Skip to main content

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

im-phillip

39
Posts
2
Followers
A member registered Oct 22, 2017 · View creator page →

Creator of

Recent community posts

(1 edit)

I'm incredibly impressed that you made all of this from scratch, and even moreso that you did so and came out with such a fun final product! The moment I saw the boarder scale and the box move with it my jaw dropped. Great puzzle design and a very creative take on the theme, fantastic job!

Big fan of the art style! I think you came up with a lot of nice card types for various potential synergies, and it felt very satisfying to watch my amalgam grow larger and larger. Because of the way size carried over between battles from the amalgam, I felt fights were often decided by the way they went the first round, but I still had a lot of fun with this!

I really liked this! The style's so fun, and I like the take on the theme. The controls for swimming around while unpuffed feel great, and I think you found a great gameplay loop as it feel great to swim towards something while small and helpless then suddenly switch to the large form to use your momentum to your advantage!

I adored this concept! Had a great time recreating the images, and I think you did a perfect job escalating the difficulty in what was being drawn each time, from more abstract to things with more detail. The gallery at the end was a great touch, as I got to laugh at how off my low-res paintings were. I was a big fan of this game!

Really nice game! Wasn't too tricky to implement the file fix. I'm a big fan of the style and concept's very fun. Had a good time playing this!

One of my favorite games I played this jam. Super creative take on the theme, really great level design to invisibly point you where to go, immensely charming art, and little touches of polish that went a long way. Fantastic job!

A really unique take on the theme, big fan! The style's fantastic, I especially loved how the health was displayed on the caterpillar's body. I think there's a bit of a sudden difficulty spike in the last and third-to-last levels, but it otherwise felt good to slide by in the nick of time in many of the levels

Hard to believe this was made in 96 hours, fantastic job! The art style is immensely charming, and the level design is great. One specific element I want to highlight is that you did a stellar job with the flower placements to silently encourage the player where to go next and how to become more comfortable with the gliding mechanic. I really, really liked this game!

What a phenomenal game! All the elements come together so nicely. There's a really good balance in trying to maintain which jobs are being worked on and what you have too much or too little in storage. You never feel like you're sitting around for too long but you rarely feel overwhelmed. And, goodness, the art is just fantastic. Incredible job, one of my favorites. 

What a cozy game! The polish on this game (the little ding when you get the right size, the way the object snaps into place, the tips when you need to place something else first) goes a long way in making the user experience a great time. Very satisfying to get all the things in the right place, great job!

I'm really impressed with how readable everything was at such a tiny scale! It's a sign that you did a fantastic job in UI and character design. Great job!

There's some fantastic game design on stage here! There's a stellar balance in the two sizes having their own strengths and weaknesses (being slow and large but able to fight back vs being speedy and small but defenseless) that gave the game that oomph to stand out from the crowd. I really like the way the 'health' is the stage getting more and more crammed, giving a great sense of claustophobia as you're close to losing (and a great take on the theme). Had a blast playing this!

One of the most creative takes on the themes I've seen! I really had fun playing this, and the songs were all bangers. Great job!

I think the bolts system was a super clever way to discourage players from hiding in the corner in the earlier rounds and let the enemies take each other out. Felt great to walk into the final showdown all powered up!

Fantastic level design, some really great and engaging mechanics, and tons of polish that made it feel great to play. I really enjoyed it! I might've liked an undo button for a game like this, but I get there's a time crunch (48 hours? Wow!)

I felt you hit a good balance with the difficulty! It was very satisfying when I got things to line up and watched as the black hole's gravity got to do its work as the music played.

A lot of fun! I'm going to think  of the electron running through the maze every time I use resistors now. I feel the diodes could be a bit more readable in terms of which direction they were pointing, but otherwise I loved the art

Super impressive that a game this well done was made in 96 hours. One of my favorites of the jam, fantastic job!

Didn't always understand what was going on, but I had fun with this! Fun take on the theme

This has a very fun and engaging gameplay loop. Had a great time playing this!

Super fun! There's little bits of polish here that go so far. The hesitation before the drop to give a sense of weight, the way the combo sound goes up in pitch as your combo improves, the little wiggle in the scales before they find their new resting point. The work did not go unnoticed and it really gave the game that omph that makes it so fun to play

Fantastic game. I felt the puzzles were the perfect level of difficulty where I had to think on them but they didn't feel impossible, which is a very tricky thing to do and immensely impressive whenever pulled off right. Well done!

Such a charming game! Fantastic art, and a ton of fun to explore the house in various forms. Big fan!

Very fun! Cute take on the theme, I enjoyed it a lot

Immensely charming game! Lovely art and it felt very nice to grow stronger as the game went on

One of the most creative takes on the theme, I loved it! Big fan of the art style and you have the couple a lot of character. Great job!

Had a lot of fun with this! You came up with a good variety of obstacles that requires the different sizes in your tool box.

Quick and straight forward, but I finished with a better understanding of numbers! A suggestion might be to start off with a set of numbers that are on the same logarithmic scale (e.g. 5 for the range 1-10) to act as a "control" and really help the player grasp how small some of these large numbers are in these contexts

Had a lot of fun with this! Made me think in a different way. Very satisfying when you get everything to line up.

A genius concept and a remarkable execution. The way your goal leads to internal conflicts (needing to be a certain size to paint something but if you're too big you can't get there) is fantastic game design. I really liked it.

You did a great job at small elements that really elevate the experience, like the trail of your last shot persisting as you set up your current one and the sound effects as your grow/shrink obstacles. Fun game!

Took me a sec to get a hold on how it plays, but it's a really creative way to move around in a level!

Really made me feel small, being dwarfed by the mountains, making it all the more satisfying once I climbed them. Great take on the theme

This does a great job at pointing the player in the right direction on what to do next without being heavy handed about it. Big fan! 🐁

So charming! Very ant-tertaining 🐜

You did a great job with the visual and audio feedback on the clicks  in the mines. It made it feel  really satisfying and kept me hooked while playing!

This game oozes charm! Love both the sound design and the character models. One suggestion I might have is to add some more choices during combat. While there's a lot of strategy in which upgrade to choose, once you are in a battle (where you spend most of the game) the only factor to consider is which enemy to attack. It also falls into a common pitfall for random-based attacks that sometimes you keep getting back rolls and can't do anything about it, ending a good run. A common remedy is the ability to tweak your luck in a pinch, such as the chance to once per battle roll again, which could add a bit of depth to the combat

The fact that you can sometimes see some of the sides peak out from the top, hinting at which way you need to move it, is a stellar touch that removes what would otherwise be frustrating in trying to find the right side. I like the fact that you can shift two dice at once, although sometimes (but not too often) I'd try to move a dice and get nothing. In a later version, maybe make the difficulty grow a bit faster. All in all, very fun!

There's a lot of little details of polish here that go a long way, from the camera pan to the cloud of money enemies explode into to the feedback when a shot is done without a bullet compared to with one. This has a great gameplay loop that  I could see myself playing for ages in a later iteration. I think for an arcade style game like this I would have liked to reach a point where the amount of enemies ramped up until it's almost overwhelming, leading to that hectic  feeling of putting out one fire while another pops up. That said, I had a blast playing this. A great take on the theme and an immediately endearing art style