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CountThrepe

186
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18
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3
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A member registered Sep 04, 2020 · View creator page →

Creator of

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Thank you!

I'm glad you liked the art and mechanic! We thought about a visual indicator for the peak, but there wasn't time to implement one. Thanks for the feedback about the poker chips, they were also thrown in at the last minute. Thanks for playing!

I'm glad you like the art and mechanic. Yeah, I always end up doing level design for the designer (me) and not the player, so it always turns out insanely hard, especially in 48 hour jams. Props for finishing the game despite the crazy difficulty, and thanks for playing!

Thank you! The controls did end up being super hard when you're first learning them. But I'm glad you liked the mechanic!

Glad you liked the art! The original plan was for that first level to be trivial, but that was forgotten in the madness of a 48 hour jam. And yeah, the learning curve ended up being WAY too steep. Thanks for the feedback, and thanks for playing!

Thank you!

Thanks for taking the time to play it! And the feedback is appreciated.

Thanks for playing, glad you liked it! It was an intense 48 hours.

Thanks for playing! The controls definitely need some tweaking to get them to really feel good, so thanks for the feedback. But I'm glad you liked it!

Thanks for playing! Whenever I do a game jam, I always tune the difficulty to me, instead of thinking about a new player, so they're always really hard. The movement is really fun once you do get the hang of it though. Anyway, I'm glad you liked it!

Thanks for playing! A lot of that level design happened sleep deprived at 2am, so I agree about the polish needed. I'm glad you liked it!

Yeah, I didn't really see the issues with the learning curve since I'm the one who made it. A more intuitive option like that would've definitely helped. I'm glad you liked the rest though! Thanks for playing!

Thanks for the feedback, and thanks for playing!

Thanks! The pause menu jump ended up being a bit of a jump scare lol, but I'm glad you liked it! And it's not just you, the learning curve ended up being WAY too steep. Thanks for playing!

Wow, that was awesome! The pixel art and animations were great, and the song you chose was perfect, I was nodding my head along the whole time. It took me a minute to really understand what was going on, but once I got it it was fun trying to push my luck. I basically just taunted and rested until I could do the finisher every time. I do wish there was a little more strategy, and that it was better telegraphed what the enemies were doing. But great work! And great title!

Very cool game, I like the 3d-ness of it. I also like rotations as a score, if you can figure it out in fewer, you're doing better. Very cool game!

You should add the controls to the page description, it took me a while to figure them out.

Cool game! It was super satisfying to shoot a bunch of bullets and watch an explosion of shapes. I think some motivation to move would've been helpful, I usually just sat across the screen and spammed, especially when I had a ton of bullets. Great work though!

Wow, that was much darker than I was expected. I wasn't super clear on my goal at any point, and the end felt unexpected. But that was a very cool subversion of expectations. Good work!

Thank you!

Thank you!

The start is a bit slow, but more complexity is added fairly quickly. Overall though, yes, the goal is essentially going forward. The ending is pretty clear when you get there.

Sorry, just updated the page with controls. It's WASD to move.

Thanks! The chase did end up being harder than intended, we just didn't have enough time to balance it properly. But glad you enjoyed it!

I know, such a hassle...

Thanks!

Thanks!

This is the most fun I've had this jam, awesome job! It's kinda brutally hard, but I still finished the game because it's that good. There's a surprising amount of depth to this concept: how you play it totally depends on your shape, and then you have different strategies for the obstacles, avoid or speed bump or jump off the slanted sides (I spent several runs trying to avoid everything by jumping off the sides when I discovered you can do that. It didn't work, but it was fun).

I really like this game, so I'm gonna nitpick. Very often, a single hit would spin you out of control and get rid of all three lives. Also, you could get multiple hits on a single block or adjacent blocks. Either get rid of multiple lives, or make it so this doesn't happen, it's frustrating to have 1 mistake mean 3 lives lost. Also, the side to side acceleration was a lot for how fast you accelerated forwards. I got used to it, so I don't know if it needs to change, but it was frustrating at the start, so take that how you will. Lastly, I think this game needs to decide if it wants to include some path planning, or be entirely think on your feet. It kinda felt like it was alternating between the two depending on the level.

You did a great job with this, fantastic work!

Cool game! I really like the theming of the stereotypical tacks and yarn, the voice acting was great, and sfx also good. The little touches of animation were really nice, like the corner turning up as you move pieces of evidence around, and the paper going through the fax machine. Unforunately the actual gameplay was essentially guess and check, but that could easily be fixed with some more writing. But great work, and great attention to detail, especially for a jam game!

Cool game! I like the concept, but unfortunately most of the attacks were too quick to make decisions based on if they were real or not. Slowing them down, or adding some anticipation before they come out would help a lot. But the animations were cool, and the core of all the attacks and stages were well designed, just need a bit of tweaking. Good work!

Music was awesome, it fit perfectly. Graphics were awesome, I love chromatic aberration so that was cool. Impressive to make a randomly generating world for a game jam game, this is definitely the first I've seen that. Unfortunately, doing well felt like I just needed to get lucky with the generation. Maybe add in some logic to prevent complete dead ends, or give the player some ability to change the generation. But overall, great work!

Wow, incredible level design, way beyond jam expectations. These were some really quality puzzles, all focused around a really interesting mechanic. I had a couple nice aha moments! Fantastic job!

Wow, thank you! Humbled to be up there! I'm just gonna go play the rest of those games now...

Woah, the visual style of this game is absolutely amazing! All the effects were fantastic, and I love the dissolve effect at the end. Incredible job on the graphics. I also loved the vague mysterious story, abruptly cutting between the sections was very cool. Learning that green was bad then cutting back to the text was a very cool move that had me furiously thinking about what it could mean. I just wish I could dive into it more! I think the platforming could've been a little better fine tuned, the acceleration on the character was a lot. But overall this is a very cool game, and it deserves way more ratings! Fantastic job!

Glad you liked it! And thanks for the feedback. We did what we could, but that's kinda an inherent problem with invisible platforms in general, so that experience is totally valid.

I really enjoyed getting the guards to pelt each other with their own stones. Great work!

Glad you liked it, thanks for playing!

It's because the oil stuff at the top kills you, even if it's off screen. It was added at the last minute just for the visuals and wasn't tested, it'll be one of the first things to go post jam. But glad you liked it, thanks for playing!

This is a very interesting game. I really enjoyed going through the dialogue options trying to figure out all the best paths, and I eventually got the 5/5.  Great work!

Awesome game! I haven't seen anything else quite in this theme, it's very cool. I love the contrast between the game world and the office, the music shift is perfect. Great work!

Thanks for the feedback! You can sometimes get unlucky and open a rift directly on them, but we didn't have time to do anything about that. Thanks for playing!