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googlypoo

51
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A member registered Jul 31, 2016 · View creator page →

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The platforming feels great! I felt I could move precisely and if I ever got hit, I deserved it. I love the minimal color pallet, too, reminds me of old GameBoy games 😎

The text moved a little quickly for me so I couldn't read it in time. At the end it displayed off the edge of my screen, too. Maybe it was advancing on my key press, I'm not sure. 

Fun game. Good job.

Delightful puzzles. I got all the way to the end! Didn't expect the twist, cool story beat. I honestly don't know if I have any critique. The puzzles were quick to restart if something went wrong and I feel all the criteria were well incorporated. Great job 😁

I think you've started something interesting here with the non-linear world and emergent storytelling. The gameplay doesn't quite gel for me yet but I think with more time this could turn into something cool.

Sometimes I couldn't see where I was supposed to jump which made the platforming kind of troublesome. I ended up spamming the bomb button to find the breakable terrain instead of using the animal companion 😅

That said I think you've hit the criteria pretty well. I didn't run into any bugs. Well done.

This game reminds me of the flying levels in Cuphead. I think you took the prompt to heart with the story, too. Great job incorporating that.

I think some sound effects could help keep people engaged. And I agree with some of the others that it's a little too fast. Or maybe I'm just getting old ;P

This game has some fun projectiles! I had the most success with the rifle. The sniper seemed pretty hard to use.

I got far enough that the dialogue started repeating and I wasn't sure if there was an ending. I never got the Moon's Wish.

I loved the wiggly sprites. Good job, fun game.

This is slick. Visuals, music, etc. all on point. I loved how the footstep animation synced with the beat. The shooting felt responsive, great system feedback. I love time loop stuff too.

The only negative I had was that it was a bit of a click-fest. I wouldn't have minded press and hold to shoot or a different type of weapon.

I'm starting to worry I won't make it to the next round with the amount of great entries. Well done 👏

This game was kind of tough, but I had fun with it. Once the animals started staggering over the course of the track I knew I was in trouble. My elephant would always go down :< Well thought out projectile mechanics & crucial animals, check.

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I think the intro cutscene was great at setting the stage. You have a great sense for what you need to show for effective storytelling & strong pixel art. That cow butt caught me by surprise 😆

As for the gameplay I found it a little confusing without reading the game page first. I ran into some issues getting stuck inside blocks or spitting them out underneath the floor (pictured). It took me awhile to figure out it was a match three game and I had a hard time with the controls like others mentioned.

The presentation and polish is fantastic though. I think you have something good here. Well done :)

This looks great & the story had my interest. It felt like you were just getting started and I'd love to see more. You've hit the projectile and animal criteria right on. The bow feels wonderful to shoot.

Like others have mentioned I think a little bit of audio would take it a long way.

Overall well done & bug free 👏

I love the skill tree. The first thing I did was max everything out, then I was like "Wait, the duck told me to go somewhere...." It feels great to play. Bummer that you ran out of time but the story that's there was cool.

I wasn't ready to be this sad 😭

I found this relaxing to play. Cute too. Great job. You've got the projectile and animal connected elegantly 👍

Feels likes Vampire Survivors! I liked this one. Kept my brain engaged the whole time. You could expand this in a lot of fun ways. You've got the animal and projectile down perfectly.

The only negative I can think of is the story felt a little tacked on. It's possible there was more than the opening cutscene that I didn't see as I didn't make it very far.

That said, it was bug free, so full marks there. I went for a multi crow/extra soul build but my overconfidence got the better of me when I failed to dodge the enemies 😅

I love the art style. Reminds me of Bomberman Quest in a way. Fun mechanics, and my playthrough way bug free, unless you count the spider as a bug. I have no criticism.

Story's clear, projectile mechanic is unique, and animal is crucial to gameplay. Well done 👏

This fits the prompt to a tee. Reminds me of the House of the Dead :) Awesome entry.

:3

The gameplay in this one is incredible. I didn't get to this in the first round. I'm going back to play it again after writing this 😄 I'll try to get into the top 10.

The story was simple but effective. It's impressive how much you can evoke without words. You've definitely incorporated the animal, though the projectiles seemed like a secondary addition. Maybe there's something I missed.

I loved this game. Initially I went for a crit/poison build but that seemed to fail against anyone with healing.

This has my favorite story so far. Great job on the storyboarding at the beginning, that set the stage perfectly. You built an interesting world. Full marks from me in that category :) 

The game was pithy. I think it's impressive that you have this much gameplay in such a short period. Your choice of color, animation, and dynamic audio were stunning.

As for feedback, I found both the combat and platforming more frustrating than fun. I wished I had more space to jump and dash before dying. There were a few instances where I'd die immediately without knowing what I did wrong. I found it hard to tell when enemies were going to attack and because the projectiles moved so quickly it was difficult to dodge, so I ended up kinda mashing the dash button and crossing my fingers.

The low pixel count made it hard to visually distinguish some elements, like what I could land on, what was dangerous, etc. 

I don't normally give feedback this thorough, but you've made so much game here that I felt I had a lot to say. You've done a great job and I think this can go places 🤞

Agree. I've thought about giving each monster unique sounds and definitely some kind of attack/damaged animation. Thanks for playing 😁 

Ah bummer about the collision, I thought I had that fixed. So much for no bugs 😞 

Thanks for playing 😁 

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Wow. Apologies, I totally missed the boss 😅 I closed it when the yellow door said "This is the end". I went back and beat it now & revised my feedback.

I got 12 😁 I love golf games, this was great. I liked how precisely you can hit the ball. I think golf fits 'projectile' perfectly and you had the animal narrator with the surprise twist. 

The only gripes I can think of are that the camera sometimes is positioned in a way where you can't see where you're supposed to putt, and the lack of full screen.

Fun game, great job :)

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The platforming feels great. I made it all the way to the end 😁

I agree with some of the others that the story felt secondary. I saw the enemies shooting projectiles, but I didn't see the animal past the intro. Maybe the enemies were animals and I didn't realize.

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I just gave this a try. I liked it overall. I like the precision required on the rat segments and throwing the knives.

I did get stuck though, I wasn't able to find my way out of the room with all the doors. I went back the way I came to enter the rat tunnel again and the camera did something strange where the rat was underneath the floor.

You hit the animals and projectile well. I didn't get to the end of the story but escaping the facility was engaging. Good job :)

This has impressive polish. It feels very complete for a jam game, props on your level of effort :)  I was initially kind of confused how the ammo/mining worked but once I figured it out the game meshed well

I wonder if you could do more interesting things with the platforming or different axes of movement

The green gun is best 😁

Fun mechanic! I can't help but feel like the jump is less useful when you have the ability to teleport to the knife 😅 and I'm not sure the advantage of throwing it quickly? Maybe you'll add some tighter timing on later puzzles. This was cool, good job 👏

Love the hand-drawn look! It's super cute. I like the idea of bringing color back to a colorless place, too. Good job.

Love the GameBoy styling, Clever mechanics too, not what I expected, and funny too! 😁 Curious to see where you go with it. I honestly have no criticism, this is cool.

Neat entry. You did a good job addressing the prompt :)

I'd love to see more interplay between the two modes. It kind of feels like you're playing two separate games right now. I can imagine a ton of interesting ways to join the halves together so I'm looking forward to see what more you have in store.

I'm not sure I got this one working correctly, but from reading the concept it does seem cool.

I see the appeal. The launching mechanic feels great, too! Fun combination of mechanics :)

Yes definitely :) depends on if I make it to the next round & what the theme is, stay tuned. 

Thanks for playing! Yeah, agree with a lot of those points. I think there's some cool ways to expand. The WebGL build was a bit of an afterthought and I realized the canvas scaling wasn't working correctly in different aspect ratios but I didn't want to modify the submission post deadline.

Appreciate the comment 🙏🏻

Good points. I've added a web build and confirmed with admins that it's ok post deadline 👍🏻

Thanks for playing 😁 

I really like this. The visuals are like something from a fever dream. I love the song, too. Great atmosphere. The wall jumping felt good (though the acceleration was a little intense) and the attacks were impactful. I hope you get to continue on because I feel like this could go somewhere interesting :)

I had the same issue as some others with movement but when I realized it was dpad and not joystick I was good to go.

One problem was the area transitions-- when I'd try to fight the boss, the scene would load in, and then immediately load back to the previous scene and drop me on spikes :( I didn't actually finish because of this as I'd have to redo the climb from the mushroom beforehand which was tricky. The enemies respawn a little too fast for me too.

This is insane for a two week project. A crazy amount of work! I really like this type of game so I'm excited to see where this goes.

I find myself agreeing with others about the tutorials -- I would've liked the option to skip. Also the rotate directions & scroll to zoom moved in the opposite way of what I expected (counter-clockwise instead of clockwise, in instead of out). 

The platforming feels tight! I agree with the feedback of some of the others though, it was sometimes hard to see my character with the background elements and I'd get stuck on things I didn't expect. It took me a few attempts to notice the potions were dropping and the game felt better to play once I saw them.

I'm curious, will you expand on this idea if you make it to Rd 2?