On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Irratium

17
Posts
A member registered Oct 14, 2018 · View creator page →

Creator of

Recent community posts

Really fun, nice twist on the old tower defense genre with the spiraling paths. Even managed to squeeze in some strategy element with having to match the colors! Bonus points for the blood cell sound effects :)

Combat is nice, although could use more feedback on the hits (particle, sound effects etc.) Camera controls were... frantic to say the least. Good for a bit of fun!

Liked the puzzles, they start out simple and bring new elements in as you go. Solid work on that. Took a bit to figure out the pickup mechanic but then I was all good to go. Visuals are a bit noisy with the harsh contrast, but everything is still clearly distinguishable. Nice little game!

I'm a simple man: give me a gun and horde of enemies to mow down and I'm having a good time. From the games I tried so far in this jam, this had the most "pure fun" for me (see my first sentence). Could use a little polish like hit markers to give player feedback when hitting enemies as now it's a bit hard to tell. Great job, keep it up!

This ticks a lot of the boxes of an amazing jam game: solid mechanics, stunning visuals, puzzles that aren't too hard but not a pushover either. Close it off with great atmosphere where everything is really well tied together.

A minor thing for sure, but really liked the way you guided the player (introducing the box for the first time) without having a giant arrow pointing at it. Beautiful, beautiful work at all fronts. My favorite game of the jam so far!

Very lovely presentation. Mixed feelings about the precision required for the jumps, took me super long to get some of those right. Solid effort!

Cute little feel-good game that has some zen-like vibe to it in its serenity. The core mechanics work well, have to point out the nice tutorial at the start that was informative but stayed to the point, kudos on that! Played for some 15 minutes upgrading stuff, then ran out of food. Some pointers:

UI scales weird when fullscreen, also the upgrade window blocks the amount of money you have when open.

It's rather easy to get lost with no clear way to see where you have been to - perhaps a minimap or something?

The basics are there, nothing too fancy but some cute little touches like the character rotation animation. Not really nailed on the theme but I understand the sentiment of getting help from other characters. Clicking on the upgrade window feels weird after planting your hands on the keyboard, perhaps having an option to press keys (Y/N) would have made it more fluid. All in all a working package though!

Simple in concept, but can be very hard and unforgiving (minus the generous checkpoints). Has potential to get frustrating as you respawn directly into middle of guards sometimes, causing dozens of respawns in a row. The AI is nice and functional at core, also diggin' the art style!

Like the simplistic approach, although some of the assets didn't quite feel like they fit perfectly with otherwise a very cohesive look (mainly the pads). Some bugs with the collision detection (got characters stuck together a few times) but those didn't bother me too much. Keep it up!

Appreciate the feedback!

Lovely atmospherics, beautiful art style and just enough lore to flesh out the world and justify the gameplay. As some others pointed out, I too was left missing an ammo counter and was a bit confused about why I couldn't shoot at first when I ran out. Also have to try with a friend, pretty hard playing solo as expected.

So far one of my favorite entries of this jam, beautiful work!

Thanks for the feedback! I actually thought about doing what you mentioned about the other segments being pickable by the tail but liked the incidental gameplay mechanic where you can "shoot" the loose parts with the tail :P Maybe I'll tinker around with the possibility later.

Thank you! If staying in the middle worked it's a feasible strategy then - the difficulty / balance is rather poor at the moment. Might consider revisiting and adding some things once we can update the projects again. I'll give your game a shot tomorrow.

Wow, thanks for your kind words! I feel the difficulty is a bit over the place as I ran out of time for proper balance pass - some said it's easy and others feel it's too hard. Some great games in this jam, I'll make sure to check yours tomorrow!

Thanks for taking the time! I tried to keep the core mechanics rather simple, although it was hard to fight the feature creep :P

Interesting concept but can be really confusing on the mechanics. Some kind of "how to play" would make it lot easier to get your bearings.