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Drury

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A member registered Dec 10, 2015 · View creator page →

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cool game, gets a bit easy after 10km though

Gotta respect going with a one button game and pulling it off. I can imagine a full version with a shifting color palette as the seasons change, maybe it could make for a relaxing natural aesthetic type game?

Pretty fun, stuck with it till I got the surprise and it was nice.

Most of the bulbs I collected was going up rather than down and tbh mainly by accident, so having the character be more towards the bottom of the screen would have been useful.

The game is pretty much the full package otherwise, good job.

Ok that was actually really fun, kinda lost myself in the game there.

Definitely make this a proper game, in VR if possible.

I thought the shotgun was going to be better for killing enemies as a tradeoff for more ammo consumption, but it turned out to be too random for that. Physics-wise, if you slid at full speed for longer and then came to more of an abrupt stop, it'd be easier to judge how far a single pistol shot takes you.

Very cool game, super hard though.

There were actually 3 of us, but thanks for the feedback!

I actually think the awkward controls are what makes it shine. Reminds me of games like i.e. Flappy Bird, which seem really cheap and frustrating at first but you just can't stop trying.

Doesn't hurt that the concept is also quite unique.

Reminds me of the final level of the game Ruckingenur 2, can wholeheartedly recommend to anyone who liked this game:

http://www.zachtronics.com/ruckingenur-ii/

Good concept, well executed. Felt smug when I won despite failing at least 10 times to get there.

You made this game very epically (win)

I (me) enjoyed it a lot

Very unique (different)

Fun. Put it up on appstore.


Heh confusing games is my forte. I ought to work on that.

Also absolutely agree on the pressure. I noticed that right off the bat too, and intended there to be a mechanic where the islands start falling apart. It's actually half-implemented. But you know how it is...

Cool, that got me more in touch with the game's workings.

The ending is absolutely hilarious.

How do you beat the level where the platform is higher than you can get launched?

My issue with this jam isn't so much a lack of ideas, as it's having too many ideas and there's no chance for me to make them all happen.

So I'm gonna throw these out there to make it more interesting and hopefully reduce the amount of generic platformers:

Transport Tycoon where the water is sky and there's so much of it the whole map is islands. You get fun shit like blimps and cloudships or whatever, but trains and trucks are cool on the bigger islands.

A Worms-type artillery game where the islands are physics objects and you can toss them around with bazookas or ropes or whatever, split them in two, weigh them down and make them sink, that kinda shit.

You're an airplane with a hook attached to it, islands are once again physics objects and you try to use your rope to pull them together to form a runway to land on, the challenge of the game is not to crash.

You know how everything you place down in The Incredible Machine kinda floats in midair? With the right artpass, you can do a floating islands variation on the concept.

Your game has nothing to do with the theme but you pull a Cave Story. Expect an avalanche of theme points.

Make Bioshock Infinite 2. No questions asked.