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Deepysingh800 Games

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

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GG

Thanks! You too :D

Completed it, GG! Loved the funny dialogue and occasional animations on the TV, though I thought each question would be randomly chosen at first. I also liked the remote settings/next question buttons.

I like the unusual inspiration behind this game lmao. The gameplay feels just as chaotically fun as that one scene from the movie! The hitboxes for the platform and items seem to be buggy/oversized, and the items could be a bit bigger too. Imagine if there were more objects for both sides with different shapes and sizes?

The graphics are nice and I like the idea (however I muted the game because I found the turning sound annoying and too high-pitch, I think I even had a glitch happen where the sound would loop and keep on stacking without stopping). In practice I found it too hard to control as I would always either turn and crash face-first into a wall, or I would always need to spin around to get the correct angle, never being able to do a turn without one of these happening. Maybe you can try experimenting with a bigger track (or even the ability to go off-road?), or maybe even another gamemode with an open space and gameplay similar to Mario Kart's balloon battle?

P. S. I like your explanation for the controls in another comment's reply!

Yeah a practice/free mode would be fun!

Yes the rest of the level is semi-randomly generated after the first 4 platforms, but from a lot of play testing I made sure every platform is crossable (even the super long gaps) if you are good at conserving your ammo and arm length (you can shoot downwards to push yourself upwards with the recoil, your gun hand is also your main movement tool too. Your grabbing arm gets shorter the more you climb with it unless you find uncommon hand pickups!)

At first I thought I got stuck, then I quickly found out you can jump off walls (should've explained that since it seems to be a main mechanic!) I like how different this platformer feels because of the removed ability to go left! I also feel like the checkpoints are distributed pretty evenly. Disappointed there's no ending with the house/warlock (and on that note, the viking doesn't really look like a viking), and how the music doesn't really fit. The deaths could've been faster (and since you leave a skull behind you could've easily respawned instantly), and a few parts of the level felt a bit samey.

Finished it a few times. Very short (but sweet!) I liked the precision challenges (though I found that some later levels were easier than some of the ones that came before them), wished the portals were used more! It also would've been nice to see more consistency with the thickness of each line on the objects and other sprites since the game is already pretty simple graphically. I found a glitch where if you're quick enough when starting the game, because the music takes a bit to start (and because the song restarts every time you complete a level, which should be fixed) you can have it play twice.

Got confused at first until I read your comment! Cool breakout-like game, I like how the large blocks, small play area, and other objects makes it different from similar games. I was a little disappointed in the Super Saiyan power-up, as it just increases speed, maybe it also should've made the ball break the grey blocks in one hit, add more score per block break, or even allow the ball to break the metal blocks? I've encountered a lot of weird glitches while playing, one time when level 2 was started the game spawned 2 balls, another time I died but instead of respawning (I had 2 lives left) the game softlocked itself, and many times the live display would show an incorrect amount of lives.

(It took me a bit to realize the Discord ping sound was from the song lol, was that intentional?)

A Nice and simple reaction-based game, with good pixel art too! I think each game should start a bit faster/more randomer, as each game is pretty quick already once you get past the same slow 5 points (especially since you can just hold down the left arrow key, making the first 5 points essentially a waste of time once you find this out). It would've been pretty funny if sometimes the woodchucks would throw fake-outs from time to time (which could either be clumps of dirt or even other woodchucks), and other fake-outs could have them wait a bit before throwing.

Very simple but original game! I feel like rolling snowballs should have been done with just a single left click, because sometimes throwing snowballs wouldn't work because the game thought I was going to double click (you could've even made it so the longer you held it the bigger the snowball would get!) The music got annoying quickly, however I get what you were going for with it, since the short loop matched with every second increment. You could've found a full song that instead had either its BPM or a single percussion instrument in it match the seconds instead.

(I also found a glitch where if you roll multiple snowballs, throwing one causes all the others to go in the same direction instead of staying put).

Love the chill vibe! Those side bars with the tools, pixie artwork, and instructions remind me of both old arcade and flash games! (For some reason I thought those decorative vines at the top did something, like you had to stop the flowers from growing to them). Who filled the watering can with soap? It's spraying bubbles instead of water lol.

For a post-jam update, it'll be cool for two endless modes to be added, one could be the one that's already there (could be renamed to free mode), and another where time could be earned back (by maybe either surpassing certain point thresholds or by growing or collecting time bonus power-ups, these power-ups could even be carried by either more pixies or by pollinators). Another idea could of course be more flowers, but maybe even point/time sucking weeds that you have to either let die by not clipping them, or clip them before they grow fully! (Also an endscreen could be added, maybe an image of the pixie holding a bouquet or something?)

Even in the updated gd.games version there's no lose screen, no sound, and the blue button doesn't disappear when it dies (also if the buttons don't like being clicked shouldn't the crates be mouse cursors instead?) Other than that it's a basic avoider/catcher game, but cool that it has online and offline multiplayer!

I love how the whole game revolves around watching the patterns of the moving platforms because you can't jump (and I also like how you used both the left and right sides of the level to hide the buttons in!) The glitch where you clip through the small gap between the ground and the platforms is annoying though.

Future improvements could include better graphics, and more levels with more mechanics!

Gave it a try. Doesn't crash this time! Still didn't find the boss :( (and is the game supposed to abruptly end/send you back to the main menu after you kick down a door in the white area? Did I escape?)

At first I thought you had to stop Goober from taking your cookies by shooting them lol! Great game, love how you have to start reacting faster when the puppy dog eyed Goober appears to rush your cookie production! This feature helps a little bit with the repetitiveness.

(Don't know why the cursor kinda looks like a gun crosshair (like those super simplified ones you see in some games), probably should have made it a glove hand pointing or something, since you are pressing the buttons and not shooting them?)

Really satisfying when the various objects start to stick to the meteor! I feel that the meteor is a bit too slow/unresponsive (especially when changing directions), this plus a very limited view of the map makes it feel unfair every time either an object dodges you from an impossible range (could be fixed with a more zoomed out camera), or when you do get to an object but it unsatisfyingly grazes you while touching without sticking (could be fixed with bigger hitboxes).

There are 3 glitches I found while playing, one where the results music will play over the ingame music when you click on replay, another where after the camera zooms out near the end an object will go through you instead of sticking to you, and another where the game would say my final score was 0 when it wasn't.

Looks cool! Love the 2D graphics, and how they're also combined with basic 3D graphics like old PC games! I don't understand the point of the splitting paths since they all mostly feel the same (and they don't indicate their differences either) or what the skull in the top left corner does.

(Also for me the game crashed a bit after I went through a middle wall almost without any ammo left)

Thank you! Yeah some more particles besides those white pixel ones I added for everything at the last second wouldn't hurt.

Love the Game & Watch (and personal) inspiration behind this! The power-ups are nice too (cool how some have visual drawbacks, but they fall down too smoothly, and most of the time you feel like you have to sacrifice a troop to get one because of this too!) The game also needs more troops falling, even later in the game it still didn't feel hard enough (also I get why you chose the shift keys as the two buttons to make it feel more like the handheld, but I got that sticky key pop-up while playing lmao).

The graphics are really nice, love all the pinks! It's also very impressive how much you got done in the time (tutorial, cutscene, etc.)

Even though I like how this game is basically a diet Papers, Please that's more arcade like, it won't work well with a full release because it'll be way too similar to Papers, Please (unless you change a lot about its core) imo.

I did tell it in the game, when you first start the game on the ground there are a few lines of text, and one of them says "Shoot downwards to blast upwards!". The player should at least try shooting downwards because of this...

I didn't get it at first, but when I did I found it pretty unique! I like how each side gets more trash combos as the game progresses! (I also like how the main menu explains what each icon means). It sorta annoys me how the bag is off-centered, the tutorial could've better explained the specificity of each trash combo matching each sawblades' combo, and maybe a sound for each side getting a new combo could be cool too!

The controls are smooth, and it's weirdly cool how you can stretch the camera to take up the full map like that. The game itself however is pretty empty, all you do is spear fish in order to throw more spears to spear more fish, there's nothing keeping track of your score, and no way to lose. It needs those things (and more) to feel more like a game and less like a barebones test.

(There's also a glitch where the fish just hug the wall, unless it's not a glitch and the fish are just cowering in fear from the bloodthirsty Fin?)

Feels like something you'd see in WarioWare (like those boss microgames?) Pretty fun keeping track of both cats, and it looked like you had fun with those cameras!

The meter emptying doesn't do anything, so you can win by basically doing nothing (it's also not really a rhythm game since the jumps and hedgehogs spawning in aren't in beat with the music). The target also confused me since the jumps would still sometimes work off of it, making it harder for me to get that I had to click on it now, and the game also needs sound effects too.

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I feel like I'm gonna see a lot of games in this jam with movement that reminds me of King of Thieves lol! 

Nice game! Could use more polish and levels (and the glitch that stacks two songs from the stock music king being fixed too)

Maybe I'll make the camera scroll faster or with the player in a post-jam update, but even in the game's current version the camera scrolls faster the higher you go!

Thank you! If I make the camera move with the player, I'm gonna also have to make the spawning better so you wont outrun it lol

You're not suppose to go to every platform with JUST the open hand, you're supposed to mainly shoot downwards to blast yourself upwards with the recoil to them (and if you read more of the controls, you'll know that your arm length gets SHORTER the more you use the open hand without getting hand pickups, so you have to balance how much you use both hands!)

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Thanks! You're not supposed to use the open hand to reach to EVERY platform, it's more of a back-up/second tool. You're expected to mainly shoot downwards to launch yourself to other platforms ("Shoot downwards to blast upwards!"). The more you use the open hand, the shorter it gets (until you find some hand pickups to extend it!)

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Surprised I forgot to comment! Been using this tool for years because it's probably the best and most easy-to-use chiptune sound maker freely available. What makes it even better is something I found out about this tool a few years ago, it's made by the same creators of Haunt the House and Snipperclips, the Super Flash Brothers! Loved both those games, they're very original!

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100% it! Really high quality educational strategy game, it blends its gameplay and facts in a really satisfying way! I learned a lot about the history of the water supply system in Grudziądz from reading each completed projects' pop-up text! A few small critiques I have include:

  • The impossible mode is way too RNG dependent, you can be strategic and do everything right, but lose just due to either poor population placements, card draws, quests, or a bit of everything!
  • The "I don't feel so well" achievement should have specified it had to be done on Normal mode or above, I thought it was glitched the 2 times I tried getting it on easy mode (I thought me putting a well in my warehouse was the reason why it didn't work on my first try).
  • Dragging water carts/wagons should be faster, since most of the game (especially on harder difficulties) involves rapidly dragging over every house with those units until you see a green number next to your influence (they should fall faster when you drop them for example).

(P.S. Bonus tip for anyone else reading this trying to get all the achievements, the construction of the well project is NOT mandatory, I just let the well schematic sit untouched in my deck for my whole normal mode playthrough while going for the well achievement!)


GG

Kinda satisfying idea, I love crashing into the structures at the start of levels and seeing all the floating blocks fall down, and every level having their own music with each song being indicated is a nice touch (unfortunately a glitch made it so only the first level's song played for me). I don't like how long every level takes, all because you have to precisely aim your bear to clean up the leftovers tediously after your first impact, I have a few solutions to this:

  • Make it so you have to destroy less blocks to move on to the next level.
  • Make blocks be destroyed if the bear hits them hard enough instead of only being destroying on the ground.
  • Change the grey blocks that make up the structure to another kind of block that's still stationary in mid-air but gets destroyed if the bear hits them hard enough.

Of course the game is also lacking in sound effects (like sounds for launching the bear, hitting blocks, destroying blocks, hitting the ground, etc.), as well as graphics too (There's some potential for the game to look good too, you could not only add animations for the bear, but you could also add particle effects for blocks being destroyed, particle effects for the bear landing, a background, and designs for each block, you can even add aesthetical variations to the regular blocks like crate, beehive, berry bush, etc. looks for them). Lastly I'd like to talk about the camera, and how when you're on the ground half the screen is taken up by the emptiness below even though the entire height of the map can fit on the screen. You can fix this by centering the camera on the map so that there's no emptiness above or below the screen, and by only changing the camera's x position according to where the bear is (and also adding limits on how far the camera can go on the x axis in both directions, removing the emptiness on both sides of the screen).

(Voted a few days ago!)

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I beat all 5 levels! This is a really intriguing and abstract puzzle platformer! I like how you have to plan how to use the lions to help make the fastest route possible to every coin and the flag at the end, with nearly endless ways to do so! (Shoutout to the golden lions, easily the best ones, there wasn't a level I didn't use them on). Love the catchy music, that Woodblock Space goes hard! If you were to add more levels in the future (you can add more lions by adding arrows to the sides of the card selector menu), new lion idea examples include: 

  • Purple lions that teleport you downwards.
  • Dark blue lions that increase your jump height but decrease your speed.
  • Teal (or light blue) lions that increase your speed until you jump once (with said jump being a super jump).
  • Maroon lions that move when touched, moving in the opposite direction they were touched in (while floating or falling slower).
  • Hot pink (or red pink/carmine) lions that bounce the player away from them when touched like a pinball bumper!

Glitches I found include the lions being able to be dragged under the ground, the golden lions falling off or clipping into each other sometimes when they bounce while stacked, and the golden lions clipping me under platforms when they land on me.

(Voted a few days ago!)

So sorta like a wave based Magic Survival/Vampire Survivors. The enemies' looks and animations are well done, and I like the idea of extra risk involved when getting certain perks. The game doesn't explain what the book, brain, or explosion symbols are suppose to represent anywhere. You can also try experimenting with movement more, so instead of just super basic move controls, you can try add dodges, sprints and meters, teleportation dodges, etc. in this game mainly centered around how you move.

Very fun and polished game! Love how you have to keep the bar balanced by throwing bodies, and how the upgrades are drinks that have random positives and negatives! Lots of enemy variety too! My only complaint is that the drinks that buff/nerf weight don't seem to have much effect during gameplay (and regen buffs/nerfs also don't do much too), and therefore the tipping of the bar isn't that big of a concern while playing. Feature suggestions include a bigger, heavier enemy variety that has a ground pound attack to mess with the weight even more, throwable objects doing damage when thrown, objects in the bar to add weight and throw at enemies or out the window (maybe you could even buy more?), and different specials that you can buy (like imagine one where you throw a heavy bomb? Or one where you throw an enemy distracting ragdoll?)

(Voted yesterday!)

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Interesting bridge building game. I like how it feels like the car is going on a long trip with the good variety of backgrounds (just wished each background had a different layout of holes to build over). Since the game still allowed you to place block while the car is move, I just waited until it got on my bridge then spam click blocks behind and under it to create a kind of wave to push it to the other side lol. It's cool to view all your stats at the end of a level and sometimes be given a choice to modify them or not, but I don't really see much of an effect of doing so, also the car moves too slowly (and I never understood that mechanic that supposedly made it go faster). I also found a glitch that made it so every time you click on the launch button when you start a new level, it erases your bridge instead and only works when you click on it a second time (also it would've been cool to have a level counter too).

(Voted yesterday!)