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casualBystander

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A member registered Sep 05, 2020 · View creator page →

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(1 edit)

Ayyy!

I installed the windows version and the diagonal problem still seemed to persist, so it could very well just be my problem.

This one was fun!

Though the difficulty could use some adjusting.

It gets very busy very quickly, and holy moly the whirlpools. The whirlpools are a nice addition, but they too, just like the enemies, get very overwhelming very quickly. But that's not necessarily a bad thing, that's just my opinion.

I especially liked the upgrading, if you decide to expand upon the game, I think it could lead to some very interesting mechanics or combinations.

Nice job!

(1 edit)

Pretty nice precision platformer, very impressive for 4 days!

As stated in other reviews, it's difficult to tell at times,  what's important, and what's there just for the sake of it. Other than this small drawback, the art is very nice and crisp, pulchritudinous even.

The difficulty could be adjusted in my opinion though, making the game challenging, but easy enough for the casual player is no small feat after all.

I myself specifically struggled at these 2 bolts, I couldn't find out how to get to them no matter how hard I tried. 


Also another thing which struck a chord, although I don't know if it's the web versions fault or whatnot, was that the diagonal throws were extremely hard to pull off, I only learned to make downward diagonal throws by doing some very weird fighting game inputs, as holding them down simply didn't work.

But other than that I liked the game very much, I spent quite a while messing around, long enough for the music to cutoff. (nvm I probably tabbed out)

Also bonus points for using a less popular engine, framework?

Very nicely done!

Ayy thank you for the in depth review and advice!

Also I agree, the game isn't fun, but I wouldn't necessarily blame the game design, I simply struggle with determining how much I'm able to achieve with the given time frame.

Playing this game currently is akin to playing basketball, except there is no ball... and the hoops are telephone poles.

The game is so unfinished that i genuinely contemplated if i should submit it at all. The barely functional gameplay loop was implemented in the last 3 hours after all.

I did consider joining a team, but given my lack of social skills and no real need for help when it comes to art, programming, or audio design (believe it or not), I chose to work on my own. I might join a team next year though, only time will tell.

Also i will probably expand upon this project in the following weeks, to get my initial idea out there.

Although the art could be improved upon, at the end of the day, it does the job! (And that's all that matters)

I specifically liked the fact that the cube is able to spin, it could create a chance for some very interesting level designs, and or mechanics.

Nicely done!

Don't worry, I don't know either!

Damn. 😔

Like https://randomwordgenerator.com/name.php for example.

1.Acerola funny guy, make gud video, me small brain, very educational. 

2.Free time, my schedule opened up a bit, so i have more free time to do what i actually want. 

3.The big green, the *kaching* if you will, the main driving horse of our modern day society, if you insist. 

"This theme is all about defying expectations literally and abstractly, as well as getting really pretentious." - Judging by this line I'm guessing, yeah, something similar at least.

The inclusion of a leaderboard made the game waaaaay more addictive than it should've been.

Nice job!

Also shout out to the dudes who managed to go below 45 seconds, those times are tough.

This is so scuffed, i love it!

Big game from a big team, nothing short of awesome. Simply put, a very (very) nice game.

Although i think the main game differs too greatly from the cutscenes, (personally(personally)) (although i have no right to dictate another persons design philosophy) I would've gone with a more "toon" shading approach, putting a smaller emphasis on the Triple A look.

But other than that the game is very good in all of the aforementioned aspects.

Awesome job "Team Blue Gym Bag",  very nice work!

My highest score was 77 (is that good?), but for what it is, the game is pretty fun!

Although one thing i noticed was that the timer started going backwards upon death, could that be a bug?

Hope you had a good nights sleep, nice job!

The art is wonderful, very cute, much like.

Though i must say the progression in the endgame got a bit stale, but i guess that's a given for clicker games, so no worries. I used the waiting time to rate another game in the meantime!

Also i think it would be funny if there was way to make Nuero fight in the dungeon.

Very nice job!

The sound effects are hilarious and art, very cute!

The game itself is also very fun overall!

I don't know what else to add?!

Very nicely done!

Aw man,  just as i finally got the hang of it all my hopes and dreams got crushed, finding out there's isn't any content left.

I can very well see how this game would be fun, communicating in a new (not really new, but new nonetheless) language, although there should be a better introduction for it, for it was very confusing, but then again, finishing the game only left me for wanting more.

Exquisitely done!

I found the game to be very fun, albeit quite janky at times, fun nonetheless.

The first 2 times after going in to the cave and dying to fall damage i decided to explore elsewhere in the surface and was quite surprised to see multiple ways (i don't know if intentional though) you could use to go around multiple paths. I died a couple of times by going to the far right side until i decided to climb the hill right left of spawn.

Long story short i climbed the tower, killed 3 or 4 drones after dying  a couple(alot) of times, only to finally realize they are attracted to my flashlight, died many more times, got to the top, climbed down, took the elevator down without dying (finally) and i think you get the remaining gist of it.

Sad that there wasn't any audio, but it was a pleasant experience (at least for me), i especially liked that my previous attempts didn't despawn, but instead dangled in the air, it was a very nice touch.

Very nice job!

I've always wanted to make a game with this type of movement, it just feels so cool.

This is a very good submission and i honestly didn't find any conspicuous faults with the game, although i must say, a classic 2005 jumpscare would've been awsome.

I must say, very nicely done!


If anyone is wondering, it is in fact possible to beat this game without sprinting.

Very challenging, there were some particular level design parts i didn't like, for example the lack of save points and some of the big gears blocking the screen, but i am not particularly against the ideas itself, i just think they could have been better thought out

Another issue i found, albeit quite nitpicky, is that the fire hitbox is a tad too big, as the fires and portals themselves were the single most lethal obstacles, for myself at least..

The platforming itself was quite nice tough.

But the ost was quite surprising, pretty decent for a jam game if i say so myself! I believe it just needs a bit more on the low-end (Bass), then the songs would be absolute bangers.

Thankfully the issues aren't something a little polish can't fix, i remember my first jam game didn't have any audio at all, and most of all, was breaking left and right!

Very diligent work!

Also "13 seconds before deadline" - close one lol.

I did actually manage to find a easy way to reproduce it.

1 - Go up against a wall

2 - Look up

3 - Shoot hook

4 - wait a couple ms (basically let the sound effect play halfway)

6 - release hook

7 - spam jump

And as long as you're still right next to the wall you can move around and go up. (For example you can fully turn around)

As simple as that!
Stream FNF - Yipee - Yipe by mightify | Listen online for free on SoundCloud

yipee

Very fun, very addictive, and i absolutely hate the sounds the "face things" make (In a good way), simply put, the game has a lot of potential if you decide to continue working on it.

You only ever realize how slow you truly were, only after you have accidentally flown into a flying face.

Very nice work!

The infinite wall jump bug is also very fun

Believe it or not, she's pretty fast when she gets the momentum rolling, so you often gotta watch your back and dodge brotha! 

Tough i highly doubt she can catch you through walls as her hitbox(the one that catches you) is much smaller than her collision box(the one that collides with the walls).

Thanks for playing though!

Damn this was pretty darn challenging, but quite enjoyable!

The one thing i could think of could use some sort of adjusting would be the level size or size of everything in general, maybe making the levels smaller all the while the sprites bigger sort of deal, or maybe making a dynamic camera which follows the player along - why? Because its a little difficult to tell everything apart at some occasions.

But now that i think about it making the screen size adjustable could be very simple alternative too.

But other than that, very nice work!

First of all I'd like to give big props to the artists who drew/composed for the game, the audio and visuals were very cool. Truly a feast for the eyes and ears alike.

But i must confess i got stuck in the painting puzzle for a good minute (i may be stupid), only to get softlocked by the hatch right after, but hey, nothing a little polish can't fix!

Also big props for the writers, for what is a game without a good story!

Noice job!

Thank god I'm somewhat good at Tetris!

Very fun little game, would've liked even more levels, but then again its probably better to keep your jam games short and sweet.

Very pleasant experience, nice going!

I already have a track record of making my games waay too dark, so this could very well be a mistake on my part.

Sadly i have to admit, i didn't manage to beat the game, but i must say, i really appreciate some of the things you did. The sounds design is very well put together, the screeches and distressing, jingles are startling, footsteps are footsteppy, although i would've liked some more ambient sounds (like wind blowing or something), but that's not that necessary, as silence itself is quite eery.

The atmosphere is also worthy of a horror title, i especially appreciated the weird pixely thing you did with the skybox, as it gave a somewhat unique feel to the game.

The parkour part was a fun addition, but holy moly that maze is just straight up evil, waay too big in my opinion, but it did do a good job inflicting anxiety upon me.

The bugs are the biggest flaw in my opinion, but that's nothing a little polishing can't fix up!

Very nice work!

*Bonus pic of bugged out evil (she's stuck)*

I think the main issue could be that the game lacks a sense of direction, for example a clearer objective, but i don't necessarily think all that much needs to change, for example a tutorial or increased amounts of information (nametags and such) could very well be enough to vastly improve upon the experience.

Although i can image how to torturous it must be, participating in a game jam while your brain is barely awake, body riddled with countless bacteria and whatnot.

But at the end of the day, you managed to make a game and for what i know, that's all that matters.

Nice work, valiant effort indeed!

Nice and simple, i mean, who doesn't like a good tower defense once in while!

But "erm", i think some stats would've come in handy as a nice addition, and the theme implementation could've gotten some more thought, but other than that.

Erm, very nice work!

Also it was pretty cool that you implemented the chat in the game.

(2 edits)

It could probably be a hardware related issue, for example on my pc, the web version is way more saturated and freezes sometimes.

Thanks for playing!

My pc struggled, but in the end i managed to beat the game, and i must say, it wasn't all that bad! I especially liked the end fight where you're the overlord, flinging the hero all around the room.

But on the earlier levels its a little too repetitive in my opinion, so an improvement on combat could be a nice addition.

Nice job!

Very enjoyable! Would've loved more levels.

Nicely done!

Very nice game and very nice visuals.

Tough i would've liked if the beats were more forgiving, as in easier to land on time.

But other than that, good job!

I don't think i have anything new to add which hasn't been said already (im guessing) so in short...

Very nice frog game!

Yeah, i simply didn't have enough time left. I will definitely improve upon this in the next update!