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Fish_Eggs

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A member registered Feb 10, 2022 · View creator page →

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The idea is really charming and leads to fun and interesting gameplay by fitting a pile of props into terrain you can maneuver up with, though the object mover was really frustrating to deal with sometimes since it never really selects a prop at its position, causing it to wriggle and possibly knock something off. Despite that the final puzzle was really ingenious and a fun way to end off the game.

Weird game, pretty fun to see where you end up.

The concept is incredibly unique and the art very cute. Though each level doesn't ever need every component to be used, I see this as a way of player expression, letting everyone figure out solutions their own ways. The space part with its genuinely wonderful music and far more challenging gameplay made it a perfect to end off the game.

The music honestly made the experience pretty tranquil. Had a nice time with this game.

I'm beyond impressed that you made this game solo. The graphics are very appealing and detailed, the gameplay is really solid and creative, and just very polished in general. My hats off to you!

I enjoyed the controls, they were fast and allowed for some tight movement. The art and sound design were also pretty good.

I like the twist on that you don't control your size necessarily, so it adds urgency the bigger you get which can make for some intense dodges. Though it doesn't last long as you will quickly grow to a size no fish can contest with. The less conventionally-shaped fish were kind of unclear on if I was able to eat them since it was difficult to gauge their sizes with mine. Overall fun game though

This was a really creative idea of the tentacle being the player and dragging enemies to you. gives a fun risk over reward gameplay loop that was really satisfying to get down. Though once I got to the space section the UFO's were really oppressive to the point that there was a laser hail Mary of bullets so any progress I could make was undone, Might've been an oversight, idk, but regardless it was a great idea with mostly great execution.

I liked the graphics a lot and the mechanics of the sword were pretty neat and satisfying, but how you wrangle it didn't feel very intuitive. I get the point is that it doesn't control very smoothly but it took a while to realize it was rotating against where I was walking thanks to the unexpected angles it would turn to get to its position when it's not the optimal angle to take.

I liked the game a lot, being Pikmin where the Pikmin had more specialized roles and the environment is a great concept to explore and I feel this game demonstrates its potential. Though I wish the soldiers and builders were a bit more impactful since there's a pretty limited amount of enemies and bridges to build compared to the gatherers where they're working the entire playthrough. I don't get why the builders don't build the castle though, the gatherers just drop it off there, maybe they could also build walls to block pathways that could enemies could flank the pathways of gatherer ants. I do really like the concept with the soldiers with taking out bosses and moving big bugs out of the way, I think having bees periodically spawn to harass your ants could make them more impactful in the game as you have to manage where the bees land and moving your soldiers there to prevent them from doing too much damage. I do wanna mention that the art is really charming, feels like a classic flash game from back then. Also the time limit was also very forgiving, I would've honestly wanted a stricter deadline to engage me more in optimizing my run. But I feel like I'm rambling on with ideas probably too ambitious for 4 days. I do genuinely really love what y'all brought to the table!

It's a simple although effective idea where how fast you go is dependent of how vulnerable you are which makes it more exciting, though it probably should be more binary in it's implementation since I found a middle ground where I had enough speed to outrun the shark yet still small enough to easily avoid obstacles. The sprites were pretty fun though.

The gameplay loop of throwing sticks feels wonderful and with the addition of powerups and leaderboards it really encourages the player to push for higher scores on the leaderboards. I really love this game, gg!

The mechanics are pretty solid and the scale presents a unique challenge that keeps the game pretty interesting and engaging. Also the enemy ai is actually pretty smart and was a fun challenge to take down. I just wished the theming was more involved with the gameplay as snowmen growing and shrinking felt a bit disconnected.

I like the idea of scaling objects to help a guy pass obstacles, I just wish it was a bit easier to scale the objects. Perhaps a more dynamic scaling where you just click on the object and scales relative to it. Dope music choice though.

I like the idea of scaling objects to help a guy pass obstacles, I just wish it was a bit easier to scale the objects. Perhaps a more dynamic scaling where you just click on the object and scales relative to it. Dope music choice though.

Fun game, music was boppin and the stacking is pretty fun. It was pretty easy to keep on stacking as high as possible though.

Fun game, music was boppin and the stacking is pretty fun. It was pretty easy to keep on stacking as high as possible though.

Game feels was top notch and the gameplay loop was really fun.

I really love the art style and animations, it's very endearing. Also, erm, spoilers, the switchup was pretty interesting as it's a whole new gameplay style and all, and being unable to read the creatures upgrades added to the horror of it. Also not sure if this was intentional but the game crashed at about the end when they consume the earth so idk just wanted to mention that.

I enjoyed the movement, felt pretty good to get down. The animation for leaning on a ladder was especially nice feeling.

A chill game and an fun time. enjoyed watering flowers and making the big bucks.

This is so frustrating 10/10

This is very cool thank you Ian