Skip to main content

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

CHROMORBID

14
Posts
1
Followers
2
Following
A member registered Nov 23, 2020 · View creator page →

Creator of

Recent community posts

Thanks so much for playing and the feedback! We find that the struggle to pick stuff up is pretty common, so we're trying to decide on ways to make that easier once the jam is over and we can update the build.

We all LOVE our lead artist's design for the Disciple, too. Very glad you liked them!

Thank you to the dev who came to my stream with this! LOVE LOVE LOVE the concept and vibes. I mentioned on stream that it would be nice if the music didn't start over every time you tabbed over, because I'd love to be able to hear the full soundtrack through without staying on one screen for a long time. Would be excited to play a fully realized version of this someday. Thanks again, good job!

Thanks to the dev who came to my stream with this! It's very fun, but I couldn't coordinate the directed inputs very well with the controls. I also felt like i didn't have a lot of time to make them, and died rather quickly when i messed up. I feel like the jumping could stand to be a bit snappier as well. Overall though, great job!

Creative! Got a real good kick out of it, but it seems fairly directionless and i was utterly lost on what needed to be done. Those assets sure are.

Good concept, though it could use a tutorial (i failed very quickly lol). In my good graces for being the first game I've played so far other than my own with gamepad support! Felt like the shadow size change could be a bit faster, but otherwise, great job!

I will admit i quit nigh-immediately because of my deep-seated disgust of this type of game, The vibes were immaculately horrid, which is high praise. I'm certain other folks will get a kick out of this one. I'm not that type of guy, though :P

- dialogue moves so slowly i couldn't sit through it; not sure if you intended for it to be as anxiety-inducing as it was, but you knocked it out of the park on that front.

thank you, i hate it so much. [positive]

I failed on day three due to one of my gnomes refusing to be removed, but all in all my hate for HOAs was perfectly encapsulated in your writing. Great job!

VERY creative concept for an idle clicker, and the flavortext gave me a good chuckle. I feel as though it could have benefited from having the shop elements be in separate windows around the screen instead of tabs on the same interface, which would give a nice vibe of "running around". I also couldn't tell if changes were supposed to be happening in the viewport? It feels like there should have been a lot more artwork onscreen.

All in all, loved the idea of a clicker about seeking out aliens in deep space, though the silliness of the flavortext felt somewhat obligatory. Maybe if the story direction were a bit more somber, it would have become a really memorable piece about finding civilization out in the loneliness of space. Just a thought I wanted to float!

Just couldn't seem to get the controls working and got stuck on the "door".

LOVE this concept a lot as someone really into space and gravity physics. The meteors didn't really make sense in their placement and felt unfairly used against me. I feel as though the meteors should have been changing trajectory in accordance with the gravitational changes, which would have been REALLY CREATIVE and useful for showing how your changes affect the physics in real time! Just putting them in the background for the visual flavor instead of making them objects that hurt you would have been excellent if used in that way.

I also couldn't for the life of me actually figure out how to make gravity work for me, and felt more as if futzing around blindly was doing me more good than trying to think logically about how the gravity actually might conceivably work. I also wondered what it meant when the planetary bodies started spinning after being hit. I had a feeling it was changing things in some manner, but it wasn't altogether clear what purpose it served other than to provide visual interest.

I consider it a great game in concept, if only the physics were more clear-cut in how they worked. Love the title screen a lot, also!

It looks very cute, but the tutorial text moves by very slowly and it's pretty unfair that you can't move until dialogue has progressed past a certain point. I couldn't figure out how to get small before I got stuck in the geometry and lost. Great concept tho!

Seconding that the randomness of the pieces is a bit perplexing, though it would possibly be better if the pieces offered each load-in could be different from each other. If it really is RNG that decides the game though, it's not all too playable in this state. Dig the concept behind it though!

The physics look and feel great, and I love the vibe. Overall feel like some of the blocks could be colored differently to help with the obviousness of where to do all the directed tricks, and also for the background blocks that aren't meant to have use could stand to look more different from some blocks that you *can* use. Overall, really well done! Thanks to the dev who came in to my stream with this one, really loved it! Sorry my motion sickness had me quitting so soon ^^;

- Will also say that gamepad support would make this a lot more playable for folks like me.

Unfortunately hit a bug where I couldn't get the slime puzzle pieces to scale as directed and couldn't continue, but I really enjoyed the concept and the narration lots!