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coshmnoney

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A member registered Jun 30, 2017 · View creator page →

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Figured out you can cheese the platform levels by falling off so that you're infinitely falling, then move just to the side of a platform. The box's collider will stick out over the edge and you can kill them without fear of dying.

I think the application of the theme is a little loose but the game itself is fun and feels pretty mechanically polished for a game jam game. Movement felt good and level design felt fun and interesting. Had to think about a few of them.

Only real complaint was the box falling in the "background" was very distracting and I thought it was in the foreground for a long time and was trying to avoid it while platforming lol

While the game is fun and a really interesting take on Pacman, I don't think it fits the theme very well.

I forgot to read the description so it took a few plays to really understand what was going on, and even then I'm not sure I got all the mechanics necessarily. Seemed like sometimes I could eat a ghost even when I hadn't eaten a power pellet and didn't have any relevant powers but most times this would consume a life. I lost one play through because 3 ghosts converged on my position then stayed on top of me as I tried to run away and took my 3 remaining lives in like 2s lol.

Despite the jankiness, I thought the mechanic was really interesting and you can (and did) build a lot on top of it. Cool idea, fun game. 

Love the take on the theme. Feels like deck building games are so hot right now too. Was fun! I think the discard step should be a little more explicit or make the action more deliberate by the player. Several times I forgot I had to discard and ended up discarding a good card I was trying to play instead. After doing that a few times it sunk in tho lol. No real feedback on the mechanics, felt simple but well designed. Difficulty was a little easy though.

Simple but addicting. Puzzles weren't too difficult but not all were immediately obvious either, pretty good for a PoC. Funny King of the Hill reference, didn't catch if there were other references. Couple times I thought I was stuck because it seemed like you could only push things and I obviously needed to pull but decided to finish as much as I could then leave feedback and wound up finding the gloves and then it all made sense. Couple of the items like the propane tank were hard to figure out what they were. Enjoyed the game!

There should be a rating for Writing as well because this game had my favorite writing of all the submissions. 

Game was simple and fun. I don't feel like I noticed much difference mechanically between the first 3 days/taste profiles of ice cream. I think the game alluded to the Strawberry being faster but it felt similar to the Vanilla.

Regardless, gameplay was the right mix of challenging and fun. Art was good, writing was great, just wish the game was a little longer and added a few more gameplay twists.

This was really fun. Simple and polished. Trying to create the tallest stack was both challenging and addictive.

Disclaimer, I was only able to watch the video.

I really like the take on the theme, managing a warehouse that gets busier and more chaotic over time while trying to avoid accidents fits perfectly. Game looks fun, maybe with more time the different systems could be balanced. Seemed weird that the cleaning robots left messes and did so as often as they did. Not sure I understood why there was an explosive barrel but maybe it would have made more sense if I could play. Overall, good job!

Addictive game. Good variety of obstacles but probably could have had a few more. Felt like the use of theme was a little loose imo but I enjoyed it! Loved the art and animations lol

I liked the use of the theme and the core gameplay was fun. I found the instructions a little unclear at first. I started by putting boxes in the first van which isn't(?) drivable and was confused what to do next. Then I figured out I had to deliver the packages to the houses so I ran each one. Then when I tried to pick up a box I unintentionally got in the middle van which I realize now was the point. But then I had difficulty getting into the van as it kept picking up the boxes I had stored in the van from the side which was frustrating. Overall though these are "polishing" issues, the game was fun!

I really enjoyed this one. Had a really interesting take on the theme though it wasn't clear to me why or if my number of steps mattered and what I was really using my life to trade for. I got stuck on the "level" where there was two altars and one goat as I couldn't figure out how to sacrifice the goat and myself (always told me to rewind whenever I sac'd myself). Definitely the deepest gameplay I've seen so far.

I liked the art and music/SFX a lot but I did not see how the theme applied to the game at all. Still fun and I liked the concept of jumping on your projectiles to traverse the map and get to the hard to reach spaces. 

Super simple but fun use of the theme. Gameplay was fun but the "game" was super barebones. Would have way more replay value with a scoring system. 

I liked the take on the theme especially as you introduce more effects that can be triggered by the buttons, meaning I'm always left guessing what will happen when I press the next one! I thought the pixel art was nice but a little hard to distinguish what some objects were. I definitely didn't pick up on the number of items next to a button indicating what order to press them in until I read the comments here lol. Unfortunately I don't have a better suggestion though. Could have used some more variety in sounds and a background track but I assume that's just a casualty of the 48hr limitation. 

I like the approach to the theme. I think this encapsulates the feeling of "what does this button do" the best out of any of the games I've tried but obviously there's not much "game" built around it. Would love to see it explored further!

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Wow, I think the mechanics here are really well polished. Aesthetics are on point. The level design and pacing as you introduce each mechanic is really great as well. I think my only critique is it feels a bit loosely tied to the theme. I don't find myself wondering what any of the buttons do, I just have to collect the runes to unlock "standard" 2d platformer controls that are self-evident by the rune icons. 

The game feels like it could have fit in with GMTK's 2020 Game Jam. In his recap video, Mark Brown even talks about a theme in some submissions where the controls are represented as in game entities @ ~3:49, 

Mechanically very simple but it captures the theme well and I had a blast trying each combination of buttons so I could read all the newspapers!