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IMCroc

80
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2
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A member registered May 24, 2022 · View creator page →

Creator of

Recent community posts

Thanks!

I love your level building and visuals, and the work you put into developing a story-line and companion to explain things in an immersive way. I also saw your trailer on Insta and decided to download on that basis (I usually stick to web builds), so great work on that. The movement is certainly one of the movement systems of all time. If you do decide to fix it after the jam I'll likely play again just to see the whole thing.

Thanks very much! I struggled with the UI a bit as I hadn't worked in Godot before. I might try rolling out your suggestions after the jam as a learning exercise.

Really creative take! I love the player agency in the game, so many horror games take it away for that feeling of helplessness. I did get the stuck customers bug before reading this. The shotgun is firing 3 rounds at once, so 15 shots is gone in 5. Also a way to check out customers yourself would have helped, as you can lock yourself out of the rest of the game if you aren't careful.

Great atmosphere and level design. The collectibles were fun to find.

It is fun for a couple of minutes! Some horror music and turning it from a day scene to night with headlights I think really would have pushed it a long way.

What a great spin on snake! Sadly my browser kept dropping mouse capture at unfortunate times, but aside from that this was a fun one!

Ticks all the boxes for something built so quickly!

I really liked the visuals in this one, especially the way you'd sometimes fade out a ghost into a tree or rock to make it seem like you'd been imagining things.

I found the first little while quite spooky, but I feel like the ride went on too long and kind of lost the suspense.

Nice little escape room. The music and the mini ghost stories set the mood well.

Thanks!

Looks good, worked flawlessly. Having the skeleton shown inside the player as part of the player visibility effect was a great touch. Was waiting for the jump scare to be an alpaca mask after last jam :)

This was fun! I agree that restarting should start at the beginning of the run instead of the walk sequence.

Mechanically this works great, which is a big tick. Looks good too. A little faster paced would help, and for the big attacks, it looks like you made the RNG actually fair, instead of feeling fair but actually weighted in the player's favor. Awesome entry!

This is the basis of something great, just a bit over-scoped for a jam. I loved your intro screen that allowed me to get used to the controls and introduce the units before I started the game. I am shamelessly copying that for my entries going forward. It was brilliant.

It's great that you got something working and entered. Remember that many who signed up didn't get that far.

You've got the basis of a really fun game here! A little more UI, better collisions, and some AI is needed, but enemy AI in a jam is a very tough job.

Mass effect meets escape rooms, it's almost the basis of a metroidvania, good work! I also got a laugh out of having a character say the theme, it just needed some really dramatic music to play when that dialogue came up.

Fun survivors game. Agree with the comments about more room to move.

Thanks so much for the feedback! I'll work on the controls more next time!

Thanks! It's so great to hear someone got a laugh out of my cheesy humor!

Thanks for the feedback on th input system. Hopefully none of the jokes were too rude if you worked in the space!

Thanks for posting your time! It's super hard to know whether I got the difficulty right!

Thanks! I'll definitely put more thought into hitboxes next time!

Thanks! Yeah the controls aren't super responsive and some of the hitboxes needed to be bigger. It's great to know what to improve for next time!

I liked the scene and exploration, and with the exploring, O2, heath, shooting, dragging, etc. there's actually a lot of mechanics implemented here in a short time frame!

The art style and control feel were a real change of pace, made this game feel unique!

The dual character control worked really well in this game, I loved how easily I could task and switch them even screens apart and have them both on the go simultaneously.

Such a great jam game, quick to get into and understand, simple controls, looks good, and has a score you can replay to beat.

Thanks for playing! Yes, I overestimated what I could get done in the time I had, I mention on the game pages it's an incomplete demo. I'm planning to finish it as an exercise. Glad you liked the graphics. Congrats once again on your excellent entry.

The chiptunes, gameboy graphics, and controls all make it feel really authentic. The puzzles are decently challenging, and it's very clear what everything does. Great little game.

Thanks for the kind words, and for downloading and playing such a large and unfinished finished game!

Everything works and ties together quite well. I'm assuming the connection to the theme is through staying in the energy circles. One improvement would be to have the controls reflect the orientation of the ship (W for forward, instead of up).

Thanks for the feedback and the dash/roll idea! The controls are a bit off, I'm acting on all that feedback in the background.

Thanks very much for playing. Making the bar recharge faster might work really well, I'll try it.

Thanks!

So the sound and maze design was quite good. The enemies moved and sounded convincing, and it was cool you could see the red light from a distance. Controls were easy. Felt a bit like piloting a mech with the two arms (plug pins) so I kept trying to click and shoot at the mobs. If I could sum this experience up in a word, that word would be "dark".

Thanks so much for playing! Yeah, one of the assets that didn't make it into the game was a green sign with a tree and an arrow on it - probably should have made that higher priority >_<.

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This is just fantastic, top-quality feedback. Thanks so much for going the extra mile.

It really does suffer from lack of completion, so just in case anyone else reads this - there should be a sign pointing left after the second garden. The idea is to avoid the roads completely. In the other direction there's two additional platforming puzzles and parks that I doubt anyone else saw either :).

You can't attack anything in game. I sort of wanted my toddler to be able to play it, so as little violence as possible - you just avoid enemies. With beating the boss, the aim is to connect him to the nature points until he calms down - much the same way you do - but with me not finishing the health bar for him in time there's no way for you to know that.

I'll have to finish it off post-jam for my own satisfaction. Thanks again for this, I really appreciate it.