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A member registered Jul 18, 2018 · View creator page →

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Ah well better late than never lol.

I don't think I'll be adding it to this game, but that's not a bad for a future game. Thank for the reply!

I certainly like the concept of the game, having a moving base you can adjust the speed of and fight off enemies on the move. It's like a more violent Oregon Trail lol.

Like other commenters I assume the speed adjustment was meant to have more use but you didn't have time to finish it, same with the depots, since I noticed the counter on the end screen but never encountered any depot.

I could see this being expanded out into a more solid game, with upgradeable carts of various types, maybe something comparable to Last Train Home but with top down shooting.

Good work, especially for what looks like your first game!

Thanks for playing!

I was pretty happy with how the Dog AI turned out, but yeah as you can obviously tell I didn't have time to do more levels. I might do some post-jam if only to test out the AI more, but frankly a part of me is happy I was able to submit in the first place lol.

The best boy

Man, if I had a nickel for every impressive game involving cyberpunk hoverboarding submitted to FUN jam I'd have two nickels! Which isn't a lot, but it's odd that it happened twice.

This was great, visuals are awesome, msuic and sound effects were solid, I love the impact sound effect when you're hit by a car and ragdoll especially.

I do agree with NotRustyBots feedback though, and alongside that I found I just kinda suck at the game, never made it more than 10 seconds or so. But that might be more a me problem, I'm honestly not sure.

Overall though this was really cool, great work!

Ah yeah I was playing on the Web build, I guess that would explain it then.

I actually didn't encounter too much stuttering or at least nothing that felt like stuttering. But yeah that end of track bug was very strange.

I've never been too good at bullet hole or shmup type games, but this one was neat. I never made it beyond a couple thousand points though.

The pixel visuals are good, sound effects are nice, and the music is also great.

A small note, if a gamepad is going to be recommended I would suggest listing the controls for gamepad as well as mouse and keyboard.

Good work!

Well shit, now I just flat out feel embarrased submitting my game!

The visuals are amazing, the music is great, I mean just the MENU looks awesome. Actually regarding the menu my only kinda complaint is that the buttons aren't navigable by gamepad analog stick, or at least wasn't when I tried. This would be almost a non-issue for me personally if the game page didn't actively suggest using a controller.

Regarding the gameplay itself I like the idea of freely moving around the board, but maybe it's because I jsut suck but I found REALLY hard to land on notes. The collision boxes are fairly generous but I do wonder if it might have been better to have it be a guitar hero style lane snapping movement.

Also I encountered what I think is a bug where at the end of a track, nothing happened and there was no win or lose screen, so I had to quit out of the track and my score wasn't saved. The song even restarted but no notes appeared.

Overall though this is insanely impressive, great work!

This was really neat actually, and surprisingly ambitious for a one week jam.

The neat visual style, the roaming AI ships (that kept getting in my goddamn way), the repeatable customers, upgrades, interactable inventory, voice acting, cutscenes, and debt. It's a stunning amount of details tbh.

I will say I was worried at first that going into debt would end the game, which made the restricted areas and dinging objects annoying. Though once I discovered I could keep going I started enjoying it again.

Overall, great work!

This was a neat little game, I like the concept of having to hop from car to car to get refueled, though admittedly I sometimes found it easy to miss the enemy car. Don't know if that was intentnioal or if I just suck.

The original ringtone music being used is funny and oddly fitting, as is the stock photo itch icon.

I made it 45 seconds at most.

Good work!

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I'm sad I missed a lot of the development streams of this game, because it is really neat comparing it to past CGFG entries. You have the physics interaction, all the custom assets, the usual FBA audio touch. The physics are obiouvsly quite jank which makes it funny, and god the honking is such a great mechanic lol.

It's also very melancholic in a beautiful way. With the sunset, the empty fairgrounds, and of course that honestly funny yet oddly haunting tune on the radio. Once the music finally stops and it's just the sounds of moving objects, vehicles in the distance and birds singing before bed is a very bittersweet moment as you pack up to the next town.

Don't cry because it's over, smile because it happened... 🤡

Haha, thanks for playing!

Yeah as I mentioned on discord and is blatantly obvious from playing it, the game was largely an experiment in trying new AI stuff. Which I think I was partly successful in, but yeah the levels as they are really only give a bland hint of what the systems are capable of. It probably didn't help I made the levels at 3:30 in the morning... The knife was supposed to be useful for finishing off enemies, especially in cases where multiple enemies are patrolling a level, but of course I just didn't have time for that.

I'm hoping to use the mechanics learned in this game for future projects though, so not entirely useless lol. Thanks again!

Thanks for playing! I always aim to exceed rock bottom expectations!

Out of curiosity what were the parts you found too difficult/too easy in the game?

Not a bad clicker game, though frankly clickers have never been my thing.

There isn't much to really comment on, my hand is sore and I stopped after about 5 minutes because I just don't have time to get to the goal.

I'm not sure this really qualifies as So Bad Its Good, outside of maybe the concept of selling Fortnite battlepasses as a lone person.

I think the game is lacking in sounds though, because there's just the one kinda chill background track.

Congrats on submitting!

This was pretty neat, I like the changing music and taking damage with the pipe drop sound effect was funny.

The gameplay was pretty simple for me at least, I decided to get myself killed aroun 650,000 points because I felt like I had seen most of what the game has to offer. Maybe I'm wrong and there's a lot more but this is the last hour of the voting period lol.

Out of curiosity can the little flaoting objects be collected or run into? Or are those just background detail due to being in a space ship?

This was a decent chill game with some fun audio play, good work!

I was excited to play this one, a janky firefighter simulator is a great idea!

In playing it though, I think it was a bit TOO janky. For starters making a multiplayer game is commendable for SBIG, though frankly I think that part should've been axed and more focus put on the actual gameplay.

I can seemingly only pick up people if they're facing upright, but I can't really just easily yeet them to the safe zone because they very easily clip through the fire engine and off the map. That being said, the yeeting itself is fun!

I also liked being able to smack down the doors with the axe, I don't know if it was intentional but the first time I chopped a door down my character did a sort of spin move to do it which was hilarious.

As far as I can tell the firehose doesn't work which is unfortunate. And seemingly the little meter at the bottom is also non-functional?

This was a great concept, just held back by some bugs and I honestly think some misplaced effort.

Still a fun experience though, good work!

Another short but sweet game, I enjoyed it!

Running through a large forest as a t-posing chicken is oddly compelling, maybe I've just been secretly wanting more forests in my SBIG games lol.

The gameplay is simple, but kinda fun being able to bunny hop off a mountain while cubes shoot at you. It's very thin, but because it's so short I think it works fine.

The music is really neat and heightens the excitement, though I do wish there were more sound effects.

Good work!

Wow, the first "cumlike" I've played in SBIG. This was uh.... something.

Graphically I love the cursed indie-horror-dream-emulator atmosphere, I REALLY wish there was some sound though because this game would've been perfect for some weird sound design!

Admittedly some of the humour wasn't exactly my taste, but that cums comes with the territory of the genre.

Also I think this is the first nextbot we've seen in SBIG, so congrats on that record lol.

I sadly didn't find more than 4 sperms, I did notice the option to coom at the condom graves but nothing happened, maybe I needed to collect sperm first..... Well that wasn't a sentence I expected to write this year.

Good work!

This was some SBIG goodness, I loved it!

The graphics are perfectly janky, the cartoony sound effects are great and they make bonking enemies really satisfying! I do think they could be a bit more excessive though, but still very good stuff.

I like the game doesn't overstay its welcome, for what's here there's enough variety to keep it going. IRL stuff happening during the jam is understandable so it's good you managed to submit. There are some neat ideas implemented like having to collect multiple items to restore hit points, and I only managed to get the powerup damage once but it was a fun little mechanic!

Excellent work!

Thanks for playing!

The gunplay turned out far better than I actually intended, but following the tutorial I was using for weapon sway it was easier to make it good than bad lol. I’m glad you liked the slow-mo, I had a more complicated idea initially but decided that just having time slow down when aiming was the both the easiest and most enjoyable option. Regarding the difficulty I’ve seen some mixed opinion on it, some players found it too easy and just blitzed through it, others found it brutal and died multiple times. I’ll discuss it during my postmortem but I THINK it’s due to the game not properly demonstrating how the dodge roll mechanics work.

The general flow of the game I wanted to keep stupid and changing, so I’m glad you liked it! The house especially was fun to setup.

The pause menu not pausing was intentional so the player could still hear the audio properly. But really I should figure out someway to work around that. The getting stuck on level geometry seems to be an issue multiple people hit, in hindsight I probably should have allowed players to roll THROUGH enemies.

I swear to god next year I need to make a smaller game so I can finish on time 😓. Thanks again for playing and leaving the feedback! And allowing me to submit late!

This was really neat, I loved how the player literally rolled around and all the barriers are individual notes.

The puzzles were simple yet made me think a little bit, and I don't know if it was intentional but there was one point I was able to slide the blocks through a wall lol.

The various "moves" were neat, I especially liked the "Ur Ned" line! And they played well with the little Simon Says puzzles.

Oh, and the ending was very funny!

Excellent work!

WOW what a tour de force of "so bad its good"-ness!

This was one of my favourite entries this year, the graphics, sound, cutscenes and world ooze SBIG energy. The player character design is also incredibly cute, it's like a Smiling Friends background creature.

My only real complaint is just how LONG the game can be, and how little tutorializing there is. It took me a while just to figure out the proper gameplay loop to actually progress, so I spent a fair bit of time trying to dodge everything in the fishing minigame and trying to race to the bottom.

Once I did figure it out, the game became much more interesting, and flying around the islands in my super fast boat with highly responsive fishing hook handling felt great!

Also I liked seeing Gordon Freeman outside the boundary.

Excellent work!

Thanks for playing, and the feedback!

Yeah the gun physics I got from a great tutorial, this one to be exact: 

I didn't intend on making it feel so nice, but with this video it was so easy there was no reason not to.

Yeah there are definitely some dead zones, the price of doing my level design at the last minute I guess. The walking can be sped up a bit by rolling, though not by much. The ducks being a random threat is admittedly an interesting idea. I avoided using them at the same time as other enemies though because I found I was usually having to reload or was facing down to aim at the wolves, so I kept getting hit by the ducks without much chance to avoid them.

The lag is a browser only thing in my experience, that and the lighting is why I strongly recommend the downloadable version for anyone who has windows. My last Godot game has the same problem, I'm planning to investigate how to optimize that once the jam is over. Might not be able to implement it in this game, but hopefully should be able to for my next one.

Thanks again for the feedback, "so bad it's good" is what I was aiming for!

"smartly" might be a very loose term for my design but I appreciate it, thanks for playing!

Thanks! Making the sound effects was fun, and I was giggling to myself when I tested the rolling animation so I'm glad you liked it too!

Lmao, thanks for playing!

Thank you, I'm glad you liked it!

Well I cooked the fish, can't ask for much more than that!

I loved the sound effects, the gameplay was simple enough to learn quickly, felt like I was playing a cursed version of a mobile game ad.

I also loved the fact that the bottom of the ocean is the sky box, beautiful touch.

Great work!

This is a cool looking game, though tbh I don't think I fully understand the gameplay mechanics. It seems like whenever I get close to killing the skeleton he fully heals and then kills me?

In any case, this is pretty good for a first game, the graphics and UI look nice, you got some sound effects working, and most importantly you finished making something!

Good job!

I think I made it to the end, and man this game has some really cool stuff but I think it suffers terribly from relying on references (which to be fair is something I've been guilty of too).

For starters, as someone who is unfamiliar with both Undertale and Plants vs. Zombies, figuring out what I was supposed to do for both those levels was a bit rough. I tried clicking on the buttons in the Undertale section and they did nothing, and though I figured out what I was supposed to do, dodging all the obstacles was quite the gauntlet. And with the Plants vs Zombies level I didn't know what each plant type did so it was trial and error for a bit, but failing in that level is very time consuming as there's no "restart level" button. I just had to kinda wait there for a minute as a zombie slowly walked across the screen.

While these were pretty interesting levels, and I imagine really cool for fans of either game, it was really disorienting for newcomers. The pong section was fun, I imagine it wouldn't suffer from the same lack of familiarity as the other sections. Didn't for me anyways.

Aside from that, I like the concept of a game falling apart, and the visuals were all well done.

Good work!

For a floppy bird clone this was surprisingly fun!

The pausing mechanic was neat, the artstyle is hilarious, and the music in the background is fitting.

I didn't manage to beat it sadly as I couldn't get past that one gauntlet level where you start on top of the enemy.

I liked what I played though, good work!

Now THIS was some "So Bad It's Good" goodness!

The visuals are perfectly crappy, the story is stupid and silly, the voice acting is whatever the hell it is. I particularly liked ASMR Jigsaw. The cutscenes were some of the best I've seen in the jam!

The platforming could get a bit tedious for me though, especially since there's no checkpoints in a level. If I had died near the end of the final level I think I would've called it quits.

I did like that you added an option for a speedrun timer and various extras for completing the game in various ways. I have no intention of 100% ing them but I appreciate the extra effort.

Excellent work!

Well I thought I had seen pretty much everything, but after reading the other comments it seems I saw less than half the game.

I got through the horror section which I thought was both spooky at points and funny. And then I got to the shop part, and I fumbled with the controls for a little bit. Once I figured out how it worked, the game basically dead stopped, because T-posing NPC's were blocking the doorway and wouldn't move. So no one moved in or out regardless of where I placed items. I didn't even know it was possible to go outside so I assumed you ran out of time and the game was unfinished.

From the other comments thats seemingly not the case, or at least theres more to it than I saw.

Of the stuff I did see, I liked it for the first part, but then it became completely broken after that.

Good work on the beginning part though!

I made it to wave 11, and frankly I'm surprised I managed to survive that long lol.

The gamplay style is kinda neat, reminds me of playing old survival shooter flash games back in the 2000's.

The vanishing enemy and the slowly crawling zombies are neat. The ghosts were interesting but never figured out how to damage them if that's even possible.

Generating magazines was an interesting idea, unfortunately with the RNG I never got any decent regeneration buffs, so I died once I was unable to reload on wave 11.

This was a fun game though, good work!

I should preface my comment by saying I'm usually not a big fan of platformers, probably because I usually suck at them. But I'm especially not a fan of frustrating platformers in jams, so this was already not going to be a game for me.

There's a lot to like, the graphics and audio are nice, and I like the detail of being bale to use your own corpse for a platform to jump on. But I just don't find much joy in repeatedly dying and starting over. The changing controls I think fall under being "so bad its good", but for me the overall loop falls kinda flat.

The game is well put together for an intentionally frustrating game, it's just not for me.

Good work!

Wow this was short, simple and really sweet!

It took me a couple seconds to figure out what was going on, though that was mostly because I didn't click in the window properly at first.

I like the visuals and sound effects, and the gameplay itself despite only having 3 inputs and not even really an enemy is surprisingly engaging.

I also like how the health bar is the trumpet keys being pressed down!

I only ever managed a high score of 10 so I'm not that good at it, but I really don't have many notes. A high score leaderboard as someone else mentioned might be nice, but it doesn't feel sorely lacking without one.

This was nice, great work!

I appreciate the full response!

I kinda assumed some of them were just left the way they were due to time, and some just kinda slip the mind. I've had both happen to me too.

Balancing is a hard thing in a jam, I mean I've had people say my games are either too easy or way too difficult.

In any case I'm excited to see what you come up with next time!

Ok this is WAAAAY to polished to be So Bad Its Good lol. Of course if I had to choose between a game being too good to be SBIG or too bad, I'd choose the former.

The movement is really polished, and combat feels very juicy! Especially being able to juggle the enemies in air. However I'm not too good at either, so I didn't make it past the first enemy encounter 😅

If there had been a checkpoint right before that first enemy encounter I'd keep trying, but having to restart the whole game multiple times was too much. And I saw in the description you focused on making the game frustrating by design, which imo is the least enjoyable type of SBIG game. Mind you I never liked frustrating games much to begin with so that's just me.

But finishing what you did in just 9 days is incredibly impressive! And it's definitely the most polished SBIOG entry I've ever played!

Excellent work!

I was really excited to play this one after seeing the footage of it in development on discord. And while I really liked the final product it does have some flaws I feel I should point out. And it should be noted I only mention these because they're the same flaws my games have had (or have tbh), and I've submitted now 4 FPS games to SBIG. I don't expect all of these to have been addressed, but just suggestions for future FPS games if you do any.

  • The players main weapon is projectile based and has bullet spread, but the enemy projectiles for the most part have zero spread. This is especially noticeable with the flying enemies and turrets, but it's annoying because it feels like even if leading your shots it's hard to get a hit on enemies at a medium distance. And with the turrets there's a hard limit on how close you can get to them since they're on the ceiling. I've come to vastly prefer the Halo method of the player having hitscan weapons that may or may not have bullet spread, and enemies have slower moving projectile weapons that the player can dodge if they're moving. And it felt to me like I was dodging 1 out of 10 shots even at full speed.
  • Enemy explosive projectiles are very hard to see, in fact I rarely ever see them before I hear/feel the explosion.
  • The rocket launcher having bullet drop, but also splash damage is a bit much. It felt like the rocket launcher did more damage to me at times than enemies. I suspect this is the reason why the launcher doesn't do more damage to enemies. Or at least, splash damage affecting the player is why the rocket launcher in my game doesn't do more damage lol.
  • The reloading of the weapons, specifically the SMG are a bit too slow. And also something I discovered is the shooting flows much better if you have the weapons automatically reload if the player tries to fire while the gun is empty.
  • There should probably be more health pickups in the combat areas, I had to finish the game on baby mode because I died so quickly. This is something I discovered to be an issue in my game as well.
  • The damage feedback on enemies could be improved, while I can tell if I'm hitting them with the machine gun from the impact noises, it's hard to tell how damaged they are. Maybe some smoke coming off them at half health could do the trick. This wouldn't be an issue if they went down in a few shots, but their high health combined with poor accuracy of the weapons, at times I found myself dumping two clips into some enemies.
  • Turning is really awkward and slow, a great addition (to the frankly already pretty extensive movement logic) would be a power brake of some sort. Like holding spacebar brings the palyer to a screeching halt and allows for faster turns or something like that.
  • The unalive command specifically (though frankly all the controls) should be placed in-game somehow, even if just in the pause menu. Because I didn't know I could get past the Roller enemy that blocked me into a shipping container.


But back to the positives because there's also a lot to like!

The enemy variety is pretty nice, you have stationary turrets, flying enemies, tanks with  multiple weapon types, and an even tankier roller enemy that just barrels towards the player. You have two distinct weapon types, in-game lore, and in one case even a non-violent solution to an enemy (which I discovered before even seeing the enemy)! Also that ending cutscene had some really nice "So Bad It's Good" energy!

I also liked all the little details like the newspaper in the beginning, the actually rolling wheels on the wheelchair, the in-world radios playing music, all of that was awesome!

There's some great stuff here, just a bit warped by awkward controls and difficulty.

Great work overall though!

This was pretty neat, I like the concept of using all the different instruments to fight off enemies. Though admittedly the controls are a bit cumbersome on PC, and I found sometimes the attacks had no effect on enemies?

There was simply too many enemies for me to get through so I had to call it quits eventually. I liked what I played though, blasting enemies back wtih multiple instruments at once was fun!

Good work!