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gbrown3

52
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A member registered Jul 12, 2023 · View creator page →

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if you’re talking about the last level then yeah definitely lol, we wanted that one to be the most challenging but maybe went a bit overboard.

Neat puzzles!

Cool concept and great art, but I couldn't get past the starting area. I think it maybe would have been more intuitive if you could pull yourself along the rope after setting a piton? Also when I try to swing on a piton, it felt like my controls were reversed.

Charming game! Wish there had been more levels that explored the puzzle mechanics more deeply, but game jam limits are real.

Goku Grandma!!!

Love the gameplay and art, but really wished there were more SFX as you catch the fish! Having them in the fish weighing portion was nice, but feels less important compared to having SFX for the main gameplay loop.

Wonderful art, and great mechanic that delivers on the theme of the jam! I found it impossible to get past the second checkpoint, not sure if there's a double jump or a sprint or something that I didn't account for, but enjoyed what I played of it.

Lovely art and soundtrack, and very cool idea! I found it to get pretty punishing pretty early on - might have helped to get half a second of invulnerability each time you get hit, or start with slower music / wider gaps and then ramp up.

Cool game! Like the pixel art and the chill vibes. I wish the wall scaling was a tad more responsive - sometimes I really felt like they were dragging slowly, and that makes some of the antigrav puzzles tougher than I think was intended.

This game has the juice. You can really tell a lot of love was put into the movement and VFX. Controlling the robot felt so crisp, and I really enjoyed the puzzles too! I got a little thrown off by how the moving blocks wouldn't move the robot if it was standing on top of them, but besides that, amazing job. Hope you expand this into a full game.

Love the art style and mechanic! I had a pretty hard time at the start - kind of felt like I was supposed to be able to drag my mouse to launch further, but it would get cut off as soon as I drag out of the screen. Maybe something a fullscreen mode would help alleviate?

Nice puzzles and mechanics. I would echo other comments that the tutorial was a bit confusing, but very much enjoyed the game after figuring out the controls.

Nice work! I think it would have been really cool if you could rotate some of the shapes as well.

Love the chill vibes and intuitive concept!

This had me hooked for a solid 30 min! Great execution on an idle game. The SFX that play when you unlock a new milestone really tickled my brain, and I like how you weaved in world building elements in the log as well.

This had me hooked for a solid 30 min! Great execution on an idle game. The SFX that play when you unlock a new milestone really tickled my brain, and I like how you weaved in world building elements in the log as well.

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Sorry, thought I had included this in the previous post but I guess it didn't go through. Can you see this one?

The main menu vibes are immaculate - great pick on music there. The moans from the creature were a little too constant and repetitive - kinda took me out of it if this is supposed to be a horror game.

Very fair. Nice work regardless!

Changing the scrolling direction seems like a great way to encourage more vertical scaling!

Great vibe with the music, but whatever rendering settings that applied the pixelated filter over everything made me feel kind of nauseous, so I couldn't play very much.

Great concept, and perfect delivery on the game jam theme. I love you you could still see the little guys working as you go through the level. 

My only piece of constructive feedback would be that the bullets came out fast enough when I had one guy on each type that I never needed to focus them on building a specific type. Maybe there could have been larger clusters of enemies of a specific type, or perhaps two specific types, and lower the bullet production rate? Or maybe lower how many you can keep stocked of different types.

Just a *chef's kiss* of jank

I like the art style, but it was really hard to tell the difference between the background and what was interactable. There were a few cases where I tried clicking something to see if it would do anything, then my cat would move and I wouldn't be able to put it back, which was a little frustrating.

This is cool as hell. I love how it totally flips the classic tetris instincts on their head - rather than packing in the platforms as low as possible, you need to stack them as high as you can!

Cool music! I though the visual filter was interesting, but it made it really hard to read the tutorial sign. I also wonder if left click and right click to grow/shrink would have been more intuitive controls as compare to only using left click and swapping the mode with Z and X, which are hard to reach when using WASD + mouse.

I got stuck on the second level, but I love the concept! 

Love the art and the soundtrack! I think it would have been even cooler if you leaned into the asteroids reference a bit more, where the ship gets more momentum from each rocket thrust and appears on the opposite side of the screen if you hit the edge of one side.

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Hey there! I tried to download and play your game, but I ran into an error message:


Ooh yeah, a tiny map level to start with would have definitely helped. Til next time!

Hey there! I wanted to try your game, but when I unzipped the file it seemed like this geared towards MacOs? Not sure exactly what platforms you're targeting, but if you could add more details to the install instructions that would be awesome :)

Nice job for a first game jam! I liked the way you needed to switch between big and small to make certain jumps. I think it would have been even better if there was a more pronounced difference between the physics for the small and big modes. The small one felt about right, not jumping too high with floaty jumps. The big one had floaty-er jumps than I would have expected.

Cool idea! I had a hard time wrapping my brain around it, but it has a lot of promise. There was a lot of info in the tutorial - maybe there could have been some early levels that introduce one or two mechanics at a time?

Fantastic art style! It was a little hard to tell what conditions to meet to break some of the larger branches though - do you need to hit a specific size? Come at it with a certain amount of momentum?

This game was a fever dream. Amazing work on the art and SFX!

The vibes are immaculate, right from the start screen. Absolutely love the art, the music, the and the concept! I couldn't quite beat the game because my brain was melting trying juggle the demon, the clock hands, etc. Great job y'all!

My only critique is that it was a little hard to understand how hitting the space bar worked - if there was some way to force the player to use that mechanic and actually learn it before moving forward that would be fantastic.

Very understandable, that tension between tutorializing vs adding more content seems like one of the toughest things to navigate with a game jam. 

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Glad you enjoyed it! It's funny that you mention the sheep being too safe in the pen, we got a lot of the opposite feedback (it's annoying when you accidentally pull sheep out of the pen) when sharing early builds with our friends. Maybe we overcorrected a bit lol.

Love the comfy music and cute aesthetics! The core mechanic definitely fits the theme of the jam. I found myself wishing there were more obstacles that required stretching vertically - seems like the vast majority can just be passed by going as flat as possible. There was one particularly clever one that forces you to switch from fully horizontal to fully vertical in the air - more like that please!

Love the concept of rolling balls of different materials around the room. Seems like there's a bug where you can't look up or down with the mouse though - that makes it pretty hard to figure out where to go and get the next coin!