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Cheetahfire

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A member registered Dec 11, 2023 · View creator page →

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Great style (honestly one of the coolest palettes and art styles I have seen around here!!) I also really like the creativity of scaling the difficulty with the power of your dice. I thought everything was quite clear, while skipping the tutorial, I found it quite intuitive, but some hover effects for upgrades might make it a bit more clear. 


I felt a little bit too overpowered in the dice rolling phase so the balancing could get some love (but 96 hours I also had lots of trouble with balancing!). Then the dodging phase, hmm. I really love the concept of it, but the execution feels a little unsatisfying. You just kind of phase through the red dots and the damage is quite low. I think a differnt type of minigame would work a little bit better, but keeping the concept of, you get stronger, this minigame becomes more difficult as that is very unique :) Then it becomes more of an art to walk the line in between being overpowered and making it impossible for yourself in the next phase. Now I could just add dots, add echo faces and dodge everything a bit too easily. 

All in all, I think this could be a great game with stunning visual style, but the minigame phase I would maybe revamp :) Great job!

I really like the concept, the music, the style and the fact that it's a fake os haha. The moust controls are a bit uncomfortable unfortunately. I think if you would add more things that an option to use the arrow keys or wasd would be amazing. And that you only could scale in one direction at a time ofcourse. I guess you would need a forward and backward button and then the four directions.

With that in mind I do see a nice little game here, I love realistic artstyles in the sense of digital environments. Gives me windowkill or animated stickfight battle vibes :)

Great job for the time frame!

Thank I didn't really think of the ergonomics, but definitely fair with the amount off enemies :) More enemies would definitely be welcome, I was personally thinking of having either an enemy or a zone where you have to hang out for a while, so the slower enemies can catch up to you.

I really liked the gameplay concept. Lining up to remove 2 bad spirits while bouncing into a power spirit, into a negate one, then hoping to find the next negate spirit to go positive again felt really good. I think I got about 3 singularities after 5 minutes, but then my focus kind of fizzled as the difficulty remains the same.

I think all in all this would make for a greate roguelite ish kind of game where you kind of build a deck of good spirits that combo off eachother, while you slowly get more and more bad spirits. Sometimes it was a little random when your ball was high up and a new spirit came into the screen, but that didn't happen so often. A fix for this could be to have it only spawn spirits in columns where your ball isn't (when above a certain hight). 

The art, sounds and juice are all perfect :) I think there really is something here, especially if there was a system for chaining singularities exponentially or something, increasing the stress of the ball not hitting the ground.

Great job :)

What an amazing game! The art reminds me of bear and breakfast in the best ways!! The font, the voice acting, the music, the characters, wow so much character. The gameplay is super satisfying and honestly my only comment is that I want more. I could see this going in so many directions, a mini game part of a bigger cozy citybuilder/management game, a frantic roguelite where you get increasingly more complex shapes, different types of logs etc, a chill mobile game, a pvp game where you have to finish the quickest and can sabotage eachother (think tricky towers). :)

The concept and creativity are amazing. Gives me nintendo/marioparty/paper mario vibe with the animations, sounds and funky gameplay. However, the mouse controls made is super hard for me, I think some sort of Button control would be amazing to quickly change and test it.

Agree with other comments that a tutorial would finish it all, but understandable with the time constraints. It could teach people a lot about basic transformations and effect it has on shapes. Here you have a cube, change it into this shape etc. Then after a while you can ramp up the levels to more difficult puzzles, slicing some shapes up, rotating, extruding(!?), zoomin in and out etc. Also, while I am a dark mode user, I think the silly vibe match better with white and bright colours (ala paper mario).

All in all, great creative concept that is very unique, perfect for a game jam, but I think creating a full (small) game out of it might be tricky to design (but prove me wrong :)

Thanks a lot for the in depth feedback! Agree with a lot of your points. It was not really intended to be punishing to play, it just kind of ended up that way as I had little time for balancing. This was also the first time doing enemies and pathfinding in Godot, so the performance is definitely a bigg problem. 

I did purposely make the player faster than the enemies as otherwise it would be extremely hard and interestingly enough, not many people seemed to go for a cheese strat although that is super easy. I think some slower objectives would help with the cheesing (for example having to secure an objective while being in a zone for a certain amount of time) and having some despawn mechanics for the enemies or at least a cap to reduce lag. 

The shooting and moving came out of ease really, instead of design (move player toward mouse, shooting is shooting straight ahead), but it does have a giant impact on gameplay. I also thought of dropping some bombs behind your or some one way shields to lean into this mechanic etc. All in all it's how I feel about the game as well, very proud of the foundation and juice in the time it took me, but it lacks a little bit of "game". 

You win! Congrats on making it to the end :) I also wish there was a win screen, I think I'll add one if I end up polishing and reworking some things post jam.

Hmm there should be sound when firing? Do you hear any sound? (What machine are you running on). Yeah the bullets at level 3 shouldve exploded, but I couldn't manage it in time unfortunately. Thanks :)

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If you find the first 10 upgrades it will be apparant :) You can see it on the screenshots. Thanks!

Haha I loved this, very funny theme, how could those arms reeach all the way to the rocks on the ground? Maybe a full screen would be nice to be a bit more immersed. I could imagine some sort of note system in the first game as the wrong notes actually sound kind of nice, but all in all had a good laugh!

Nitpicking is a compliment :) Yeah changing the enemy bullets was on my todo list and wouldve taken so little time.. but oh well haha. The 10 fragments was kind of random and added at the very end so playtesting was kind of scuffed, we live and we learn, but I am glad you enjoyed :)

Thanks :) The easier hit was exactly my intention, I also tried to influence the mobility by having the asteroids spaced in certain ways, but I think that fell a little bit flat, but I learnt a lot.

Yeah music wouldve definitely been nice, but I couldn't afford to spend too much time to find something nice and copyright free that also isnt repetitive, but next time! The movement is defenitely quite barebones and if I'll ever come back to a space shooter I will definitely prototype a bit more with ways of moving :)

Unfortunately you can cheese the leaderboard by rushing to all the coins while taking damage as you only lose 1 coin each time. (see leaderboard haha) However, an easy fix for this could be a small stun delay where you can't smack when hit. Agree with the others here that the background foreground separation can be a little bit hard to see, but all in all I really like the game! The style is top notch, the music is chefs kiss!! (nice to see reaper being metioned :). I think with a small tweaks this could be a nice and addictive game. The story panels are great and I see you guys enjoyed this game jam.

"I wish there was more" 100% Really like how you used the theme, it just makes sense. A super comforting experience with nice shadows, good sfx, music! My only comment would be the difficulty, it's a little bit too easy and it just left me wanting like one extra mechanic to round it out, but 96 hours is so little time so be proud :) A whole different direction than my top down space game, super fun to see how many different games come from one sentence. I hope you enjoyed the jam!

A nice frantic race to get tables and go into the classic room of blankets haha. I really liked the style, the giant cat, the small details. I think you did a great job and it's unfortunate about the stuttering camera, but I also had some lag issues toward the end of my game. 96 Hours is so short and there is always one more thing to do!

I think some push your luck with a bigger map and a bit more feedback about what your score is made out of would round out the whole experience, but it was a fun little game :)

Really cute game, I think some more time on puzzle playtesting would help as I think it's maybe a bit too easy now. Love the song (good choice :) and the animation. All in all I think the mechanics are on point and there is something there, but the use in the puzzles could be a bit more expanded, but 96 hours is so little time! Resizing the character itself was also funny, tiny guy!

Hope you enjoyed the jam!

Oh no, if it isnt the consequences of my own actions! (The game)

Really nice game for 48 hours, just feels super satisfying to park the cars and then reverse out of there at full speed, trying pack it tighter and tighter. I could see this as a small little game with some more cars, more parking spaces and a leaderboard ;) 

I really like the style, it gives me a mini metro vibe, very clean. Maybe a few different colours for the cars would add some visual difference with very little effort. 

I don't have much to say except that maybe the zones are unlocked a little too soon, making it relatively easy and that there is no real end, which I also had troubles with, with my own game. Hope you enjoyed the game jam :)

General Feedback: Great style (I especially like the 3d model in pixel style!), great sounds and clear, satisfying gameplay!


Indept thoughts/feedback: It's a really cute game, currently feels like a nice mini game that you would play in this larger fishing based exploration game. One thing that stuck out was the difficulty scaling. I was getting used to the mechanics and got a hang of it and then I played a song that was at least twice as fast destroying me. It would be nice for some sort warning to what you are getting into so you can practice a bit more with easier songs. And a tiny thing that hampered my experience a little bit was the fishing line, although you could easily see the arrow it did distract me a little bit, so maybe it could be reversed? Fish at the bottom, boat pulling upwards.

All in all I think there really is something here, especially as a game within a game (gwent style) which players put way too much time into. Some slides, extra mecanics and you got something cooking :)

Hope you enjoyed the jam!

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I love the crocodile sprite, but the rest of the art style is a little less cohesive, some things have outlines, other don't the detail levels are vastly different etc. I would maybe spread the effort across all the sprites so it's a bit more cohesive. I liked the upgrades, but it was a little bit confusing how the towers worked. In the end it's a nice little game with a bunch of mechanics in 48 hours so something to be proud of and I hoped you learnt a lot :) (For others, you have to press the green button to start a wave of ants)

Hilarious game, a hacking club sounds so fun! It gets hard quite quickly, but just such a good theme and silly gameplay haha. Keep up the good work! Collaborating with 11 also seems tough so nice :)

45 on hard mode, we ride at dawn

This is my favourite jam game I have played yet (out of 10?)! I also have the high score, so I'll come back later to see if I have competition haha. Just a perfect little game, super simple, nice style, banger song and gets you in the zone. I could definitely see this as some sort of overcooked type of game. It feels a little bit like typing and you have to rembmer which is which and just do everything perfectly. The leaderboard is a nice touch, no comments really for this scope! Thanks for the inspiration and good luck in  your future games!

I like the rotating animation when jumping/walking :) It's cute! It's a bit floaty at times, but I like the vibe, just a little wizard scaling the tower. Was a nice short challenge, but good difficulty curve. Keep it up :)

You have a follower ;)

Yeah I understood that easily, but not sure where it went wrong. What there a place to type +? I also tried 00 and without it, with and without spaces haha, I was determined, but no luck

Thanks :) Yeah the difficulty was quite hard to balance, did a few small playtests with my housemate and tweaked some numbers (speed etc) like 15 minutes before the deadline, but I think it worked out quite well.

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Just so satisfying! Quite short, but it's just a very tactile experience. I really like the movement, the knockback, the intense music. Can't wait to see this as a full fledged roguelite, with upgrades and everything ;) As someone who also made a top down shooter for this jam, there is a lot of inspiration to be gained here.

The art is great! Nice short experience, but it kind of felt like I couldn't fail. Maybe that is the life of a leviathan, but maybe some sort of distance meter and timing mechanic would make it more of a game vs an experience. But that model and music and ambiance, wowwww

Yeah it was bit accidental with the turning around, but in the end I like the balancing between moving and shooting, keeps you on your toes. There is more ;) But if you've seen the first two ships, you've experienced most of what the game has to offer, the rest is mostly for the points

Wow, when looking at the other comment. Jump + a optional timer for speedrun mode oh yeah. I got stuck on the phone number part, I tried everything so not sure what I should have done. The style is 10/10, love the drawn vibe, perfect cozy times. The music is maybe a bit too repetitive, but maybe a mute/audio slider, but yeah game jam I understand haha. The mouse was pretty great and it just sparks the imagination so much! Keep it up, love the little jokes in the text:)

What a lovely game. I would love to see it expanded a bit with some more mechanics. Especially the fact that you have a timer where you can dangle would work well with some timing based obstacles such as slinging rocks or goats. I am really inspired now to do some physics based projects! I could also imagine using 4 keyboard buttons to engage/disenage specific hands/feet so you can do some real pro moves, kind of olympic speedclimbing. 

I really like the style, all the art combined with the music is great! The french vibe. I love the mouse animations, top notch. One quite critical bug is that you sometimes respawn at the next checkpoint, which lets you skip a part. It is quite hard and some tight jumps. Would love to see some extra mechanics (maybe with the tail) to add to the game, but I think the best part is the style : )