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InsertNameHereGameDev

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A member registered Oct 22, 2020 · View creator page →

Creator of

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Cool concept overall with some pretty nice looking art. Good luck with the game if you all decide to finish this one up! :D

Thanks you!  Also, that's an GENIUS idea which wouldn't have required much work to implement with how our code was set up (since all the sound effects was 1 sound effect altered at runtime). I wish we thought about that earlier. :D

Thanks for playing and the nice words. I agree with the faster magnet and more punishing fish. Unfortunately we started play testing way too late to get a good feeling for the game. Also solid point on the size/optimization. I think an engine like Godot would have been a bit more fitting for this (not including the benefit of a web game), but the rest of the team used this gamejam as an opportunity to learn more about Unreal Engine. Now that everyone has learnt a bit more of Unreal Engine, I hope our next step is learning to optimize it a bit more :D.

Great game overall. Nice looking visuals mixed with fun gameplay. A small gripe is no mention of the fact that the spacebar actually retracts the magnet. With that bit of knowledge, the gameplay loop felt even more solid. Other than that, great job! (and funny coincidence :D)

Thanks for playing my game on stream :D. I actually found out about the music loop bug after submitting it. I'm actually releasing a patch after the jam which fixes that issue as well as fix the issue where the sound effects mute button doesn't actually mute the jump sound. I'm not sure if I'll continue working on this (it's my first ever game), but it shouldn't be too hard to implement flying obstacles to the spawner code. I'll definitely consider it if I continue working on it, so thanks for the suggestion :D.

Wow, that's actually a really awesome way to add way more to the game with less effort. Thanks for the suggestion. :D

Thanks :D

Super fun game and great looking art style. I especially love the contract system and how it ties into the theme. Controls are pretty solid as well. A few upgrades and this could be a retail game. :D

Really fun game with a really weird art style. I did as requested, put some vaporwave on and started blasting. A small issue I have is that the gun shoots a bit in front of itself, which means you can get boxed in and not do much about it. This doesn't really happen when you get the Machine gun though, so that's why it's a small issue for me. Also, I am lost at words for the ending :D.

The game is overall fun (the monster being the standout because he's so cute :D). The controls were a bit slippery and on some playthroughs, multiple toys would be stuck outside the play area, thus stopping me from finishing the level. With a bit of polish, this could be a really fun time.

Very good use of a 1bit style of pixel art. Also love the filter applied above it all, but that could just be because I really like CRTs for some reason. The controls are solid and using the Great dash felt pretty satisfying. I think the camera being a bit jumpy took away from the experience, but this is still a great game. Also, I fully agree with your notes on Godot :D.

Thank you :D

Fun game with a great looking art style. I also like the silliness of spawning voids by throwing cats :D . I did get confused a bit by the difference in the way you have to throw the crate and the cat into the well, but it's a super small gripe and it doesn't take away from this game's fun factor.

Really amazing jam entry. The art is really unique and the overall experience is really polished. While I could go on about the art style and everything else, I think the most important part here is definitely the story. I remember back when [the virus of 2020 that shall not be named] was massive and we all were quarantined, I had lost way more people and had to grieve way more than ever before. This game recreates the feeling I had with all those deaths. I especially love how quickly all the bad stuff happens, because that's precisely how death usually works. It just hits you without any warning. I also like it when Azalea realizes that she could start up the sunflower field again, because Gabriel would have wanted that. Great use of backtracking, making the levels feel way bigger than they usually would. 

I'm not crying, you're crying :-(

Thank you :-)

Thank you so much for the kind words :-). There was actually randomization, but you're right. The gap between where obstacles could randomly spawn was way too small to notice at all, and I regret not widening the range of randomness.

 It controls pretty well and has some charming art to go with it. It reminds me of throwing around loot bags in Payday 2 (for some odd reason). It was overall pretty fun :D