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GrumblingGator

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A member registered Jun 03, 2022 · View creator page →

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Plane and UI look good. Flying feels good. Isn't as responsive as I prefer but I see what you're going for. Lack of any gunsight mode is rough but I assume that's just not implemented yet. You can flip your head upside down in the cockpit.  It seems like you have to maintain lock for missiles to track. Combined with their anemic tracking even when locked, short lock range, and low response on the craft make it very hard for anyone to land a hit on anyone. I never felt under threat and found it inconsistent to hit targets even under optimal trajectories.

The timer seems to be missing a digit during single digit seconds (ie. 1:01 displays as 1:1), and some of the icons and transparent text look a bit low res and clash with the rest of the game's aesthetic. Hard dropping feels a bit slow but that can be a taste thing. Other than that it looks and plays great.

Very fun, ran into no bugs.

Core gameplay is quite fun. Always cool to see simple rules cascade onto each other. Just feels like its missing some kind of goal to shoot for.

Card crafting is very fun. The card art clashes with the aesthetic of the rest of the game a bit including the name font. The game is very GPU intensive for some reason.

Strong jump but no air control 5/10

You have to start with the smaller nuts and bolts and then build up to the larger objects.

Yeah I was probably mistaking the frontal swing for another side swing.

A competent twin stick shooter. Some QoL like a real cursor or the ability to hold down to fire rather than tap would be appreciated.

These guys were just kind of hanging out at the map edge for a while. Not sure if intended behavior or if they got stuck.


Took me a few tries to figure out how the slime worked. Some kind of indication that he's been hit even if he takes no damage would be nice. Another button so you can quick attack on the right or if the game just remembered the last direction you pressed and attacked that way would be helpful, no bosses really take advantage of the fact that your fastest attack only comes out on the left side. Movement feels a bit stiff, you start and stop instantly and its hard to tell where the hitboxes actually are. The core gameplay is actually pretty fun, just need to iron out the animations and gameplay a bit more.

Writing is not great which is pretty bad in such a dialogue heavy experience. The UI's not bad but it definitely needs a second pass, some buttons and the opening text box in particular still feel like stock engine assets. I have no idea how combat works and managed to accidentally trigger the tutorial fight a second time by going down again after the cutscene.

Not a big RPG guy but it was fun enough. The fire wand seemed to adjust one of the stats but it along with a few others were unlabeled. Not sure what being exposed means or how it triggers but it happened a lot. Liked the rotating on the enemy health, but the sliding on the player health/mana didn't look good.

The visuals are great except for this gay mushroom and his hitbox blending into the floor.


I might be too stupid for this game. Would probably prefer if the power meter went up and down instead of firing automatically so you have more time to plan out the 2 shots. The hills worked as intended but was able to fire through walls in a few places. Being able to "lock in" a shot by holding one trigger would be nice, but it would also trivialize the point of the game so I get why you wouldn't want to add it. Any kind of pause menu to back out of or restart a course would be appreciated.



Just the one level for now. Mostly testing out performance with the shader and physics.

The game hides the cursor when you select a save so you have to tab out to interact with any menus.

Got some stutter when the little orbs detected me on the level demo, but only the first time loading it. Probably a material being loaded in for the first time.

Deaths are pretty abrupt. Could probably do with a short falling animation when you die but before the menu appears.

The aim assist feels slightly strong.

I know they're placeholders but the smoothness of the enemies really clashes with the low res aesthetic.

The orbs were pretty fun to fight. I enjoyed tracking them through their little spins as they got it. The way the turret falls over is good too and its nice that there's no hitbox to get stuck on.

I thought at first that the eggs everyone was sending were falling in everyone's world one at a time in a giant egg loop, but I think you only send eggs to the person right below you and then they vanish? Regardless its a fantastic concept and very fun.  Would be cool if the chicken flapped a bit as you went up.

GOD PLEASE LET ME TURN DOWN THE VOLUME OR AT LEAST REMEMBER THAT I MUTED THE MUSIC IN BETWEEN TRIES

A bitch of a game, but honestly one of the better Christmas games.

Very fun, there's a nice rhythm you can get into jumping from planetoid to planetoid. The only minor complaint I have is there seems to be a kind of "buffer zone" out side the sphere of influence of a planetoid. This isn't a problem when its doing its presumed duty of catching you during a near miss, but it occasionally caused some erratic movement most noticeable in the space where two of these zones meet when skipping a planet. I generally liked the audio design and especially the music, but the boost power up noise got a bit grating.

Top and bottom gradients are misaligned 0/10.

But honestly it was fun to create an ecosystem or just have plants jizz all over the screen. I like the touch of the fish having a few frames of animation when they turn. Its a small thing that's a big improvement over just flipping the sprite.

Audio slider please. Sound effects sound a bit harsh, I'm not an audio guy so I don't really know how to describe it. A lot of softlocks but its not the worst.

Great concept very fun game. Dog/10. Only nitpick is its a bit easy to just pick an option at random since you have a 50/50 shot of picking correct and even if you get it wrong you're probably already on a line that avoids people since that's what you're trying to do normally.

I like the eyeball drop reducing vision as a soft punishment for screwing up but there's no reason not to just kill yourself or restart once you lose both eyes since there doesn't seem to be a way to recover them. The controls are fantastic. Obviously it is very hard and the difficulty curve could do with some tweaking, but just bouncing and sliding feels great as does all the options to tune your controls. The wheel menu also feels intuitive with the rest of the game. Not sure if the environments are placeholder or not but right now they're the most bland part of the game.

Naw don't worry about it.

Using the rocket booster in the pipe causes the cycle to become disjointed if the pipe gets too long. Also I'm still getting my points robbed when I cartoonishly faceplant after beating a level.

Otherwise the pipes and push zones play great. By their nature they're much more forgiving than any of the other mechanics which leads to the spaceship being significantly easier than all of the other stages. Not necessarily a bad thing, it just stands out from the others as forgiving.

Snow looks great and it still feels good to play. Few issues:

  • Options menu can be highlighted but clicking it does nothing
  • Sometimes going over a lip doesn't give you air and you instead stay magnetized to the ground. This is most noticeable at the Y-junction before the 2 4-way intersections.
  • Snow frequently clips through the snowboard.

It'd also be nice to navigate menus and perform tricks with the sticks. Your right thumb isn't doing anything mid jump so it seems like the natural option for tricks. Overall it looks sounds and plays great though.

Suppose its a big late, but it should work now.

Thanks for playing. Not entirely sure what the aiming issue was as this is the first I've heard of it. I'd suspect that it was a godot input issue, but you didn't seem to run the same problem with Self Energy.

Very fun. Picking which weapon to use in what situation was much deeper than I initially thought. Weapon swapping feels very clunky at the moment. I might be blind but there didn't seem to be any indication that you're mid swap and it led me to think the game was bugging out for a while. There also seems to be some kind of bug that occurs if you manage to click the start button twice before the run loads.

Thanks for the video. Extremely helpful. I'm hoping to expand progression and add a tiered time system like bronze/silver/gold once the game is content complete. When you do these for other people you may want to turn yourself up. It was a bit hard to hear what you were saying.

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Glad you enjoyed it and thank you for the great feedback. A couple of these things were in earlier versions and just didn't work out. Automatic reset in particular was something pretty much everyone wanted. It was neat the first time you had to reload everything, but when trying to optimize runs in quick succession it just turned the game into a massive chore. The fire selector also used to work exactly how you described, but 90% of players just couldn't wrap their heads around it. Unfortunately vast majority of shooters have standardized chambered rounds just be a +1 to the number on the hud, and doing so makes the game too much more intuitive for the majority of players. In the future the shooting range should tell you exactly how much damage each gun does to the mannequins. No clue what is going on with the Ranch, that'll be fun to troubleshoot.

Thanks again for the feedback.

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Finally got 8-2 after an hour. I may be retarded, but there is a logic to these that can be learned. I will say that you did a good job with the blocks and the holes. At least to me it was instantly apparent what was suppose to be done. The song is good and it fits, but it would be nice to have a few others. Spending a long time on a puzzle just to be met with the same tones on the next gets a bit grating.

Game is a massive resource hog, I suspect a uncapped framerate. Its currently possible to clip the camera past its rotation limits and break it. I do like the animations on the character. Realistic movements on a janky sprite man works surprisingly well.

Huge improvement over last DD. Guns look and sound way better and are thus much more fun to use. Upgrades are cool and fun to use, might want to put homing or something on the pistol ricochet as at the moment its a bit worthless especially compared to the shotgun ricochet. Movement is a bit fast for my taste, but I'd much rather it be too fast than too slow. If there was a walk button it would probably be the best of both worlds. Enemy decals seem to be rotated incorrectly but only sometimes. Never manged to replicate it with my own weapons.


Needs a way to go back to the main menu from gameplay. Spacebar saps your health. Not sure if that's intentional or not. Try experimenting with different shot types on the towers. Multshots, curved shot, variable speed shot, whatever. Would be a simple way to make the gameplay much more dynamic.

Everything seems stable despite my best efforts to destroy it. Don't know if the map goes on forever but I traveled for about an hour with no issue.

There were some rabbits, I sold about half a dozen of them. The customers seemed meh about the rabbits I sold, but its fine because I was also meh about the rabbits. Would be nice to see the customers enter the shop in the future. Even just a door opening animation and their sprite appearing in front of the counter would be an improvement. Having to sit in the rabbit screen to get customers to show up is a bit weak. The dead silence also makes the whole affair kind of comical in a way.

Visually its quite pleasing and the customers have some nice aesthetic for the 30 frames they spend on screen. The concept of a store were you sell rabbits to produce better rabbits is a good one.