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DrDre3k

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A member registered Apr 02, 2020 · View creator page →

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This was a unique game. I really liked how it focused around the Dr. Mario and Resident Evil 4 styled spell inventory. I would’ve liked some symbols on the pieces to get a better sense of what they were for. It would also be cool if the space could change size depending on the level, or perhaps even the opponent changes the shape of the spell area instead of attacking you directly? As for difficulty and tutorial, I think if the early game were more focused around using the elemental pieces in a relatively low stakes environment, kinda like the early parts of Pokemon games, that would really help with learning and progression. Good job overall.

Did some fun stuff in the park, hung out with family, then died so malnourished. Good times.

I think the speed was overall too fast, at least in the intro. Couldn’t keep up with the text on screen. The writing was pretty comedic so I liked that. While I would’ve liked some more explanation on what to do or what was going on, that doesn’t seem quite in the spirit of the (potentially) goofy adventure.

Overall I think it was a fun romp!

I wasn’t too sure what to expect that I failed immediately! The following attempts were far better though. I liked how in between some rounds the items were linked. I was also unsure on picking up the wrench because I thought “oh man that’s a lot of negatives” and it wasn’t until I got egg shells that I realized “wait, I can just remove them!”. This was great with all the interlocking mechanics. Sometimes the luck of the draw gets you an underperforming build (or it’s just me underperforming) but I thought it was mostly in your control. I think this would be great for a tablet or phone. Awesome job!

An overall nice adventure. Really felt the Metroid and MegaMan vibes here. The gravity mechanic really helped to make the levels stand out more and give different ways to approach bits of the levels. I didn’t really use the dash though. That might just be from the current levels. I like having the option, especially when combining with the gravity. Good job.

The movement was pretty unique for the platformer, but I totally did not expect those “I wanna be the guy” styled spikes. Getting around after that was pretty hard because of the ants “guarding” the sides of the platform. I couldn’t get much further, but I like the silly premise. It reminds me of Splatoon’s style feud in the first game. I think more focus on the rolling cotton could’ve been even nicer.

I got some strong Battle Network vibes. No idea who the characters are or how that impacts gameplay. My main thing is that the background felt far too noisy for what was going on. Everything seemed bright and “in my face” that I wasn’t sure where to focus? I know the action was going on in the field, but it felt like I couldn’t put my attention there. This was even more apparent in between rounds where I couldn’t even read the text depending on the background’s state. Perhaps just a background tint where the text is could help? Overall I think it was fairly fun, just hard to read.

I found the UI confusing at first. I didn’t really get what to do or why I couldn’t place any blocks. Once I got the hang of it it made more sense. I think having some of the buttons on screen at first might help to know what to do. Nice job.

This was really nice and felt super stylish. I especially liked how you’d have different colors on restarts. It was really nice early on and started getting harder somewhat reasonably. I feel like having more unique level names than just “number” would also lend to unintrusive and even funny hints to help encourage players to keep going into the later levels. Great work!

This was really adorable. I didn’t really feel like I understood the people or the world, but that’s understandable for a such a short game. I did take a quick glance at your page and socials, and looks like there’s a much larger world already too. That’s really cool! The visuals were amazing, and I especially loved the animated comic book style ending! I would’ve loved to have something like that for the intro too. Everything else felt like it worked well together, from the map and art to the dialogue and sound. Great job!

Overall a nice and classic style shmup! I’m not very good at them, but I have a real soft spot for them. Different attack types are the coolest part, so I would like to see a few more.

This really gave me vibes of those classic point and click or Oregon Trail style games. It was nice, but I felt like there were too few events. I played at a very low difficulty though, so its possible there’s more events at higher difficulties or I just got really unlucky. I also would’ve liked some flavor text from the other pirates on the islands. That’s something I really liked about those older games. Good job overall!

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This was really cute. Took me a first try to get what was happening, but then it felt nice to chain crops together. I really like how the audio didn’t scale out of control on the combos but still felt really satisfying. As for feature ideas, something I found interesting in another game I played was having new neighboring areas, in this case another plot, and your new crops could still interact with the older crops. This would be cooler with different seasons and seasonal crops, but that’s just me thinking!

This felt a lot more like Picross or Sudoku than it did Minesweeper. At least I would have expected to get more immediate feedback as in Minesweeper. A cool and colorful game even if really hard. Good job!

I really liked the push-pull of inflating the enemies and making them more dangerous in the process. The visuals are spot on too!

This is sooo polished, and I just love that it’s a contamination of last year’s jam entry! I’ll hope to see another followup entry next year (but no pressure)!

I always love seeing a cute bnnuy game! The level design was really good, and overall it reminded me of the classic Elephant flash games! Good stuff!

Seeing moles is a pleasant surprise, and with such a unique theme too. Good job coming up with something so creative!

Cute game, and I love how it makes use of building a snowman~

This was super unique! Pretty tough to grasp, at least when you’re tone deaf like me. But I liked it nonetheless. Props for the themeing too.

This looks like a good start of a game, shame I didn’t know what to do. Hopefully it’s a good foundation to add to later!

We must protect Gus from the daily grind! A really wholesome sim/pet like game!

A neat take on the Sim like where your scope of control is very specific. Good job!

It really reminded me of Super Mario Land and its ilk. It was also really nice to go through the whole game, with a good ending. Nice job!

This was really cool, having to fight on multiple fronts. The UI in the bottom right was really helpful, but it was so hard to read! I couldn’t tell which dots were me, and sometimes I couldn’t even see it depending on the background.

Really nice way of using Hilbert’s Hotel as a concept that fit in perfectly with the theme. Good job!

Always nice to see an adorable main character, and in a neat puzzle game too!

That was a nice and short puzzle game. Good job!

Really nice style, from the visuals to the dialogue.

Really stylish and reminded me of the Lego Mars Mission game Crystal Alien Conflict. I loved that game back in the day.

This kind of reminds me of the Sokpop art style, would’ve been nice to see more of that.

It would have been nice to see that lovely art in a more varied arena, but overall it’s pretty cute for a survivor like game.

It was really nice to see chains build up, and in a way that didn’t use the typical conveyor belts. Good job!

For being a puzzle game, I found the mechanics to be pretty easy to pick up. Good job!

I really liked how you couldn’t just build all the way up and needed a solid foundation to do so. I also liked how the difficulty scaled with how far up you went instead of how long you spent, that made it manageable.

This was a neat game of balancing different things at once, ammo, positioning, economy. Nice job.

That was a really creative spin on scaling, and a pretty fast paced action game. It could fit right at home in a Mario Party I feel.

The art style reminds me of Kirby’s Dreamland 3! Props for making such an intense systems based game in such a cute way.

I reaally loved that you could merge the tamtoys. I would’ve loved it if there was some variety in the tams, even if just aesthetic. It also really reminded me of those old Cubes you could put next to each other to get the little guys to do different activities. Nice job!

I’m always a fan of games with a hand drawn aesthetic. Reminds me of flash games like Line Rider and Fancy Pants. Pacing is a bit tough, but it feels really nice when you thread the needle. Good job.