Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

givemeskeletons

56
Posts
44
Followers
5
Following
A member registered Sep 17, 2022 · View creator page →

Creator of

Recent community posts

Yeah, it's like a mobile/browser game. I have been considering adding some kind of challenge to it, maybe as an optional mode.

I was thinking of trials with a predetermined set of stages and they score you based on time and combos. Maybe they unlock with levels, not sure.

You don't! It's a casual game that you just jump in and out of whenever you like. Think of it like a toy.

I have been thinking of adding a mode for players seeking a challenge. If you have any suggestions, I'd love to implement them.

This is really cute.  It's like Cocoron meets Bubble Bobble. I tried more than a few times to see what combinations I could make. Good job. :)

It's so impressive that you did this in the short time we had. There's so much you did right, especially in conveying information with the limited resolution – even the text is very readable. Seriously well done!

I really appreciate the feedback! The music is by the super talented Angel Cintado. :)

I agree with all of your points. The rocket enemy was originally too slow to react once a player entered a room, but I accidentally made it too brutal after tweaking it – my bad! This will definitely be patched once the jam is over.

I feel you on the diagonal aiming. At first, the player stopped momentarily when firing, but it slowed the pace too much. I added the triple shot as a compromise for players who struggle with it. I considered a movement lock button but didn't want to overcomplicate the controls. Maybe in a future update. If I did, I'd probably replace the triple shot entirely.

I'm too busy to take requests right now, sadly. :(

There's no reason for Fusion, it's just what I've used for years. The text is just an IBM VGA font, no special object. There's nothing authentic about it, I just superficially made it look like an old ASCII game.

I imagine using an engine like Twine or Quest would probably have been easier, but I'm not familiar with them.

I'll check out Usurper!

Every time I felt that you had done enough, you just kept on surprising me. This is a masterfully made game and I hope everyone in the jam gets to play it.

Great art and fun gameplay. I only wish the camera scrolled further ahead so I could see the enemies... unless being "quick on the draw" was an intentional design choice :)

That was so cute. I loved messing with the cat's genes. I'd happily play a longer version of that.

Wow, that's unique. Seriously impressive concept. This is what I imagine being trapped on R'lyeh feels like.

This is really cool. It's like Choplifter with a twist. The upgrade system is very satisfying too. The lady reminds me of Nell from Advance Wars :)

This one surprised me. You really put a lot of effort into the short development time, both the gameplay and story are very fleshed out.  My only criticism is that I find the default controls a little unwieldy. This game deserves a lot more attention!

A low res demake of Mr. Driller! It's cute.

It was made in Clickteam Fusion. :) Ooh, BBS was before my time - like Trade Wars, right? I was mainly inspired by Infocom and PC-88 adventure games.

Thank you! Other than some close friends, it's just me playtesting. I tried to keep it close to the "real thing" by limiting the whole screen to 16 colours and aligning everything to an 8x8 grid, or 4x4 at least. I hope it looks convincing.

The movement style is carried over from the original mobile version, where the character moved constantly and you could pre-program turns (like Pac-Man.) Even though you can stop now, it felt very convenient so I kept it.

This is gorgeous! It's like a colouring book :)

The first one I tried and one of my favourites. Great use of colour and intuitive design.

The sand was enough to distinguish it from other Breakout-type games, but then you added those really satisfying powerups! Awesome work.

Great job, really novel control scheme. The little nuances in the player and enemy behaviours make it worth replaying.

I'm very flattered, thank you!

Thanks! <3

This is so awesome, thank you!

It's made in Clickteam Fusion. :)

I really appreciate that! I'll do my best to make the final version live up to everyone's expectations :)

muchas gracias! :)

Thank you so much! I really appreciate that. Love your fonts by the way :)

This is really cute! I liked the character art and the gameplay is really fun. It could use some polish but this is great for a 3-day jam. I love seeing original ideas so you get extra points for that. Well done!

An interesting clicker game. Well done on your first submission! The core concept is good.

(1 edit)

The pathfinding and collision detection were a little funny but overall, it's a cute puzzle game.

It's really nice that there were actual objectives. The humour was great too.

buzz buzz buzz buzz buzz

Those birds will haunt me.

Psychic farmer?! The art is very good but the gameplay is quite repetitive and there are a few glitches, like getting objects stuck in other objects. I hope you keep working on it.

At first, I thought I was playing Combat for the Atari 2600. Then I realised I'm not supposed to kill those bees! I think adding some items to collect would be fun.

The quality of the writing is exceptional; It always appreciate seeing good grammar in a visual novel. The art is also very cute. I hope you keep working on it!

Unfortunately the game crashed when the flapping thing arrived, but I enjoyed it a lot. I'd like to see you keep building on this.

Mommy? Sorry. Mommy?

I really enjoyed the meta puzzle aspect. The atmosphere was great too. Good job!

When DvD Translations included the manuals for Portopia and Glory of Heracles, I got all giddy with excitement. It's definitely part of the charm!