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Pablo J. Gorigoitia Castro

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A member registered May 24, 2018 · View creator page →

Creator of

Recent community posts

Tx man

Thank you so much... We almost felt that nobody had taken that detail into account.

Very nice looking game and quite polished, considering the available time.

Of course, I needed to vote for this since we both reached the same core concept.

Thanks for your kind words. But good enough is a better descriptor.

Thank you, emeryllium; we needed more time to balance the game to ensure it would be as much fun as possible. 

Even so, one of our fears with the design was it became sluggish, so your speed-up buttons sound like a fine addition.

Thank you, Nik. Yes, the idea is to finish as soon as possible; however, we needed more time to balance it and improve the player's IA, so it's too easy to win in the current version.

Thank you, WaffleIII! Jams will be jams; time is limited, and not every bug can be crushed, nor every feature be implemented.

Tthanks, there are many issues to be fixed,  but we think that the core concept is cute and cool (at least in the opinion of my six YO). 

Thank you, we hit many last-time issues that we weren't able to correct in time. I wish and hope to fix them on the following weeks. 

Thank you, Fyodor; it means a lot coming from you since your entry was my personal favorite. Now I am under the obligation to download your android game.

A superb result!

What a fresh spin to a well-known game mechanic! (Pun very much intended)

I do like the idea, but it is still a little too rough. 

One major change I suggest is that the starting weapon and/or the progression of the following ones be randomized.

Also, a little trick that will make our enemies feel more alive is to include a chance of stopping and stand aside, a little while in place. 

Thank you, I did put effort into those transitions.

suck at this game, which demonstrates how good it is.

Really well written and charming!

Thanks for your insight.
Indeed we intend (after the rating period) to go with the pre-designed levels approach, besides building a more reliable less-random level generator, to encourage a more logical problem-solving approach from the player.

I think the basic idea could be cool. However, the current iteration is too bugged to give you meaningful feedback.k

A nicely done minimalistic game. However, I feel it is too mindless; at some point, I start to click randomly, and I pass the stages eventually. 

Also, I feel music and SFX could enhance the overall experience while maintaining the Zen value.

Thanks! Certainly, some tutorial is a must, but we couldn't implement it due to Jam's time restrictions. 

Please stay tuned for future updates.

Really well done!

The camera was a little shabby but could be related due to my laptop screen resolution. I think including an auto-restart after falling should be a must in the next iteration.

Again, you have my congrats on a well-made prototype.

This is so far the Puzzle-Platformer that I have most enjoy from this Kenney Jam.

It is a simple, fun concept that I wish you could expand and polish a little further since, in its current iteration, some control issues prevent it from reaching an outstanding hypercasual potential.

Like everyone else, I felt that a few more levels make it difficult to test your game more thoroughly. However, the core is there, and I think it could become a nice kill-time mobile game.

Solid! Puzzles' difficulty curve spikes in a too steep fashion for my like, but that is not an overall problem of the game itself.

Not my cup of tea, but I can see how this could become a meme-inspiring viral game.

It is an amusing experience and a tight entry in a Jam context.

What a great job! The game nicely fits Jam's theme.

I Understand why you chose to use a rotating mouse action, but I would prefer to activate the mouse wheel while hovering with the cursor.

Probably it could be a good hyper-casual mobile if u use swiping motion as the main input.

Again, well done.

@joakkar cool fact @Blasgana is also a former student of mine.  He is now also a Game Design & Development professor.

You two should chat someday; both of you could share experiences, learn from each other, and have a fun time talking about annoying former teachers. (not me, of course, XD)

We also wanted, but time run short, to implement it. As a team, we avoided putting all-nighters.

I think it is a nice Idea; we could implement it as an easy mode assist feature. I think it could go well if:

  • You lost the tile-breaking points you gained in the last move, even have a score penalty.
  • You have a limited number of times to perform undo per session.
  • The MeanTank would not go back.
  • The last Move performed still counts as a spent.
  • Any/all of the above.

Certainly, we could look into it.

This game is so cute; I hope that your son giggles a lot with it!

I made a game (Ballon Jumper) as a tribute to my wife when our daughter was born,  then it is easy for me to relate to your motivation for this project.

Thanks! We will made more levels, fix some bugs, and will tell you.

We will check it ;) thanks for the heads up.

Wich problem are you having?

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Awesome! Nice wrapped simple concept, with a great theme.

I loved the screen Transitions  ♥

Hey guys! Thanks for your encouragement. 


Certainly we would love to enter your contest. 


Liga Petardo is a play on words on the Rocket League in spanish. In english would be equivalent to Firecracker League, but we are Thinking to change it to Copa Petardo (Firecracker Cup). 


We will add more New cool features, such as different stages (beach, ice, and street) and more vehicles. 


Again thank you so much. 


Godspeed!