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ElCactuus

46
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3
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A member registered Jul 18, 2022 · View creator page →

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A unique take on an eat-to-grow game. Completely ridiculous in the best way possible, with a relaxed and somehow simultaneously chaotic atmosphere. Very fun to play.

A fun concept with a nice atmosphere. It was quite difficult to get the scale of the scales to scale to the scale of the other scales, and adding time when completing a scale so the game lasts longer could be a good improvement. However, the gameplay loop is quite enjoyable and the art and music fits the setting very well.

An interesting use of the theme and a unique concept for a game. Letting the ball get bigger to break the harder blocks while stopping it from getting too big was very engaging and a good challenge. The game is also very polished and only had a couple of small problems. One of these was that sometimes the ball would start bouncing completely vertically between the paddle and a bush, meaning I had to either move out of the way and let the ball go off the bottom of the screen, or shoot it fast enough that it kept growing without breaking the paddle somehow, so the larger collider made it flick to the side. However, the rest of the time the game was very fun and the art and sound are great.

A unique take on a player-scaling puzzle-platformer that is surprisingly polished. The game has an artstyle that is simple in an aesthetically pleasing way, and the music fits the feeling of the game. The amount of small detail, like the rolling animation or the paint splatter on impact is fairly uncommon in jam games. I did find the game to be quite difficult, especially in the last level, as the required order of actions was somewhat unclear, and the way that the springs detect collisions made the final climb slightly frustrating. However, for the most part the game was fun to play, and had some very interesting concepts.

A fun little game with a consistent atmosphere. It was very enjoyable to build the village and make it look nice, and the art and music made it a very relaxing experience. There was a bug where I couldn't place decorations anywhere after switching sometimes, and I would have to switch to something else and keep my cursor in a valid placement area while moving it to the menu. Overall, a very good game.

An interesting idea with a lot of polish. Following multi-level recipes to create a single product is challenging, but in a good way. The art and music are very detailed and fit the magical potion-making feel. The tile in the bottom left would often land upside down, making it impossible to see the image, and sometimes the vials and potions would spawn behind something or stacked, meaning I needed to quickly switch to and from the book to see them. However, as a whole this is a very enjoyable and well made game.

An interesting idea with satisfying gameplay. Finding the correct order of cards to achieve the intended result felt very good, and the status bars are very helpful for figuring out the required steps. I did end up restarting the final level a few times because I had forgotten what the required planets were, so a button to view the dialogue again or some kind of checklist on screen would be nice. Overall though, this was very fun to play and 

A fun concept with a good gameplay loop. The combination of attacking in the movement direction and fast moving enemies you can't outrun resulted in quite a few deaths that felt very unfair, and the health drops seemed to entirely stop spawning after the 1st sword upgrade (not sure if this is a bug or intended difficulty increase). However, the artstyle and sound was very good and the urge to play "just one more run" to try to get further was enough to keep me playing for a while.

An interesting and unique game. Managing the drills fuel while also trying to collect gold was a very engaging gameplay loop, and I kept playing long after the "You win" message, to see how far I could get. Upgrading the engine made the game immediately more difficult, and I stayed on the lowest speed for most of the game. Overall, quite a fun and creative idea.

A unique twist on a player scaling puzzle platformer. The other games I've seen use a similar concept all scale the player uniformly, so changing the individual axis makes this stand out. The block physics were quite difficult to work with, as they would be pushed very forcefully and seemingly clip on the tiles. However, the overall game was very interesting, and the puzzles were challenging but not frustrating.

A very unique idea and fun to play. Increasing the enemies attack range makes the game less about shooting and more about dodging and positioning. The difficulty was also very good, as I felt like I only ever died due to my own miscalculations.

A short but unique concept. Singing a tune to interact with something is a mechanic I haven't seen a lot, and the story is also quite interesting.

A unique and challenging concept. It took me a few minutes of experimenting to figure out how the mechanic worked, but once I did, it was fun to put it into practice with the more complex shapes. I wasn't able to get more than about 98% on any shapes, due to the marker precision needed, but overall a very interesting game.

A very unique concept with an interesting style. Rather simple but still engaging gameplay, and the art style and music fit the intended feeling very well.

An interesting concept with a fun style. Some puzzle solutions were quite difficult to perform (mainly the lasers), and I experienced the same bug some others have mentioned involving Spacebar triggering the reset button. However, it was fun to figure out the solutions, and the art style and music created a very cool retro game feel.

An interesting idea with a very fun gameplay loop. The game starts out very difficult, as the constant movement and random asteroid spawning result in A LOT of collisions, but as you build the ship more it gets a lot easier. It was quite satisfying to go from dodging and weaving through asteroids to blasting everything around me with a barrage of missiles. The art was very nice and the music and sound effects resulted in a fitting "Space" feel.

An interesting mashup of ideas. Tower-defence meets Resource-management meets FPS is a fun combination. The game was fairly easy to beat by simply placing 2 turrets around the drill and moving on, and some of the upgrades (possibly bug?) were contradictory and resulted in a purely beneficial outcome, such as turret damage +10% turret damage -5%. However, it was still quite enjoyable and the art, music and setting were very cool.

An interesting concept with a fun gameplay loop. Nice art and music, and a good UI. It was a little frustrating to spend all my AP trying to get one of the resources from a dragon, only to repeatedly get the other resource, but once I got the card to harvest both, it became a lot less tedious. Overall, I enjoyed the game a lot and was a bit sad when it ended.

A simple idea with a fun aesthetic. Puzzles were not too hard, but also not immediately obvious.  Art and music is nice, and the robot sounds were very cute.

Very interesting game with a unique concept. Changing the size of object is something I have seen in several other Jam games, but transferring size between objects is not. The puzzles were very well designed, and I only really got a bit stuck on one near the end. The game looks and sounds amazing, and getting the collectables throughout the levels was fun. There were a couple of places I ended up stuck in a wall or under an object, but it was easily avoidable by standing somewhere different. Overall a very fun and well made game.

A challenging but fun game, with an interesting idea. After many attempts, I couldn't get past the second boss, so I don't know how much more of the game there is, but what I did play was very enjoyable. The art and music(especially the second boss) were great.

A relaxing little game with an interesting idea. The scaling system was a bit confusing at first, but after I figured it out it was quite fun. The game is rather short currently (understandable due to Jam time limit), but with more content it would easily be something to sit and play for hours. Overall a very solid concept with a charming art style.

A very cool lil guy with a lot of cool lil guys. The puzzles were tricky but not frustrating, and the idea of feeding your friends to grow and shrink them was interesting. The music stopped after a couple of levels but otherwise a really fun atmosphere.

A very unique and interesting idea. The gameplay is extremely simple, but in this case that's a good thing. I could simply listen to the narration, which prompted me to think about the message of the whole thing. Overall, a short and simple, but also meaningful and thought-provoking experience.

I've seen a few other games in the jam where you build a level from music notes, but playing the notes in real time was a unique twist.  It was a bit difficult to play multiple notes simultaneously, and the line moving immediately gave me little time to move my hands into position, but when I did manage to place the notes right it felt good. Overall, an interesting idea, with a good execution.

A fun little game with a consistent theme. The gameplay itself is fairly simple and easy (not necessarily a bad thing) but it is still very enjoyable, and definitely fits the intended feeling.

An interesting concept with good execution. The art style is detailed but not overwhelming and the music definitely fits the "Space" feel.  There was a small problem where selling fruit in quick succession didn't register, and finely adjusting the size of the asteroids was quite difficult, meaning I would sometimes over or undershoot the trajectory adjustment. Overall, the game was still quite enjoyable, and it was fun to try and set up optimal paths between the planets for efficient transport.

An interesting and unique concept, with a few small problems.

The art is very nice, and and it was fun to try out the weapons and work out how the different bosses acted. There is nothing in the UI to indicate which weapon is equipped so it was hard to keep track, and as others have said the lack of visual and audio feedback upon dealing and taking damage meant I was unsure of whether some of my attacks were hitting, and I died unexpectedly a couple of times. However, I did beat the game, and then replayed a couple times to test the weapons, which are all very unique, and I understand the absence of some features as I had to cut a few things in my game as well due to the Jam time limit.

Overall, with the addition of some more UI and damage feedback, this could be an even better game.

A concept very similar to my own game, but still unique.

The art is nice and the different powers were interesting. The levels are completable with any ability but still have several unique paths(which is something I heavily struggled with in my game). The abilities themselves are all unique and mostly well balanced, excluding the flip, and the tutorial level and scoreboard were a nice addition.

Overall, a fun and well designed game.

A unique and interesting idea, very well executed.

The art was very nice and the palette option is something I've yet to see someone else use. The music was joyful but chaotic. The gameplay and mechanics were very interesting and the game was very well polished. I liked the inclusion of the leaderboard and it definitely encouraged me to keep playing a few more runs to aim for a better high score. Having the players abilities tied to the "Jimmies" was interesting as taking too much damage meant losing damage output, and it was fun to try different setups. It fit the 1-bit rule and the theme perfectly.

Overall, a very fun game with near infinite replay ability.

Very interesting concept executed perfectly.

Sprites was simple but still portrayed what they were trying to well, which reminded my a lot of old RPGs. The music was incredible, I sat on the main menu for at least 5 minutes just listening to the music play. I played through 3 times, 1 as each class, and only beat the game once as the Warrior. I got to the final level on both other classes, but both times ran out of attacks and had to just wait until I died. It was a bit annoying when near the end there isn't really any "right" option to pick, but I suppose that is the point of the game.

Overall, an amazing game that with more content I could see myself playing for hours.

Very cool idea supported by great art, music, effects and gameplay.

This was fun to play. I loved the sprites and animations with the small explosions on the bullets, and the music and sound effects were amazing. The gameplay is fairly simple but in a good way. It's enjoyable but not complex and hard to learn. It didn't really fit the theme, and I agree with others that upward aiming and shooting while moving would be nice, but I understand the limitation of the Jam time restriction as I also had to change and cut a few things from my game.

Overall, a very fun game that could definitely be built into something even greater.

Fun concept with a few problems.

The idea of the game is interesting and it is something I could see myself playing and enjoying. The sprites are detailed and look very nice, and I actually like the control scheme with the constant turning. However, I found a few things that prevented me from properly playing.

First off, there was a few seconds after the generation ends where the enemies started spawning, but I was unable to move meaning I took several points of damage. Once I got moving the enemies would quite often spawn ahead of me, and they could only be avoided with an extremely quick swerve.

Due to this I was only able to survive for maybe 15 seconds per run, but if these things weren't there I definitely would have played longer.

A short and simple game that missed the memo but still hit the mark.

It may not have been planned, but this game fits the theme quite well. The player starts with time and ends with none. The art is simple in a good way while following the 1-bit rule, and the music speeding up as time ticks away definitely enhances the panic and tension that the game needs. The set level means that each run the player gets closer to victory by memorizing the layout, but unfortunately removes almost any replay ability.

Overall a fun little experience that is simultaneously cosy and panic inducing(in a good way).

The concept of the game was very interesting, and I am a big fan of the art and music, but the gameplay was slightly confusing.

The low-resolution sprites were detailed enough to make sense and the music was nice to listen to and not out of place. However, I can see at least 3-4 colours used. It was almost impossible to complete many of the levels in less than a few attempts due to not knowing the positions of the vampires, and I only managed to complete the final level through brute force, as there was not much explanation of how the blood loss mechanic works. Despite all this, it was a fun experience.

Overall, an interesting idea with a little more explanation required.

A very interesting concept executed fairly well with a few small problems.

You achieved the two-colour requirement very well, with sprites having more than enough detail to understand what is happening, and the theme was followed excellently. Avoiding obstacles and navigating levels was fun.

However, I did encounter a few things that made it difficult or impossible to continue. The placement of the obstacle and moving parts in several levels made them very difficult to complete, upon losing lungs and suddenly being under time constraints the levels were nearly impossible to complete without losing at least 2 hearts, due to a lack of time for obstacle avoidance.

I also encountered this error upon completing level 8 which stopped the game running.

"An embedded page at html-classic.itch.zone says

An error occured running the Unity content on this page. See your browser JavaScript console for more info. The error was: RuntimeError: null function or function signature mismatch at https://html-classic.itch.zone/html/9125576/Build/Body%20Parts%20Madness.wasm:wasm-function[34471]:0x9a0ce1"

Overall, a very interesting idea that was unfortunately limited.

An idea I've seen a few times, but definitely a better use of the idea. Using EXP to unlock and upgrade different faces of the dice was a unique mechanic.

Easy to learn controls,  simplistic yet amazing art (Neon lights on dark grey reminds me of Tron), nice music and SFX that fit the neon theme, basic yet informative UI.

A good concept supported by great juice and satisfying gameplay.

Interesting concept using a set of simple equations, so the player must memorise different combinations. The art-style is simple in a way that it's nice to look at, and the music  and SFX are great.

There was a bug where I reached a certain score and the dice selection stopped responding, so there was nothing I could do but watch as the timer counted down and I lost. 

However, the rounds I played were very engaging, the timer was short enough to create a sense of urgency, but long enough there was still time to think. Although the game did get very repetitive over time.

Overall, a very creative idea, with good art and sound. One large game-breaking bug, but still fun to play.

Very similar to many other games in this Jam, but presented better than most with a simple but consistent colour theme. Level design felt better than others, not too complex that its confusing, but enough that there is some challenge. 

Similar to other games, but definitely the best version I've played so far.

Cool idea, very annoying to control (I assume that's intentional).

The game can can boring after a while due to the repetitiveness but learning to maneuver the stick effectively was fun. 

With some more variety and replayability this could be even more fun.