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Funplings

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A member registered Sep 23, 2018 · View creator page →

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Fun little chess puzzler! The "destroying un-taken moves"  was a really smart design choice. and the presentation is simple but very well done

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Lots of people did some variation on "platformer but you're the camera/platforms/etc.", but this is definitely one of the better versions of that that I've seen! A lot of comments are complaining about the timing-based transformation, but I actually think it was a neat choice that made the game more challenging and gave the game a stronger sense of urgency. One quality-of-life thing that I think would've helped the game feel a lot less frustrating though is the addition of a restart button, since often times you realize that you aren't able to reach where you need to in time but still have to wait for the player to die before you can try again.

Wow this one is fantastic! It's a neat twist on the Vampire Survivors genre, the game feel and presentation is really polished, and the game itself is actually really fun and feels fairly balanced, which is really rare for a game jam game (for totally understandable reasons of course). The gameplay actually feels more active than Vampire Survivors itself since spawning units is much more complex than running around avoiding enemies and auto attacking, and the mechanic of not being able to spawn units too close to the heroes makes it much more interesting and challenging. Would love to see this expanded into a bigger game, but what you guys have made is already very fun and impressive!

Cute use of the theme! And a pretty simple but solid endless runner. I think it's a little on the easy side, as it's very easy to build up a lot of momentum and get to the point where Sisyphus can't really catch up to you; I'd also have liked to see different kinds of obstacles and challenges beyond just the rocks and the trees.

Creative idea! Would've liked to even more variations on the whole "don't do too well" mechanic, which is very thematically fitting and very funny. I did get stuck on the third level, so I think the exact goals for each level could be made a bit more clear

Pretty simple, but fun! The boredom mechanic feels very creative and is a good mechanic to prevent the player from just giving the frog items and avoiding fights as much as possible. Definitely could see it being expanded into a more fleshed-out game

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Really great execution of the concept! Very hard, but the game feel is very nice. It's fun to try to trial-and-error figure out exactly what unpredictable path the AI will take

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Like a lot of people have already said, it's admittedly lacking content/polish, but the concept is great and has a lot of potential! Hope you guys are able to expand on the idea in the future

- Really great visual presentation and polish! The graphics are very simple but the game feel, lighting/particle effects, etc. make it feel very fun to play.

- I think it would've been good to lean into the "helper" theme either further and not have the player be able to shoot at all, instead being focused entirely on collecting and delivering items for the Chief; this would also help it stand out from the genre it's playing off of, as currently gameplay-wise it kind of just feels the same as a typical Vampire Survivors-like anyways, since in those games you already auto-attack to begin with.

- Obviously time was limited but it definitely wouldn't been good to see more varied enemy types and upgrades.

Overall very impressive though!

Really liked your game; that ending was a lot creepier than I expected!

Here's our game, Rougeline (a roguelike with only one direction):
https://jimmybliu.itch.io/rogueline


Hope you like it!

Nice, really liked the super over-the-top particle effects!

Here's our game, Rogueline (A roguelike with only one direction):
https://itch.io/jam/gmtk-2019/rate/463304