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ironcutter24

195
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A member registered Jul 06, 2020 · View creator page →

Creator of

Recent community posts

“I’m so getting fired for this…”
Plants vs Zombies kaiju edition! Plays well and graphics look great, but I had the impression that I was always low on resources, never got to build a second tower row. Really nice going around the ocean in a big robot though. Good job!

Simple but entertaining, I especially liked the color-coding for the passages

Feels a tad empty, especially in the beginning. Level design, art and music are awesome!

Haha I’m glad you had fun!

Keep it up! I’d love to try the updated version!

After the jam we are going to add some friction to boxes, as well as a way to pull them out of corners (as a paid DLC, obviously haha). That’s some useful feedback, thank you for playing!

Gameplay is fun and smart, I’m just wondering if there is a better approach to control scale than dragging a slider the whole time. Well done!

Cool idea! Maybe a little too difficult to navigate

Will do! 👍

It’s so good that I wanted more levels! Great job!

This was painful in a good way. Damn spaces. And reverse words. And… stuff. Great job!

Thank you very much! The tutorial is on its way, and I did some miscalculation a couple minutes before publishing, so character collisions are a lot more broken than they should. The post-jam version is going to be much more polished!

Beautiful art and fun to play! Maybe the control scheme could be improved by pulling with W / Up instead of Space

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This is a very good entry: simple and straight to the point, yet incredibly fun!
Hope to see ya in the top 20!

Good job! You could make later levels a bit more challenging by making them less linear

Loved the intro dialogue, gameplay is simple but rewarding. Well done!

Great mix of Tetris and an action platformer, has a bit of a learning curve but then it gets super fun!
Art and music are really good as well.
Well done!

Fish designs made me laugh, loved them! The music makes it very enjoyable, but some sounds for eating / taking damage would help understand what is going on.
Overall I had fun, but the slow movement got boring towards the end.

I’m glad that someone made Vampire Survivors with frogs and snakes. This still feels very fresh and well balanced. The little messages of the boss approaching keep you on your toes and having to point with the mouse makes the whole thing more engaging.
I had fun killing the Snek, great job!

Haha, this is great! The humor reminds me of Psychonauts’ fish-people city level. Well done!

That got dark quickly! Good interpretation of the theme. I liked all the little characters and the charged jump was interesting even though it doesn’t seem to have any function in the gameplay.

Great vibes and nice puzzles! Did’t really get how the game relates to the theme though.

Controls are so good! I can really “feel” the weight of the hammer, and the hammer-jump mechanic is brilliant! Great job!

Interesting twist having to click on traps in real time to activate them. Nice touch adding a day-night cycle. Navigation and interface felt a bit confusing, and cards shown after selecting houses are hard to read unless you carefully position in the right way.

The idea is fantastic but, to be fair, it’s so linear that it rarely feels like a puzzle game. I enjoyed the presentation with the CRT monitor and very clean graphics.

Really cool game, even a little addictive! Beautiful art, sounds, mechanics. Only improvement I can think of is a SFX to notify when the bar fills up. Well done!

Controls and wall jump are super fun! It gets a bit slow when you have to wait to gain back your scale. Nice touch tying scale to player speed and jump height.

Not much of a challenge, but really fun to play! More content or a difficulty curve would add a lot. Great job man!

I liked the clean aesthetics! Can’t see text and there are a bunch of bugs though

Feels like you fall way too fast, and as someone already pointed out: invincibility frames. Bats are death right now.

This is so cool! Really liked the idea, graphics and controls. We had some pretty similar ideas on the wildcard usage.
To point out a couple issues: at times I had some trouble getting a clear picture of where the Basilisk can petrify me, and the music stopped altogether at some point, probably not looped.
Overall a very solid entry, great job!

Thank you!
We’ve seen people pull off lots of insane skips, we are already working on a post-jam update to fix this and the perspective issues.
For level 2 and a couple others, mind that after being hit you can move for a moment, before turning to gold.

Graphics look good, but lacks a lot of feedback on actions.
I felt a general lack of consequences for being hit, a health bar would help. Smaller enemies would be less annoying if they were slower than the player and go down in one hit. The knight feels very slow and the charge too short to safely pass through flame attacks.
Overall I really liked the epic fight vibe and the attack patterns, but the combat needs some updates.

I liked the art, the music and the story bits in the levels, controls are nice and responsive. Could consider adding some upward speed to the character after killing an enemy, to make the kill more juicy.

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I liked the visual style a lot and, as a whole, the game creates a very tense atmosphere. It startled me a bit when El Pombero came out for the first time.
Very cool entry, but would be nice to have more loops to avoid the monster, that could also use a navmesh to chase you through the environment.

Looks cool! I liked the classic jumping on enemies thing. At times feels like the character is moving too fast, and allows to skip entire sections by jumping and moving right.

Thank you very much!

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The dark grey round things are pressure plates… I don’t want to spoil too much

Thank you! Yes, using statues to reach higher places is part of the core mechanics

Thank you!