is now bigger and easier to hit. The after 3 hits you pop

Ok, this is one of my favorites, Im so glad losing in the phone is just a multiplier, thats really smart. The art is fitting, well done with that. Personally, when im racing down the highway on my phone, im blaring music so loud I cant think XD. Well done!

really really cool idea! You could add so much to this very easily. personally the only thing I kinda hated was having to press enter every time to change modes. I dont think it is necessary. I would just have wasd switch to dino mode you no more editing can be done, then when the mouse clicks switch to edit mode.

The dough kneading was a great lil mini game to add to the experience, great job!

Very polished and fun game! I think there is a lot that could be added if you continue development. My suggestion if you decide to continue would be to add a few more core mechanics, then start adding levels, just so you have more options to go off of.

Thank you so much! Glad you enjoyed it

Ill absolutely try again! Thanks!

Extremely cool visuals! The gameplay really doesnt feel super dynamic, maybe having some block mechanic or something could help. Still fun though, good job!

I did much better this time! Thank you!

Spam away! The more scores for people to beat the better haha. The controls will be changed the day after the jam and we are hard at work trying to fix the unresponsive input. Sadly we know the issue but fixing it is another beast! Thanks so much for your feedback!

I would like like to sing a very special praise to your game. I am an avid enjoyed of "Directionless" puzzle games. This had a similar feeling to the witness in a way. The first moment I scaled a box up and saw a walkway was such a great explorative feeling! There is a lot that could be improved upon, but as an idea and simple execution I think you did great.

- Wonderful job leveraging what I'm assuming is your preferred art style to have 2D assets in a 3D world. I would like to see some more definition to objects you can scale, even if it is subtle.

- Knowing when an object is selected would be great. I would have just looked up a quick outline tutorial and added that when selecting an object.

- Having the object magically follow you was a bit weird. I would have preferred to push the objects at any time if they are small enough.

- Hard to nail down in a time constraint but having a specific puzzle mechanic hidden around the map would be good. Going back to the witness, the core mechanic is hidden around the entire map and there is nowhere you can really go without having a puzzle there. That adds a lot to be able to have a puzzle game without direction