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chokow

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A member registered 68 days ago · View creator page →

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It crashed for me again when my plants started dying 🤔


Thank you! :)

The art of the game is amazing! Really well done!

I think you might have broken something, because now my weapon disappears after killing 1 zombie 🤔

I really liked the background and overall aesthetics you put together there!

The theme of the game is a little lost on me. I'm not sure why we would be collecting cacti, but I suppose you tried using the desert idea 😄

Great job!

Since you like animals, maybe having some predatory bird show up from time to time could be fun? So you have to balance the need for water with avoiding them.

The characters are quite interesting, but sadly I ran into too many game breaking bugs 😢

  • When you first start the game, if you are given an option to buy an item more expensive than 300, you soft lock because you can't sell.
  • It seems like selling actually takes your money away. Maybe you have some incorrect value update in there?

Seems promising though! Keep up the great work!

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I really liked the art style and the choice for the main character (though horny toad can seem like an unfortunate title 😄)!

It would have been nice to have some sort of direction or additional challenges, as in my play I was mostly wondering around aimlessly looking for water or plants. Speaking of which, I really like the design choice to add beneficial flowers next to the dangerous cacti! It rewards the player's maneuvers, which goes well with the responsive controls and collision.

Great job!

Thank you so much!!

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Really fun concept!

As others mentioned, it felt choosing blue and building early industries solved the problem of scarce resources, but that's more on the balance than a real problem. 

The only thing that was not too clear to me was how the two territories interact with each other during the fight. Sometimes I'd see enemies aiming at the other screen and bullets flying from one to the other, but I could not really use that mechanic. Other than that, I noticed there was a hidden button behind the middle gem that I'm not really sure what it was for 🤔

Presentation was also stellar! Well done!

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I followed your suggestion and it fixed the issue! 💖

Thank you for the AMAZING feedback!! 🥇 I've uploaded a new version, if you want to give it another shot

Oh damn! Thanks for the heads up!

I'm not sure why that would happen, but I'll look into it!

Thank you so much!! 🙇‍♂️

Very charming little game! I really liked the art style.

I think I found a bug, because I noticed that if I ran into the enemies and just stood still I would not take damage from them.

Great job!

Thank you for playing and for the feedback!

That's definitely something I felt as well, but sadly ran out of time to increase the complexity and player agency. I had planned to have two additional enemy types: one faster and one a lot beefier and stronger. Then I was also going to add a new small area spell for heavy damage.

So you would have more strategy with using scorpions to stall, sandstorm for groups and entomb (the new spell) for tough / close groups.

Thanks once again!

Thank you so much!
You are absolutely right, I had a few issues trying to make the game adjust to the screen size, which is why I ended up setting a fixed viewport to the game. I did not consider the possibility some would download it 😅

Thanks for the feedback once again!

Thank you!

Great visuals! I really like the color palette you went for!

As others mentioned, I felt like the controls were a bit too slippery at times for such a gameplay that requires a lot of precision.

Great job!

Haha I loved that we used a lot of the same assets!

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I like the idea of making a 2p game for the jam! It wasn't really clear to me what the goal or controls of the game were. I understand adding a tutorial can be tough, but maybe you could have added the controls and goal in the description of the game?
Great job with the submission!

Great use of the theme and presentation! You mention in the description that we are digging until we are buried, but I was automatically collecting any tiles that were thrown in my head by the wind. Not sure if this was intended or not!


Great job!!

Some serious Undertale vibes here! I felt like the outcome of the dodging puzzle was a bit too luck based (for me at least), as I could not tell where the next arrows were going to spawn from and had little time to react to them.

Great job!

For some reason the jumping animation just cracks me up! haha

Great job!

Game looks great! Like others have mentioned, I also had an issue where the game crashed and stopped responding

A really neat concept and a very polished submission. I would have played more if not for the fact that I had to click a bit too much to get resources. Maybe requiring less clicks to gather would make the overall experience better, but I understand you wanted to make resources scarce.

I really liked the bobbing animation of the skeleton! haha


Great job! 

I really liked the art style and the title's font is such a fit for the desert theme! Animations were great too! Tutorial was super well done! The controls felt a bit odd, in particular k to shoot + aim (I used the keyboard), but maybe I'm not used to playing this kind of game. I also realized I could mostly skip the scarce ammunition by just dodging the  enemies, but I'm sure with more time you could add more incentive there 

Great job!

I really like the genre you went for! I felt really powerful after leveling up.

The shooting and moving controls felt a bit weird. I often felt punished for trying to kill the flies. The second spell was also hardly useful, as it blocked my pathing and my attacks. Perhaps if the walls were summoned behind the player it could serve to protect from flies?

Great job!

I really liked your game! At first I was a bit annoyed by the screen shake, which led me to just plan all the levels ahead of time, but eventually it was kind of fun to have a bit impact on each move.

Great job!

Great job with the submission!

I think putting the 1000 goal is a bit unrealistic, as nothing changes as you advance. Perhaps having smaller and different levels would help, but I can appreciate how 48h is not enough for a full game :)

It's also quite clear that the background is the one moving, and not the foreground. It would probably make sense to move the floor layer to avoid the feeling that you are stuck in the same X position.

Great job using the prerequisite here! I felt a bit frustrated getting my water spilled after waiting for the cart to fill due to the acceleration of the cart, but, as others have mentioned as well, maybe that's just me not being patient :D

Really fun concept! I really liked the fact that a few surprises in the scenario appeared after I advanced (to avoid spoiler).  Art is super cute too!

It wasn't really clear to me at first how to interact with the environment, and I kept trying to jump over the stick to catapult myself out but I couldn't manage. Maybe some highlight could have helped there.

Yep, health carries over! I tried to play with the idea that your health is also scarce in a way. There was a tutorial message in the second level highlighting that, but maybe it should have been more pronounced.
Thank you for playing!