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fatcatmilo

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A member registered May 09, 2020 · View creator page →

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Great game, shooting left/right is a nice change from a shmup and upgrading is fun. The music is great too and it's nice to see a game tackle the GBC side of the GBJam well.

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Really enjoyed this - super simple to play but fun. The inclusion of a "relaxed" mode is inspired and I wish more jam games offered something like this as an alternative to a tutorial.

The use of the limited blue colour palette is a nice alternative to the usual monochrome green in this jam and suits the game.

Question - are the notes played when you move your cursor in the same key as the music?

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Ah how unfurtunately relatable. Of course, if you were really trying to make an accurate Unity game you would change the rules halfway through without telling the player xD.

Great stuff and looks fantastic, had a lot of fun.

The sprite stacking you've got going on with the car is really cool, even if it doesn't feel very "gameboy". There's a strange satisfaction in seeing the splat. Addictive.

Congrats on your first jam entry! Hope that you learned a lot. I don't have much to add from what has been said already. but I'd recommend scaling up the resolution twice as much as you have here. It's an easy way to make the game easier to play and look better.

Ah that makes sense! I can see the vampire survivors DNA for sure.

This has really nice art! Nails the classic JRPG feel too

This was really good! Took me a minute to figure out how it worked but once I did I was hooked. I'm sure there's possible gameplay reasons for it but a corner pipe and some places you couldn't build on might add a bit further depth.

This is fun overall. It fits the theme well and the upgrades are neat. My only issue is that the autofire feels like it takes a way a degree of player agency -  I miss being able to use weapons strategically and timely. But maybe that's just personal preference!

Amazing game, the music is perfect

This is a really neat concept for a game and felt incredibly frantic (in a good way). The main issue I had was that it could be a tad unforgiving - I'd recommend maybe giving the player a health bar and allowing them to take a few hits before dying. It's always a good rule of thumb to be generous in a jam game, especially at the beginning of it.

Hey thanks so much for taking the time and writing so much and such detailed feedback! This is exactly the kind of stuff we do these jams for. I'm the level designer + systems programmer for this.

I have played braid but I didn't get as far in it as the world you referenced - I'm going to have to pick it up again. I'm glad that you spotted our twist of resetting the entire level but staying in the present - it's not something I've seen before and I actually got the idea while watching Christopher Nolan's Tenet (an okay film with an interesting concept). We were very down to the wire here because we all had committments to get to 6 hours before the jam ended so we had to finish up early - I had so many more ideas I wanted to implement, as well as a few additional mechanics. Hopefully will get to an extended edition after the jam!

On the timer - it's a lazy way of ensuring the player doesn't just stand in a corner for ages and then solve puzzles solo, ensuring that the past-self is always a threat. But the more I play it, the more I realise that you can bake this into the designs of the puzzles to ensure this happens anyway. So yeah I think I'm with you on that, it belongs on the cutting room floor.

Thanks again for playing and leaving such great feedback, stay in touch!

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Hey thanks for lettin us know. Yeah unfortunately this is a WebGL issue in some browsers. We've put red text in above to warn people about it! Thankfully it doesn't stop you from playing throught the game as intended :)

Post jam we'll definitely look into trying to get WebGL to behave a bit better on this, will probably require some refactoring.

I just popped out of the stream to play it and it's as fun as it looks! clean graphics, simple mechanic and fun puzzles, great stuff.

This was really fun and very accessible. I love the gameboy inspired chiptunes. Everything was very polished and the core balancing mechanic was very interesting, lots of ways it could be expanded.

Haha, hope you had a fun tour around the level floating in air! Thanks for letting us know about the bug, we'll look into it.

In the meantime, if you come across something like that that prevents your progress you can press enter to pause and then quit to the world map.

This is such a well designed game, and the aesthetics and controls are really tight and polished. Well done!

Ah apologies - thanks for letting me know!

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Hey thanks for your reply! The main issue with the sword attack is actually the way the WebGL player calculates time - it's a bit slower than the editor and OS builds. Getting this right in jam time would have meant repeatedly building the WebGL version of the game (which in itself is slow) while tweaking values until it felt "right". Definitely something we'll look into in the final version though once we've got the time to do this. Until then, I'd recommend taking the cartridge out, blowing away any dust and then reinserting it into the gameboy before trying again.

This was fun! Reminded me of the puzzles in old school adventure games like Myst. Very satisfying when a light comes on.

This was fun, charming and quite different from other games in the jam. 

This game resembles the back of my television. 5/5.

I feel like my drawing has just been put on the refrigerator :O

After going through all of these games it was actually so nice to relax and play something a little slower. Very calming.

I love this theme based twist! So many things to think about. So impressed that you implemented online multiplayer for a jam and very polished.

This game is a palate cleanser for the soul. 5/5.

This was fun! Didn't realise how it linked with the theme at first but once I did I thought it was an interesting trade-off between being stronger and having a higher score. I think this trade-off could possible be expanded more to give it more depth.

This is quite polished for a 48h game as well, I didn't encounter any bugs.

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This was really fun. I think you did a great twist on the play two characters at once mechanic, adding enough nuance to make it fresh again. The hand drawn art is lovely.

I know you probably wanted a bit more time to polish but the mechanic in this is actually quite fun and interesting. Catching and converting enemies is something that could really be expanded on in interesting ways!

Ah apologies, I missed that. Thanks for letting me know.

I love this game. It's very difficult but the puzzle mechanic is excellent and the premise is very funny.  Like what was said below, a rewind button will really be the icing on the cake.

This was a great concept. Once I got used to swapping to figure out where the trucks were it was super fun, I love having to memorise where loads of things are on screen at once. The only thing I would say is to remap the key for changing snake further right on the keyboard, then it would be easier to play with two hands (at least for those of us with chunky fingers).

This is a fun use of the theme, it gets pretty hectic pretty quite

It took me a minute to undesrtand the relationship between slowing down the time and cutting the rope, but once I did I saw how much potential depth the game has as a physics puzzler. A lot of fun.

The character designs have some serious hylics vibes. Nice.

The idea here was fun but it is a little difficult to control

Your animator did a pretty amazing job. The tether is a really interesting way to get people to think about backtracking.

The music was boppin. This is a crazy original idea.

This was a very original idea and a nice variation on bullet hell. Some more heads up for the attacks and maybe some powerups would be great.

I like how passive-aggressive your game is. It was fun. Things spiral out of control pretty quick after you crash into something and get joined up.