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game-fan-I-am

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A member registered May 20, 2023 · View creator page →

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Thanks for the canvas_items suggestion, I tried it out and it looks way better.

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The art style and music helped sell the cheerful vibe mixed with sadness/dread. And I enjoy how a message was applied to the game, given one of the jam's goal of improving mental health. Nice work :)

Controls
Mouse: Move plank of wood
Mouse click: Attack
Space: Wake up/go to sleep

I'm glad that the Crash influence was noticed. I'll try making future platformer-based levels less strict with obstacles for more beginner-friendly gameplay (at least for the starting levels), and make things like theming and objectives clearer. Thanks for the feedback and for trying the game as always, Scrumbo :)

Thanks, I'll try making the controls more familiar/easier to get accustomed to for future games (probably with more visual and auditory feedback, along with smoother transitions).

Totally fair, when developing the game I thought just having a vulture would be enough to make it "horror", but my style didn't explore that at all. Thanks for trying the game :)

NOTE: The game start screen states that ducking is done with shift instead of with ctrl (sorry about that).

This game is creative, fun, and grim. The puzzles are brain-teasing but totally solvable and enjoyable to figure out. I thought the exposed brain was hilariously morbid, and seeing a game designed around tank controls was refreshing. Awesome work.

I love Plants vs Zombies and Steamworld Tower Defense, so this game is epic in my book. I'm not a fan of the game immediately starting, since it'll take at least one death to grasp how the objects work. I was also confused with the blood spawner object having the same icon as the blood, since I thought I was spending blood to get blood (that's technically what's happening, but the sunflower in PVZ doesn't use the sun icon so it's clear what object you're dropping onto the field, and the mechanics are explained in tutorial levels). The game is still fun, especially once I understood each object's purpose, and it gets tense and exciting in the final stretch. The visuals and animation are great and the music is heart-pumping. Excellent work.

The concept is funny and fits the theme well, the gameplay is simple but engaging, and I was enjoying dodging the objects on screen while not feeling frustrated by an overabundance  of obstacles (a great balance). A great time.

The visuals and atmosphere are incredibly captivating. However, the gameplay loop of breaking rocks to get random materials, evacuating before the storms hit, upgrading, and repeating got repetitive quickly.

I loved playing this game; perfect length, nice implementation of enemy-chasing, and good level design. I dislike that many of the platform positions require a max height jump, which means hugging whatever platform I'm aiming for to land on it, but once I got used to that it became even more fun.

The more I played, the more fun I had trying to gain more money and manage the orders. Although, not being able to mix ingredients on the stove is confusing, as is the break time still piling in new orders after the first break. Still had alot of fun.

The large, invisible blockades are very annoying to deal with. The setup with the King and his plight was intriguing however, and having chaotic minions block some of the paths is fun to see too.

Very confused with engaging in combat and why the robot is brought back to the upgrading menu often, and the intro music playing during the mission was distracting too. Although, this flavor of game isn't one I'm experienced with, which probably affects my enjoyment and understanding. I like the perspective, though.

I enjoy tapping the mouse button to unleash a ton of hammer whacks, and finding villagers is satisfying. I dislike making more angled jumps, but I think using a controller would fix that. Having a meteor storm appear is a fun, theme-related idea too.

I love the game design, theming, and controls, but things like the time it takes to put out fires and the music started irritating me. I also got annoyed that I had to be at a minimum distance to water output that was unspecified.

I like the simplicity of the controls. I wasn't paying attention to the health value on the bottom of the screen, which led to me dying quickly. I was slightly impatient waiting for the storm to subside; boarding up the windows is pretty simple, so it doesn't keep me that invested during the storm. Great first game, however.

I love the idea of being a tornado that's defending nature. I felt stupid for not realizing that I had to suck up the houses to keep the number of settlers in check, but once I figured that out in my second run, I enjoyed planning the best path for absorbing as many houses and settlers as possible. I love that the tornado becomes larger the more a round goes, with increased velocity and a larger hitbox adding some tension and excitement to each round.

The feeling of flying around is relaxing, although I got to a point where the islands started despawning, which was annoying. Having something like a landing accuracy test for a future build might be a great place to start for adding more mechanics, but the experience itself is valuable on its own with its calming gameplay.

I'm sad that there's not much gameplay, but happy with the art and animation on display, and seeing the transformation of a spirit was frightening, but exciting. 

The idea is innovative and fits the theme, the visuals are great, and the character has stylish boots. I would only ask for more background music and slight movement control during the storm phase when not grabbing an object (for more interactivity). Awesome entry.

The game has a great style and theme. However, it got too easy once I understood the controls and what surfaces to latch onto. Still, the controls and theming are great.

I love the twist of playing as the storm. I think having the storm's energy bar decrease faster throughout the game would make the experience more exciting and make the power-ups more useful. Still, the innovation and theming here is impressive.

I somehow saved and drowned the villagers in the same run. Besides that, I love this game's 3-act structure, its controls, and how the scenario connects all these elements. I also appreciate the promotion of accessibility with visuals suited for protanopic/deuteranopic gamers. Awesome work.

This game effectively utilizes a smart concept with complementary mechanics. However, it's too challenging for me. Some improvements to broaden the game's accessibility would make this an exceptional experience. I'd also like more variety in sounds. It's still impressive as is, nice work.

I appreciate the twist after obtaining the last collectible. The background track and sfx add to the atmosphere and tension. The physics could be improved to prevent walking off platforms for a moment after walking up an incline (it makes sense for a Sonic game, but not for a game where physics are simpler). Great game overall, short and to-the-point but fun and charming.

This game is incredibly well-designed, with great controls and an awesome cloning mechanic that's easy to grasp. The lack of sound effects is unfortunate. The level design is amazing, with puzzles that utilize both cloning and the player's movement abilities. Well-done.

The sleeping mechanic is very relatable and fun to see in a sped-up form. However, there's too much randomization to create a solid strategy for the game, which is unfortunate since that means getting to see more of the dialogue is up to chance and how often you wake up and oversleep. Some hints about how long the main character will sleep (before falling asleep again) would be appreciated. This is still a great concept, gameplay- and story-wise.

I love how well the gameplay, art, and music combine to provide a calm game that generates a bit of tension when the water begins rising. I like how the player still has a chance to push trash past the line when the storm surges, as long as it doesn't touch the water. Making the game playable with just the mouse would be cool, since the 2 mouse buttons could replace the keyboard inputs (but this is a small preference). Awesome game overall.

My favorite part was guiding the square; I think a game jam entry made with only that mechanic would be awesome. The scenario itself was easy to digest, and the other parts for setting up the planet's barrier were simple to understand, although the scrolling section might be trouble for someone playing with a touchpad. Great entry, and good luck with future projects.

I enjoyed the movement options, and killing enemies is simple but fun, especially when eliminating a large group. Just running into enemies might get repetitive for a longer game, but it makes for a perfect game jam entry. If this game does get expanded, I'd love to see the extra features mentioned at the end. Excellent work.

First off, perfect title. Second, I like the simple controls and enemy/obstacle mechanics. I think making the storm take less time to pass (maybe by making it a 1/2-second full-screen attack that's telegraphed by a sound effect or darkened screen) would improve the game's pace. Also, the music and visuals rock. Overall, this is a great game and an awesome jam entry.

The concept is well-executed with understandable controls (with some work needed for the camera). It's weird that the player can walk past the level boundaries, but it also helps with positioning before charging at another animal. Charming game with room to expand.

I'd love to know how you added the pixel-esque filter to your game. I think player speed should be increased for a faster, more enjoyable experience. The complementary visuals and audio add immensely to the atmosphere. Great work.

The game utilizes the theme in a creative and smart manner. The controls need some work (such as making the slope-sliding easier to pull off). Cool idea with room for improvement.

Charming game that encourages observation and environmental exploration. The look and sound add greatly to the calm atmosphere. I'm interested to see future scenarios implemented with the same game style. I'd prefer less waiting during the in-game hour, with the game instead using the amount of dialogue the player has triggered as the basis for restarting the hour. Great concept overall.

Sorry about that, I'll remove the Mac support listing from our game's page until we fix it.

The premise is great and easy to understand, and the cars purposefully pursuing the player and getting off-road is exciti ng too, especially while keeping the package inside the bike carrier. I wish picking up the package was clearer, since I assumed that the package would just spawn in my carrier instead of falling from the highlighted space, but once I understood that then there was no problem. The music and sounds are great too.