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A member registered Jan 18, 2020 · View creator page →

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After realizing I couldn't place my light on the same tile as the tower, I started taking off. This was a really neat game that unfortunately gets hit hard by the limitations of a web game. For me, the camera was super slow and jittery when looking around. 


Other than that, this game is a super neat tower defense game.

When working on the game, I never thought about throwing a potion and then resetting to get the effect at the start. That is why playtesting is so important. In any case, I find this to be a pretty "feature" that some people have found. I wonder what kind of levels could revolve around it.

This was a cute little game and seeing as they were hand-drawn, I'm really impressed. I felt like the mixtures were easy to pick up, but maybe that was just me. One thing that stuck out to me was the fuck that once angry monsters were turned into happy ones, they could still inflict damage on the player. Other than that, I had a blast running around blasting things with potions. Well done!

The shadow mechanic was super cool here. This is a really interesting puzzle game that had me sitting for a bit lol. The puzzles are interesting in that each puzzle isn't the same. 


One issue I had was that the mouse would snap randomly to a position. Making had to look around at times. I would definitely love to see some music complement the visuals in this game!


Really cool game!

This is exactly the direction I initially wanted to take, but dropped as level design became much more challenging with the time constraint. If I were to go back after the jam, this would be one of the major changes made! Thanks for playing

Yeah, it seems many people were unsure what exactly they were supposed to accomplish. Unfortunately, a tutorial did not fit in the given time frame. Thanks for the feed back! 

The ghost being caked up caught me off guard HAHA.

I loved the characters you encounter and the soothing music. I wasn't sure if I accidentally skipped dialogue, but I couldn't figure out if there is a way to know exactly what a visitor wanted from you. I ended up just using trial and error for each customer. 

Other than that, I had a blast playing. Good job!

The game is not bad for your first game. Congrats!


A few things to point out. The first few levels were lacking in a clear indicator as to what to do. I ended up just throwing everything around till something worked. Most probably won't know to grab the fire, let alone figure out the second level. I think the most impactful addition is subtle hints to point the player in the right direction. 


Congrats on starting the game dev journey!

Yo why does Mom got beef with the worms 😭

I really like the direction of the game. 

The usage of skills was a bit difficult to understand at first. I definitely needed someone to guide me through it a bit more thoroughly. I wasn't sure how to obtain the fish with just the worm and tree. I ended up smacking it to death ~5 times before realizing I was missing something.


Other than that, I really enjoyed the game!

Thanks for the feedback! Yeah, I definitely could have guided the player more at the start, but time constraints made that tuff. Honestly, using the current potion as the cursor is probably a smarter idea as you don't need to stare at the waist (or the top of the screen) after every potion throw. 


Thanks for playing!

Not sure if you are using Godot. If you are try switching "Process Callback" to physics on your camera and see if that works

I am really fond of the shadow mechanic in this one. Seemed like a pretty complete concept. The only glaring issue was the camera movement making sprites jitter. Other than that, I had a blast.

Haha never had that one in testing. Probably due to the fact that I don't have a backup in the case that the spawned block overlaps the player's collider. Thanks for playing!

The demo seems very promising. Would be cool to see the progress as time goes on following the jam.

Unfortunately, I couldn't figure my way around one of the levels. However, the concept was great and I had a blast. A very cool idea that has a lot to it with a simple mechanic!

made me remember I suck at snake 10/10

Thanks for playing!

Thank you for playing! Yeah, I was really worried about the control setup, but I didn't have time to finish a pause menu. Thanks again for playing!

Woah, I didn't even know you could do that. That is awesome. Glad you enjoyed the game!

It sucks to hear people are getting stuck. Thanks for playing!

A nice little boss battle with some banging music to get you in the mood. The ramp in difficulty caused a couple of deaths, but nothing I couldn't manage after a few tries. Super fun man!


Was not expecting such an interactive environment and fluid movement. This game was a blast to play and felt good too. It's a unique idea and a super fun game. Well done!

The visuals were awesome. I loved the parallax effect! However, you made the final boss too friend-shaped to be killed. Nice Job!

Man, I was doing so good until I wasn't. I love the music! I will say, that I did get confused when it came to which coffee machine made which type of espresso (even with the lengthy tutorial). Maybe it was just the pressure getting to me. Gotta try one more time...

Nice little vampire survivors game. The game was fun, but my suggestion would be that the scaling needs tweaking. I think the game starts a bit too slow. I felt overrun before I even got my first ability. Once things got going things improved (until the darkness made seeing anything impossible). A great prototype! Good job

a bad piggy classic. I always love seeing games utilizing billboarding. This is no exception. This was a blast to play

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This game makes me think 10/10.

Good interpretation of the shadows theme. I am really bad at thinking though.

As most others have already said, your GDD has a lot to it. Very cool to see as it shows how thought out everything was. The visuals complemented the horror aspect and I enjoyed exploring the unknowns of the map. Unfortunately, most attempts to get all the keys ended in (what I think) hitting myself with the little sparks from the lighter. Seems there is a lot to add to the prototype and it would be cool to see the missing features eventually added in! Great submission!

The music and art was awesome! Even the player controller felt super solid! I loved the 2006 Toyota Corolla cameo. My only gripe is that the traps didn't feel impactful. Since checkpoints are so common, I find myself running through the level without a care in the world.  I think that takes away from the points of the traps in the first place, but this is digging deep to find a suggestion. Solid job!

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The first case is correct. This can be best seen on 1-5 by getting any character to the finish point. 

Holy smokes, this is by far the most polish and creative sumbittion by far. The movement being emphasized by beats in the music was super neat! Tunes were banging, platforming was fun. Just a super polished submittion.

Cute visuals and some nice tunes! The only real issue I had was sometimes when aiming real close to being directly up, the cat seemed to go in the opposite direction (this seemed to be at semi-specific angles). Other than that, the game played really well and was fun to play!



Okay, this one was just something I thought of while playing and had to say it (not a knock against the game in anyway). The lack of canned tuna and/or fish as a collectable was a huge missed oppotunity.

If there was any in the game I clearly missed it lol 

A platformer with a few flaws. The major flaw is that the hitboxes are far to large for each individual object. Most platformers give quite a bit of leeway when it comes to these things. When it comes to spikes, think of it like a haircut, "take a little of the top". 


The player movement seems to be good! Definitely not bad for a first jam. 


Congrats on your first jam!

Really impressed with how many levels are in here! Played out a lot like fireboy and water girl (old cool math games puzzle game)! Puzzles felt managable and didn't come off as too confusing, which was nice.  Each character had their own unique abilities which paired well with the levels. Well done!



A few gripes: I think the controls are a bit awkward (keyboard), mainly the position of the action keys felt really unnatural and I left like I constantly pressed the wrong button/confused it with another.  Also, I noticed you can get hit once you "entered" the little shape things. I assumed this was a safe point, but damage was still recieved. It just felt a little misleading.

Yep, seems screen formatting has been a big downfall with our submittion. I am glad you at least got to play a little bit! That's further than other's were able to get to before issues arose.

Like someone prior stated, it gives off doom vibes. Loads of fun! Really impressive for a weekend jam for sure! Lots of polish for a game about shooting colored rectangles.

Ah I seems I have missed the bit about clicking where to drop it! Time to play it again LOL

Torch was a little lack luster, all it did was increase the movement speed while in range

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I will have to check and see if it is allowed. If so, I could definitely add a windows version