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CommanderJersey

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A member registered Jun 15, 2020 · View creator page →

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The middle and end game were really fun, I enjoyed trying to find which paths would give me the best stat boosts & what I could take at my current level! Though the beginning felt reeaaally slow - I probably should have played it more like an idle game at the start. Finished in 38 runs!

The presentation was a lot, in a good way haha! Took a bit to understand the swing timing (thought that the animation had to be started to hit the ball), but after I got the hang of it, I was happily reminded of memories playing Winnie the Pooh's Home Run Derby

The gameplay was simple and satisfying in a nice Pac-Man way! The presentation was also really cohesive, it didn't feel like any corners were cut.

Was satisfying to play! Dodge move was cool once I discovered that, too. Seeing the power bar deplete so quickly made me wish there was a longer lasting reward, since it went back to normal gameplay pretty quick.

Game was fun to play, though there was noticeable movement jank. Knowing that there was health in every enemy made me a lot less afraid of dying, in a good way.

Had fun with it! The different objects were a little hard to tell apart, but it wasn't too much trouble.

I really enjoyed the game's humor, lots of fun chances for funny 'powers', fit the theme really well haha

Felt super smooth to control, and the first time the sunlight recharged the double jump was a great 'a-ha' moment!

I really liked the variety you were able to get out of having the whole keyboard as a controller, the map screen was a fun surprise too haha. The mix of 2D and 3D worked really well!

The art and music come together to make a really great aesthetic! From the gameplay side, it seems like there isn't much of a reason to stay alive after dropping the totem, since you'll shortly die and go back to that point anyways. It made me wonder why I should drop the totem before a hard jump - if I make the jump, then I'd soon be sent back to the totem, where I have to make the jump again. I may be missing some nuances of the mechanic, though. They style was strong enough that I wanted to keep playing, even when I was sent back to the beginning haha

Thanks, the download works well now!

The effects look nice, especially on the dice, though I wasn't able to figure out how to deal damage to the other player - some text that describes the player actions may help with that.

Really cool idea! The levels felt a bit like trial and error later on, though the 'a-ha' moment of understanding the mechanics was great!

Wasn't able to download/play the game, unfortunately - no way to play it on the page

A bit hard understand what everything is at first glance (I ended up with a broken wheel and fire everywhere), though the green parts were good to help identify what I could interact with!

A fun twist on the gird capture type of game!

Nice job with tying the letters of MODE to different gameplay mechanics! I liked the chain-reaction puzzle idea too, it was satisfyingly figuring out where to connect the bulbs all together.

I appreciated the visual variety when it came to obstacles. The obstacles came up a little fast at first though (I think I got confused with the scrolling speed), and the jump arc took some getting used to.

The idea was simple to understand, and I appreciated the laid back tutorial with gameplay included. Keeping score with the amount of balls in the hole is a neat idea, though I felt like in the first non-tutorial level I just had to keep getting lucky until they all made it in. I personally had trouble with the physics/flinging controls, and I wasn't able to make it very far. The aesthetics are very clean, and the polish is fully there!

Going monkey mode was really satisfying! The art and audio came together really wall at those parts. I liked how in the earlier levels, there were multiple ways to get 10 bananas, giving options - I felt like this freedom of choice was missing in the later levels, and it turned into more of a puzzle game.

I didn't realize that I could go into FPS mode, though once I did it felt really cool to see my actions lined up in the text! Having to use text to crawl through the crevice was really cool. I liked the ideas behind not having light in one room and needing to look at the art, though I did get stumped at the lockbox in the gallery.

The grass graphics were really fun to look at, and the presentation overall had a really great vibe! I felt that there might have been too much time in the earlier levels, but I thought the limit worked well in the later levels where there was more to explore. I appreciated the new level mechanics introduced, too!

The rhythm game sections are such a cool twist! I was smiling the first time it came up, and that music started playing- a really great moment that I'll be remembering.

The graphics are very cute and well put together! I wasn't sure how to put together the orders at first (mostly since I didn't read them before I started) but after reading it was smooth sailing. I felt that the random generation meant that I was sometimes waiting a while for the exact ingredient I needed, like when the smallest cone was a requirement.

The theming and art were really great! The gameplay in dodge mode was smooth and fun to play, though the instructions for shoot mode went up so fast that I didn't get a chance to read them the first time. The shooting circles also spawned really far apart for me, making it tough to click them.

A nice way to enjoy 100 seconds!

I like how goofy and fluid it is, it's fun to mess around and see what kind of things are possible :)

The movement was really smooth and fun to use! I liked the modes as a gameplay change, as a break from the regular gameplay, it'd be fun to see more levels built around them, though the length is fine since it's a game jam game. Great work!

This game is awesome! I really liked how the things you carried to your base could also upgrade your character,  so I felt like everything was worth picking up, and I was engaged with it the whole time. Full marks from me!

The UI is super cool for this game! I was pretty confused whenever the game changed suddenly after scoring 5 though, since I had never seen the next gameplay style & all of the previous enemies were still there. My favorite mode was the last one, it had fun gameplay!

The floaty controls made sense after I understood what I had to do, I had fun with the first world! I felt that that controls became harder to deal with once the time limit was introduced, though.

That was a neat escape room game! Admittedly, I didn't know how to progress after opening the archives, I had fun with the puzzles that came before!

Interesting concept, though the game felt slow to play. Also, I kept getting stuck on the corners.

I had a fun time getting to control a large group of monkeys :)

I agree with the bullet comments below, it also got to a point where it was tough to outpace all of the enemy suits, though I probably could have prepared better with my monkey gathering at the beginning.

The idea of the game is fun, and I liked the enemies/setting you picked! I had some trouble playing it, with how aggressive the forks are; once I got hit by one, I was locked into getting hit over and over until I respawned.

I had some technical issues running it; the first time I opened it, it froze for ~10 seconds before running again, but when I clicked on the game I started falling through the floor. The third time I played it, the file went well.

Had fun playing it! The pogo controls took time time to get used too, with the air momentum. I liked that the car had different uses for it (going fast to run over rats, jumping over long distances); when I first started, I thought that the car wouldn't be very useful, so I'm glad I was wrong.

Felt a bit unforgiving by going back to to main title screen every time I died, though I'm not great at bullet hells overall. The gameplay itself feels really smooth!

Nice job, I liked seeing the different ruined environments. I was a bit confused if my shots were damaging the enemy when they started splitting up, but after the first level I got the hang of it.

The sound effects worked really well! I felt like I couldn't see the pizza coming too well unless I kept scrolling back and forth, having the camera zoomed out/having a wider resolution might help with that.

The art was really cool! I think the premise is neat too, having the character portraits at the bottom is a good fit for a mobile game.