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Cheruboom

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A member registered Jan 11, 2020 · View creator page →

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I wanted to go around and start rating/commenting on some of the other robot building games <3

I like the idea of having the material gathering portion, and the balance between wanting more materials but then needing more time left over to build using those materials. The combat probably wasn't my favorite but I did really appreciate that the different moves had different animations and sounds. Great work!

Yeah, ideally I would have like bindable "actions" to group things together and you'd just set all the wheels to the Drive action and it would behave the way you want, but I struggled enough getting the existing system to work :P
Glad you enjoyed it <3

Of the games I've rated so far I think this is the one I've most felt could be a full game if given time to flesh it out fully <3 The art is perfect for the mood of the game, the chaos of the misfires is top notch. I think there's a lot that could be done with this idea similar to the Hitman series, sure you can drag your gun around and get it pointed in the right direction and fire, but wandering around and luring the target places by turning on the microwave, or going through the trouble of dragging all of the ingredients of a sandwich onto a plate (along with some found and carefully dragged into place rat poison) getting him to come and take a bite, the possibilities for scope creep are endless :D 

As a side note I found it very amusing that I could get myself flung onto his desk and then dismantle his computer while he continues working away :P

Simple and very well executed. I find a lot of these kind of world-manipulation type puzzle games can be super finnicky but this one was very clean and behaved just how I wanted it to at all times, never getting in the way of finding the solution <3

I also appreciate that it was not too spooky for me :D Good vibe, fun simple gameplay, great job!

A very interesting concept with a nice mechanical interpretation of the literal theme. Unfortunately (for me) being able to take screenshots kind of defeated the fun and sure it's cheating and I could just not do it, but I dunno I guess it's just one of those things where knowing it's possible makes it less thrilling :P

The camera was a bit wonky for me, but most everything worked the way I felt it should. Great entry!

A very fun little romp. I really liked that you could see the bedroom in the background, a nice little touch to fit the idea of the game. The physics destruction was fun, but I might've liked having a little radar that pointed me towards recharge stations so it wasn't just trial and error to find how far I could explore before having to restart <3

Congratulations on receiving the prestigious award of being the first "Platformer where you can change your character's size" game that I've played of this jam :P The platforming was a bit stiff and unforgiving and I bonked my character's head a whole bunch making me miss jumps, but it was very nice that the levels all had different themes and mechanics so you weren't just rehashing the same platforming gameplay for each one. Great job <3

I shall now proceed to share a comment that exclusively talks about style and sound design and not mention the puzzles at all :)

Jokes aside, the puzzles were a lot of fun! I think I would've preferred to see more simple interactions with the brush mechanic like just running towards walls and pushing them away from you to progress down previously blocked hallways so that you aren't always having to find the "correct" way to move things and can instead just push the world around. I liked the opposite a lot less, I think Caged Construction was my least favorite, since it felt fairly straight forward and just a bit tedious to run back and forth pushing and pulling to get things where you want them.

I accidentally softlocked myself on basement dweller twice, which was unfortunate and was the only puzzle I didn't solve since I didn't want to redo it again, but being able to raise a block by looking at it and jumping, and then not being able to jump and lower it from the same height was a pain point for those reasons. I felt like I should be able to re-lower something I had been able to raise, but couldn't get the extra block of height necessary to do it.

Sense of Direction was my favorite as it felt clean and contained and like everything worked exactly how I wanted it to. Burning Bridges was a close second for similar reasons <3

Adorable mouse game 🐭<3

Having the dual perspectives was an interesting change to the platformer, although I would've liked to see more connection between them, like by having Al move furniture around to help Squeaker reach different ingredients. (Obviously that's a lot more work, so I'm not suggesting you should have done that, just an example :) )

And as a very minor thing, I think there may have been friction when jumping next to a wall? I'd often get kind of stuck trying to jump up the books to the left of the monster part, but it wasn't a big deal :P

Super creative and very stylish. Loved the look and sounds and I couldn't be too upset about my numerous deaths because of the satisfying crunchy sounds.

That having been said, I was still often quite upset about my numerous deaths :P I think the difficulty was a bit too much on the punishing side for my tastes since it didn't really feel like it came from the "playing" part of the game (running and jumping) and instead was a chore enforced upon me in keeping the camera following my character :(

That negative piece took a lot more words to say than the positive piece, but only because I wanted to be clear about what I meant, not that I think it deserved more space than the easy to say initial nice things :P It really is a phenomenal entry <3

Very cute art and enjoyable puzzles. Reminded me of Deepest Sword with the puzzles re-using areas differently depending on the player's size. I think I would've preferred if it was easier to not use a portal, but that would probably have broken many of the puzzles. Was just a bit frustrating sometimes to have a portal spit me back through itself when I wasn't wanting it to.

Struggled a bit with this one. Made it to a puzzle with a blue and red box, a blue and red switch, and shrink arrow, a grow arrow, and the goal one size smaller than me in the top right corner, and nothing seemed to behave the way I expected it to :(

Some neat Sokoban mechanics I haven't seen before, though, and the levels I did solve were fun <3

Fun to find a path around the house that lets you burger-max dependent on the size. Nice clean art. Not sure if it's intentional that you can't look all the way down, but I found that to be a minor pain-point. Great job, though <3

Unfortunately I had some difficulty getting this game to work properly :( The camera sensitivity was absurdly low and none of the plants seemed to grow for me. Also cows and water creatures didn't seem to show up.

Congrats on making your first game! Always a fun time to shoot some books in the woods.
'B' might not have been my first choice for changing size, but that's alright <3

A fun game with some great vibes. The balance could use some tweaking since there really isn't any way to dodge the enemy gunners and it effectively becomes luck whether you'll get enough kills before you're pinged down to zero health. The procedural animations were fun and it was delightful to headbutt large groups of enemies into smithereens <3

A delightful little arcade-y game <3 Clicking squares makes my brain happy.
Also I don't know if it's intentional but you can just click on the side that you're meant to be copying and it works the same, which felt a bit cheaty to me :P

I think I won via the normal way which was a fairly ordinary platformer, but honestly I had way more fun going the "wrong"(?) way and looking at all the stuff to the left of the castle. Made it all the way to the end of the world which I considered a much more satisfying victory <3

Phenomenal game, not quite as much theme adherence as I'd probably like to see, but very well executed. I think I needed a tiny bit more hand-holding than the game provides but I was able to beat it so maybe the difficulty is just right. 

Very cute art, unfortunately battles seemed to end as soon as they began. The tile system was interesting and took a bit to figure out, but hard to know how it actually plays out without seeing how the battles progress.

Liza is doing her best 😭

Game is very cute and I had fun stomping around. Would've been nice to be able to non-destructively get resources since I wanted to be the best Kaiju I could be, but also fun to have to blow stuff up to rebuild. Great job <3

Pretty cute aesthetic and a fun idea. I liked finding the secret passages for when I was tiny. Unfortunately I couldn't seem to find any way to interact with any of the loot, but it was still fun to zip around the level.

Very fun. Felt difficult for the right reasons. Unfortunately did run into a game-breaking bug where when moving up and down It was cycling through all the floors below me. Maybe would've preferred if death reset immediately to the same level, but maybe I just needed to play better :D

Seemed like an interesting concept but unfortunately I couldn't manage to actually get any of the atoms to mix into a potion. Any advice on what I was doing wrong?

Could've benefited from a few tweaks like the filtering of the pixels so they don't get all blurry, but a cute little balancing puzzle nevertheless.

The platforming did make the final level a bit more challenging than I felt it should've been, but I eventually got through it.

When you're in the Build Mode you can mouse over the wheels individually and a little box should pop up next to your mouse. Those are the actions available for the wheel, specifically rotating clockwise and counter-clockwise. If you press a key it will be assigned to that action, and then you can use the scrollwheel to select the other action to bind a key to. 

More games need to be Snizzard-likes.

Admittedly I didn't really know what I was doing, but I felt like I had won once I had a seemingly endless supply of snakes descending the tower. Also I just randomly spammed every tower type since I wasn't actually sure what the differences were :D

I don't think I was really a fan of the Four-Sided-Tower mechanic since it mostly just meant that I had no idea how far lizards were actually making it and couldn't judge which parts of my defense were lacking, but still a nice little tower defense game <3

A cute little platformer with a nice kind of risk/reward mechanic of controlling how far you can (or want to) jump versus how quickly you can move. I found it a bit difficult to get decent control of the sponge, and very much wished I would absorb water faster, but a fun time nevertheless <3

Very fun to get big swarms of robots doing all the work for me, but was a bit unfortunate to have to restart with every order. 

Also had a bit of an issue where I might accidentally give a non-worker a color brain and then they'd clog up the area preventing robots from getting to work, but I just treated that as part of the challenge and tried to be more careful about what robots I let robots build :D

A really novel mechanic and good use of the theme. The controls were a bit difficult for me to wrap my head around and I feel like having an easy way to reset the scaling or position would've made me happier.

I did eventually decide that worshippers were unimportant and just scale everything down to be tiny so I could smite the whole universe any time anyone began plotting against me. Got somewhere like -620,000 points :)

I really love the art, music, and sounds! Aesthetically top notch. I found the puzzles to be a bit too simple and I was mostly only slowed down by needing to fuss with getting the blocks/balls to roll or not roll when I wanted them to. All the robots are very cute, too <3

Very cute, loved the sound design, lots of satisfying plinks and plonks you put in.
I would've enjoyed if things were drawn out a bit more since I won and unlocked the cool drop-sword-from-the-heavens power at the same time, so didn't actually get to use it, but a great entry for the 48 hours badge! <3

A cute little tower defense. I would've liked to see more inspiration from the theme, but the plunking of arrows and clinking of coins was quite satisfying <3

A nice little twist on the usual deckbuilding concept. I really liked the idea of improving individual cards over adding them, but did feel like the strategy always ended up gravitating towards hoarding all my good cards since they don't get discarded at the end of the turn and then having the effects scale off of eachother (which was fun and I liked that it was possible, it just made the game into a lot of waiting to draw the right cards) <3

I did admittedly get stuck fairly early on, but the aesthetic of the game was quite nice. Simple and well executed mechanics even if there was a bit of tell-tale game-jam jank :D

This jam for me was about 20% manic coding and then 80% trying to get the game to be actually playable and not just a nightmare 😅
I thought the building mechanics would be the hardest part but it was the controls and driving that drove me crazy :P

Same game idea! <3
I really like the art and sound design, definitely a lot more aesthetic polish went into this submission than I managed to get done. I can commiserate with the physics jankiness since my entire jam was spent trying to get the physics to behave.  I think I would've preferred having more direct control over the vehicle, but that led to a lot of frustration in my project, so I can understand the decision you took.
Great Job~

Thanks to everyone for trying my game :D

Built to Scale