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Froodle

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A member registered Feb 26, 2024 · View creator page →

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This is awesome !!!! I loooove 3d speedrunning games and this is just up my alley. I felt the sensitivity was a bit wonky, felt like the out of enemy sections vs in the enemy sections somehow had different sens values? I have no idea if it's just me but the transition felt a little wonky. Otherwise great concept and very fun movement :)

You're right on the money with this feedback. The different blood types have a stat sheet that effects the resulting projectile and none of that is comunicated in game. We've gotten many simmilar comments to this and it's one of the first things we want to improve if we decide to keep working on polishing and expanding this current gameplay loop. The wave system is much more PvZ than CoDZ, it's just on a timer and the idea was that to not be overwhelmed in later waves you'd need to be efficient in clearing out all rooms on the map. Maybe this wasn't the greatest approach and I'll absolutely share your thoughts with the team.

No no it wasn't boring to read, just that my dumbass couldn't really get a grasp of the inner workings of the mechanics without refferencing the guide book before any desicion. Thank you for putting the guidebook in the levels instead of only on the main menu 🙏

The game felt a little difficult for my prefferences but the chaos of dealing with switching turrets all the time was quite fun

The best of the many gun shooty games I've played for this jam. The shoot/reload mechanic is so nice. My one gripe is that you couldn't really keep the rotation from beating one screen and starting another. I found myself having to awkardly rerotate so i could shoot back again after every level clear. I imagine you could solve this by having the rotation control not be handled by the mouse but instead something like a joystick

Needed  a lot of reading before i was able to really engage with it but i really enjoyed it after that point

That's a really high score!.. But not the highest we've seen. We were sent this results screen shortly after launch of a player with a million points lol. Super happy you enjoyed it though! Can't wait to play your game too. It's one of the ones that caught my interest as i was skimming through the submissions so I'll get too it eventually. Think there's like 40 other games ahead in my backlog rn

I love the concept, really nice execution

I struggled with some performance issues which really sucked because the human character models were really charming but i bearly got to see any in action due to the framerate

Our target audience is the hardcore honer fps player so it's not meant to be for everyone sadly. It could for sure have a smoother difficulty curve but it's intentionally designed to be high paced and difficult for those who really like that type of game. I've had some friends I know love these types of games playtest and they reached wave 93 and had a blast so I'd say that's a success.

Thank you so much. Our artist Rafi is out of this world and really nailed what we tried to convery to him style wise

This game is a treat. Well thought out mechanics, simple concept, great use of the theme and a full experience with a start and end without any bugs in my playthrough at least. The plant brought be back to opening the locks in Skylanders <3

"Rougelike dudebuilder" sold me instantly

I liked the missle characterization. Silly guy

Me and my team were so hyped for the divorce VN. Incredible use of the theme please keep working on it we'd love to play a more realised version

Our game if it was awesome. I got 26 points yipee

Panic attacks aren't fun hope you two are okay. Frame data on that attack move goes crazy

The microgames themselves felt like they could use some work but i LOVE the theming. D.I.V.A, Slay-tona, bad luck babe. God, just peak

I got out of bounds within 30 seconds, truly a gaming masterpeice

Holy peak

The best game I've seen in the jam so far. Didn't think much of it initially and said out loud to my friend in a call "Man i wish this dash did damage that's such a missed oppertunity." Then i pressed tab and guess what! The small art in the cutscenes is dope. The name is dope. Slowly building your combat abillities and possesing the different characters is dope. THE SOUNDS?! God you guys got some good sounds. Whoever made those be proud of yourself. Setting up and dashing to kill 6 skeletons and hearing that noise be multiplied on top of itself was really satisfying. Great job!

I sadly had some performance issues but the concept is super cool. A sword in the stone that's just done waiting for an adventurer is really funny. Appreciate having actual volume sliders too and not blasting my ears off

Fun little game, Found that you can get out of bounds by bouncing off of the ground at a very very low angle

Awesome game. Chaining together the jumps in the air feels really good! The characters and music was really charming too

THIS IS AWESOME !!!!!!!!!!!

Seriously the gameplay feels so fun. If you can smoothe out the feel of the controls and get an artist in on this I see massive potential. Rock go nyoom and my brain is happy good job

Neat idea but possesion took too long for my tastes. I think it could benefit by being a lot more snappy. Song was awesome tho, that was my favourite part

We thought of making a game simmilar to this. It's absolutely a cool concept but I'm lacking a sense of difficulty or "fail state" in this. Maybe having to beat a level within a time limit would be nice? The way it is rn I found myself just not caring what my current hosts hp was at since if they died i could just call the nearest one too me anyways. But i really like the theming! Cursed ghost blade some pirated found is a sick idea for this type of possesion hopping game

Dope game. The movement felt really fun and I loved the pace at which you introduced new mechanics. Giving me heavy Celeste vibes in the general game layout and introduction of a new mechanic to center the levels around every once in a while.

Thank you so much for the kind words. We certainly have ideas for what an expanded Hæmatomania might look like and I won't be surprised if we get to making some of those ideas. It'll be slower than the dev cycle for this jam version though that's for sure lmao

I'll drop one bit of lore we discussed as a team because you seem interested. The blue husks are what remains of the previous staff at this space station. Their bodies have become vessels for a parasitic alien creature, which is what you see in their eye. The lore is not at all that realised, we were very gameplay first.

Yeah it's a really annoying bug. It came up like 5 days ago during development and we seemingly fixed it at that point but it reappeared again towards the end with too little time to fix it. If you want to do another run simply restart the game. The first playthrough on every boot has the normal waves as far as we're aware

We absolutely have more ideas. Who knows, maybe you'll see some of them a few months down the line in a more refined product. Time will tell on that one. It won't happen as fast because the entire team has their lives to get back  too now that the jam is over and there isn't a looming deadline

Happy to hear you enjoyed it! We focused down hard on nailing that loop you're reffering too. Keeping movement high and switching between shooting and siphoning so you don't get overwhelmed by the enemies.

Rafi really popped off on the enemy sprites. Thank you for the kind words!