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DirtyOnion

32
Posts
17
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A member registered Jun 30, 2023 · View creator page →

Creator of

Recent community posts

(1 edit)

I don't use discord much and I don't think there's enough demand for a dedicated server so for now I'll just post updates here.

EDIT: I've changed my mind and made a discord server. Linked in game description. I'll still post updates here though.

The spider idea sounds pretty cool actually. The movement might be a bit too complex for the game, I'll see. I've got some wild ideas for some new threats, stay tuned...

I've gotten a few complaints about the ball, and I totally agree. If I ever update the game I'll make the ball more visible.

I'm glad you enjoyed! About the fireballs - they do follow a set pattern when spawning (if one fireball is shot, move to dodge it, if two are shot then stand still). Some players realized that, a lot didn't, so I definitely should've conveyed it better.

Thanks! The memory issue is mostly a symptom of my philosophy of making the machine intimidating. My main priority was to make it scary, not necessarily fair, and that ends up making the final sections a test of memory and timing instead of reaction. I do agree though, the attacks could've be more forgiving.

I liked the bullet hell-esque gameplay and the idea of random buffs/nerfs you can pick up, but they didn't seem to affect gameplay much. Solid gameplay at its core, but can do with some fleshing out.

Movement was a bit slippery, but I really enjoyed the sound and visual style! The shrinking and growing makes for some good puzzles, but it's a bit buggy at times.

Very nice puzzles, you get a lot of mileage out of a simple mechanic! The visuals could be improved, and the jump is a bit heavy, but very enjoyable regardless!

I couldn't figure out how to do anything besides moving some boxes around. Is there something I'm missing?

One of the most enjoyable games I've played in this jam. I really like the active parts of the turn based attacks, like jumping to dodge and pressing space to attack multiple times. The style is nice, but the text is very hard to read.

Spider level is too hard compared to the rest of the game, the time limit is overly strict. I feel like you size up too fast, you go from a frog straight to an alien thing. Besides that the game was pretty fun!

Upgrades didn't seem to noticeably impact my income, and the enemy's income grew absurdly fast. Eventually I figured out there's a debug button that gives you free money which I used it to win. I like the game and the concept, but it could've used a bit more tweaking.

Very enjoyable and nice aesthetics, though there's not too much strategy as shrinking the enemy body and growing your own seems to always be the best option. 

I like the low poly style, and the movement is pretty fun once you get used to it. I really liked swinging on the rope vines, the mushroom jumps were pretty satisfying.

I like the biblical theming, and crushing enemies with bricks is fun. The waves are a little slow though (at least in the parts I played) and a lot of the time there's just no enemies on screen. "Bricked up" is such a great title btw.

Nice take on the theme, awesome title

Thanks! I spent a lot of time trying to make the Machine intimidating and it's nice to see it pay off!

Great atmosphere, and I like the visuals and camera system. Reminds me of the original Resident Evil games.

Nice art and mechanics. I think the flower loses water too quickly and it makes it hard to explore the level because it's never far from dying. Besides that I enjoyed the game.

One hit kills feel pretty punishing, especially with how it resets your progress. I like how the fish just jumpscares you though, that's cool. Artstyle is nice but the map is hard to naviate. Good game though!

Good humor, and I like the eating mechanic. Movement feels a bit slippery though, like you're moving on ice.

Fun mechanic, but it was kinda buggy. I got softlocked a lot when crates disappeared or trapped me beneath them.

The character select screen is pretty funny, though I don't see how the character stats affect anything. Good game though, I like the style.

Thank you, I'm glad you enjoyed it! Yeah the final section is pretty hard (maybe a bit too hard), but a lot of it comes down to memorizing attack patterns opposed to reaction time.

Hey thanks for playing! Yeah the map system is pretty barebones, I threw together something for the demo so I'll definitely improve it later. I'm guessing lack of detail was your main issue? And the healing thing is intentional, I think it makes healing a bit more strategic.

Unfortunately the Hacker difficulty isn't that much harder, it's not just a you thing. It just makes the player more aggressive and slightly higher chances to dodge and heal successfully. The naming scheme was mainly a parody of those "Noob vs Pro vs Hacker" videos that plague Youtube. I'm glad you had fun with it, the game was a blast to make!

Thank you, I'm so glad people liked it! I spent a lot of time thinking about what moves I could give each boss without making them feel "samey," and I'm really happy with how they turned out.

I'm happy you enjoyed it! Originally I was planning on making 5 bosses, but I soon realized that 5 is crazy high for 2 days, so I settled on 3. I'll be honest though, it wasn't easy, and I pulled an all-nighter on the last day to make it work.

I'll be honest, I wasn't a fan of this game. Level 1 was very buggy,  since I couldn't even place towers even though I had enough gold. Enemies feel samey and uninteresting, and it's very easy to just spam towers and win since enemies seemingly can't destroy them.

Unique idea! The artwork was good as well. I never actually looked at any of the cameras though, I couldn't find them with the low render distance. I managed to win by playing the foxy hum sound then sprinting into his office, even though his panic level was pretty low. Overall an interesting idea, but a bit limited in practice.

Fun game! I liked how you had to strategize in the later levels depending on your kit, it was very enjoyable.