On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Deepysingh800 Games

119
Posts
16
Topics
8
Followers
2
Following
A member registered Feb 18, 2020 · View creator page →

Creator of

Recent community posts

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!)

(1 edit)

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!)

(1 edit)

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!)

Nice and simple game! I like the use of dynamic lighting, and also how you kept each pixel in the art basically the same size. Besides having more boxes of different sizes and multiple boxes thrown at a time, differently shaped boxes, the truck moving to the other side for a few rounds, and the ability to make your worker to a small push to move boxes falling towards him a bit forward would be interesting additions also.

(1 edit)

Thanks! Appreciate it! (I really love your game too!) If you scroll down to my reply to the second comment in this comment section, you can learn the backstory of the enemies' character designs!

Thank you! Yeah throwing TriCarrots at the regular and chocolate enemies sure is fun! The "moon" (potatoes), "tree" (broccoli), and onion blocks aren't that random, as they're from the "veggie roulette" curse from a Lagic (the stationary top hat enemies that apply a random curse to you that you have to kill to cure yourself of), you'll know when you've been cursed when the light blue Roottow disappears in a puff of smoke! Veggie roulette makes your selector additionally cycle between different weirdly shaped, 1HP vegetables, messing with your placements!

Nice! And I can't believe how fast you responded!

(1 edit)

Does the game have large pixel dimensions? (Even if it doesn't I think you should still check the option to show the itch.io browser game full screen button too, that can usually help with problems like that!)

Really fun (and funny) game! The octopus bartender kinda reminds me of that one DLC in Octodad. Love the unique gameplay of gently moving wine glasses! The existence of achievements was an addition that surprised me, one of the few games this jam to have them! I can imagine future levels having bottles and more kinds of glasses that'll need adjusting (maybe a level could even involve tipping over a bottle to pour its contents into a shot glass?) 

Another feature for a future update that'll help would be the ability to move the arms up and down a bit for even more control over them!

The same thing has happened to me before too!

Thanks! Something's definitely not right with those rabbits!

Progress has never tasted so good!

Thanks Elmer Fudd lol

I doubt it cuz there's a glitch on itch that makes you post a single comment twice, and it's possible for it to happen without realizing it did

(1 edit)

Sorry my mistake. It has been almost a week since I've completed it.

(1 edit)

A very abstract, dreamlike aesthetic! Bonus points that it's fully 3D and has a good OST (I bet there's also a deeper meaning to this game too, especially with that name and how you never walk through any visible walls in this game, maybe it's referring to a metaphorical wall?) Also because of the aesthetic it's very easy to get lost in the mazes too (and I still don't know what's the deal with that sunflower man)

P. S. I swear was the second/thumbnail maze's music inspired by "My Ordinary Life"? Because it reminds me of it

Surprisingly fun for how basic it is! You're always in a battle with the tilting seesaw. Would need more work compared to the other entries in this jam to make it a more finished game because of how barebones it is, but the idea is there. Ideas for improvement include but aren't limited to:

  • A timer to time how long you've survived for (and a leaderboard, it can also include levels that require you to survive for a certain amount of time to accompany the endless mode).
  • Randomly shaped objects that spawn from above that try to weigh down your seesaw that you have to push off.
  • Jumping.
  • A main menu.
  • Graphics and audio.
  • Mobile support?

The kinda warning label/electronic device packaging sorta art style is really unique! I like the idea of the special jump items, I think they'll look cooler with a burst of that special jump's particle effect when you use them (also there's a glitch where you can clip into the wall/floor with the orange dash jump). Vince also isn't that volatile in this game, he's just an annoyed looking triangle using special jump, how about giving him more explosions? (like for example, every jump Vince does could cause a small explosion that can kill enemies that you can add too).

P. S. Did you have words about that options menu with Vince yet lol?

A really fun and polished little stacking game! I like how your final score gets calculated at the end (though a leaderboard is still needed), how the treasures look, and how this game tests how greedy you are once you reach the red line and start adding extra treasures! Other additional enhancements for the future could include more treasures of different shapes, as well as rare optional, extra valuable treasures with weirder shapes! You could also try experimenting with having the roof get higher once you reach a certain point above the red line (so that all the high-scores won't all average around the 25000G-27000G range and to add even more greedy gameplay!)

Definitely designed more for mobile! The art and animations are nice (found the secret main menu animation lol) but a sound for missing cats would be nice. The gameplay could use more variety, maybe the building can sometimes drop objects that take away a point when tapped (or disable you ability to save cats for a few seconds if you don't want to remove saved cats) so that you can't just spam tap with all your fingers near the bottom of the building to catch them all on mobile, or maybe smaller kittens that fall fast at weirder angles and remove a point if you miss them?

Chaotic! I like the yelling sound effect lmao

Wished there were more ways to cause havoc, and even though the graphics are good with a nice style, I still wish they were a little bit more consistent with each other. The game also ends very quickly once you know what you're doing, a very speedrun oriented game (my best was 12 but someone in the comments got 9), this is fine on its own but it'll be cool to see a post-jam version experiment with an endless mode with randomly generated parks, when the player causes the most havoc in one they can move to the next one (and gain a point in the form of a newspaper about their chaos!)

Cool concept, I like how the building collapses when you lose, and how this is one of the few games this jam with an upgrade system (unfortunately, the upgrade system doesn't work for me on both versions because they'd never save when I exit the fire station). The enemies spawn way too frequently and have too much health, I haven't even won a single mission because my water doesn't recharge fast enough to deal with both these cherry arsonists and their fires! (my loses still reward me with fire medals however, allowing me to discover that upgrades don't work for me).

You commented the same comment twice (I'm assuming it was from that itch glitch that still posts your comment when you click the button even though an unsaved changes pop-up prevents the page from reloading with the comment visually posted)

I replied to the first copy of this comment with the idea of this game

Barely? Even during my earlier days I averaged MORE than $5500-$6000 each day.

Humorous game! Has good graphics music, and a funny story. Gameplay-wise is lacking, it's just click on the green checkmark every day as much as you can, wish you at least had time to read the funny dialogue (however the only things I can think of to spice up gameplay currently is to sprinkle in three answer questions and questions without the checkmark and x visible occasionally).

Really cute NES styled game! Love the main character and all the hazards that slowly roll out! Could've used more sound effects (not just for collecting items or hazards doing things, but maybe even some NES sounding ocean/wave ambience if you don't want music during gameplay) and the score showing during gameplay, but other than that nice job!

I love the little metal footstep sounds the player makes! Too bad I didn't hear it much because I kept on jumping (thinking it'll make me faster), also love the music loop (even though it's a bit too short), and the frantic gameplay once I got the hang of it. I don't get why the jump is there, because their are no obstacles to jump over and I don't think it makes you go faster (and if it does, why not just add a sprint button? Or make the player move that speed by default since they'll always be moving their fastest everywhere anyway). I couldn't tell if each playthrough had a different lab, but if they didn't a post-jam version could try experimenting with that along with obstacles to jump over too. 

When I first started playing this game I thought it'll be endless, I was surprised to see that it would end when I saw my first green reactor not ask for any more mixtures. To increase replay value you can have an endless mode that can either time how long you can survive in a single lab, or can see how many labs you can complete (complementing randomly generating labs, after you turn all the reactors green in one lab in this endless mode you gain a point and move on to another random one!)

I'll check it out!

Wait how did you get through that small opening with the spikes on the bottom? I couldn't find a way because of their unfair hitbox and had to moon jump off the wall repeatedly to go over the wall. He should also probably change the default GDevelop platformer game example graphics if he wants to further develop this game into a more finished product too.

(1 edit)

Pretty cool gimmick, It encourages experimentation with the 2 values! This type of game can definitely benefit from secret level exits/collectables littering each level because of all the things you can do when you can control your own gravity and jump! (it'll be cool if in the future there could be enemies/hazards that can also be effected by the gravity slider too!) Problems include there being too many blind jumps, the meters resetting when you die, and the hitbox for the spikes being too big (try giving the spikes a triangle shaped hitbox), I couldn't even find a way to get past that part where you squeeze through that small gap with spikes on the bottom because of their hitboxes, so I just got the highest jump force and lowest gravity and did jumps off the tall wall until I went over it. I also couldn't help but notice that you used the default GDevelop stock platforming template/example game graphics too.

Edit: Oh yeah, the main menu just says "TITLE" instead of the name of the game, and you have to stretch the meaning of the word unstable a bit too much to try to make this game fit the theme for this jam.

Thanks! Happy you enjoyed it! As this is a score attack game, the difficulty was inspired by old arcade games!

Okay I'll check out your game :D

Yeah that could help, but then I would've needed two separate leaderboards (also even though you can kill multiple enemies while on mobile, the PC version allows you to right-click which has its own uses, I also play the majority of this game on my laptop too). A tip for both versions involves allowing a regular enemy to begin eating a TriCarrot (that's preferably not apart of your pyramid) and spam clicking them (as enemies that eat lose their after-hit invincibility frames while eating! If you're fast enough you can even do it before they get a single bite out of your TriCarrot!)

You have to try to build up the tallest pyramid you can using the triangular TriCarrots (click/tap and hold to spawn them in, stack them up in a Triforce-like pattern like the pyramids in the screenshots) while defending it from ravenous enemies (read the FRIABBIT TYPES section of the game page's description for more info on each enemy, also read everything above that section for more info on the game and its controls).

(1 edit)

Very fun even on PC (even though it felt like it plays better on mobile). Destroying the buildings with a barrage of self-launch attacks is super satisfying, and the rubble acting as an obstacle so you have to balance how chaotic you want to be is a neat touch! The graphics could use some work (if you want to keep the same art style try adding more varieties of building block, buttons that look a bit more like the rest of the game, and some background and sky decorations to start) and the sound for flinging that little destroyer could either have random speeds given to it or be change entirely to a lower pitched sound.

(1 edit)

I like how the floor starts the break apart later in the level, and the dash is satisfying when you don't fall down a hole (it could be even more satisfying if the demon pointed his horns forward and broke any falling planks in his way into pieces imo), the final calculation for the score at the end is a nice touch too! If you want to have just the one level, then the game could've benefited from an additional endless mode that counts how long you survive for!

This game definitely lives up to its name! I like how cool the menus look with that glitchy effect! The gameplay has potential, but I found that it felt a bit too floaty for me, and it seems weirdly random whenever the box will either kill you or just disappear when touched. When I first used a portal I just assumed it reset your progress so I avoided them, but then I read the game's persuasive essay sounding description and found out portals were suppose to transport me later into the game for a short amount of time and then back, which sounds cool but they don't do that (I assumed that isn't suppose to be glitched?)

The score is also very inconsistent, one time it stays at 0 or -2 when you die, other times it keeps on increasing even after you die!

Agreed! But when I first played this back when I was the first vote I found a way to get past the flashing background and fully complete the game, somewhere in the level there is a code that you can find that you need to input when you get to the flashing background part (it might be "91303" if I remember correctly). You are then brought to a fun physics-y boss fight where you launch balls and dodge balls, after that fight you then win the game.

(I thought I left a comment here but I guess I was too shocked by this super surreal experience!)