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Jables

36
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A member registered Jun 07, 2020 · View creator page →

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Super impressive to put together an automation style game like this is such a short amount of time!

I would have liked a little more explanation in terms of item values to help make the cost/benefit decisions on what to make, but otherwise it was really fun and feels like a great foundation that could be expanded into a much bigger game given more time!

This was really fun and felt super polished for a jam game! Was amazed when I picked up my controller and the control screen auto-switched.

I like the simple aesthetic - thought it was really strong and liked how it was consistent throughout the whole game and UI.

Some of the enemies had a turning circle that was so large  I could sit still in the middle of the screen and just let the turrets deal with them. Otherwise I thought the experience was really well designed and fun. Great work!

I loved this. So silly, so funny. When the heavy music hit and my character's Dr. Spider-gator costume appeared - perfection.

I liked the sudden and unexpected shift into the "storm" part (well, except for there being controls for jumping giving it away a little, haha). Great job!

Really creative use of the theme. Really impressed that you got two separate phases so polished as well as an upgrade system. Great art, fun to play - great job all around!

I know you mention it's too easy, but what you've got is really polished - and sometimes that's better than a way too ambitious unfinished game! Especially trying to balance a puzzle game in a jam timeframe is really difficult, so I think you did a great job on this!

I reall liked that it was all left to the player to figure out what needed to be done.

Great idea - really captures that feeling of getting into the office and everything going wrong before you've even sat down. Also loved the alternative exit!

At first I thought I was going to be throwing chairs around, clearing obstacles to reach people. Definitely feels like this is a really solid groudwork that could be expanded in many different ways!

Really ambitous game to try and do in a week, but I think the bits you managed to finish were really well done, and it felt like a pretty unique experience!

Feels like the time maybe went a little quick for me - I would have liked a bit more time to be free to wander around. But then again I did enjoy the tension it added knowing how limited my time to warn people was!

Great job!

Thanks! I definitely think the controls could have been simpler - having two separate buttons was a bit of a shortcut to get the prototype working and then I didn't have time to fix it later. Something for me to work on for next time I think!

Glad you enjoyed it!

Thanks for the feedback! You're right about making the hanging positions more clear - it was obivious to me from making it, and I hadn't even considered it wouldnt be to others! Glad you enjoyed it otherwise!

Great take on the theme. Enjoyed the mix of a usually chill farming game with the stress of the lightning and constanly rising water.

Some things were a little unclear, like not being able to see if I was holding any crops after harvesting them, but I assume that was mostly due to limited time.

So impressed at how expressive you made the character with so few pixels! I also liked how you were able to take what felt like a simple mechanic and keep finding new ways to use it.

I really enjoyed this one!

Really good! Very nice visual style, especially how consistent it was through the menus and UI too. Kocking back a bunch of enemies felt really satisfying when it happened.

When the numbers got big it did feel like things were getting lost and it was hard to follow exactly what was going on. Overall though, really fun and super impressive for a week!

Great twist - spent the first day putting down bushes in places that looked nice but weren't very practical, haha.

The feel of the shooting was perfect. Loved the panic of rushing to put more bushes down while telling everyone to get home.

This is really great. Loved the dialogue, it looks and sounds amazing and really feels like a complete, finished experienced. 

Really liked how the calm itself created the tension, and we never even had to see the "storm".

Loved the look of the game. The water looked great, and I really liked all the little touches that helped it look so different between the calm and stormy moments.

Might have been cool to have some kind of interaction/gameplay element during the calm bits too!

A very cool idea and pretty unique game! It was simple, but that meant I was able to enjoy figuring out the interactions myself. 

Really liked the hand-drawn art style too.

Artwork was great. The jumping felt a little floaty, but getting into a good flow with the wall jumping and double jumping felt very satisfying!

I was very late to dinner 🥲

Really liked this! Enjoyed the feeling of slowly gathered more flags, letting you journey out further and further. Especially when you see parts in the distance and can plan to return later when you've got more flags. Tense moments of "will I make it to the next flag" were great.

Using the flag direction as a diagetic way of pointing out the parts was a really clever touch too!

Really impressed you got multiple modes working in such short time! Simple but fun game loop. Destroying the asteroids had good feedback and felt satisfying.

Really liked the way the "tether" worked as a diagetic method of always finding your way back to the station.

Might be becasue I have a 16:10 monitor, but the all the UI elements on the left were cutoff, so I couldn't see info like how many resources I'd gathered (just fyi, not expecting you to build for all hardware on a jam timeframe!)

Not sure if it's a problem on my end or I'm just Bad At Games (I know you mention it's supposed to be incredibly difficult), but the game ran far too quickly for me. I couldn't really make any progress in the 5secs I had bettween hitting play and failing.

Thanks for playing and your feedback!

Just curious: Did you see the "how to play" page in the game? I'm wondering if I needed to explian things better, or need to make that page more obvious to find (or both)! Good point about adding and explaination to the itch page as well though.

Thanks for your feedback!

Yeah, I ran out of time to do any real level design after putting a prototype scene together, so the upper rack ended up mostly pointless...

Thanks for the feedback!

Good point about mentioning the multiple slots - classic dev blindness, I was so used to it during testing I didn't even think to mention it anywhere!

Looks and sounds great. Enjoyed the chill vibe of the first part. Great job!

Not sure if it's intentional or a bug, but after getting thrown off the boat the game just froze...

Really great! Looks good, sounds good, but mostly is a fun puzzle that I can easily see expanded into a more full game!

Very simple, but pulled off very well. Great music and visual style. Shame most of my time was spent focusing on the bar at the bottom and not enjoying the rest of the visuals!

Encountered a tiny bug: After failing I restarted and was immediately shown the dev signatures and "The End" over the start of the game. They then didn't show at the end.

Loved the artstyle of this. Movement also felt super satisfying - good speed and physicality to it.

A little too difficult for me though, and once I got shot by a laser squid after it had already died =(

Really enjoyed this! Pretty simple gather/defend loop, but everything felt satisfying to do. Loved the little jiggle of the tools on the backpack!

Maybe would have like a slightly more zoomed out view during the attack - the turrets were often shooting at things outside the view.

Simple but fun game. Really like the theming of defending from the weather in a tower defense game.

Flame Sprayer MVP.

Nice idea. Enjoyed the building stress as more and more customers arrived.

Would be good to have a bit more feedback when complaints happen. I failed from too many complaints, but couldn't tell where they had come from =(

Cool idea, and really like the way the two different phases fit in with the theme!

It wasn't super clear to me how the first phase impacted the second though...

Simple, but a lot of fun and has a great feel to it.

Really nice game and fits the theme well. Great atmosphere between the visuals and audio, and loved the idea of smashing through doors to get around faster in emergencies.

Losing the map room feels like a very harsh penalty, bu that might just be me being Bad At Games.

Great job!

Really enjoyed the theming of this. Great representaion of trying to calm down through stressors.

Took me a bit to understand how the breathing worked, and then took me even longer to work up the coordination to breathe and move together!

Also, it gets very tricky to match your own breathing to the game's if you keep failing and never reach the out breath part!

The art and dynamic music were great, giving the game an overall polished feeling. Gameplay was a tad(pole) repetitive and could have benefitted from some more variety. It wasn't super obvious to me what impact the rising storm had, but that might just be me being unobservant!

Considering this was a first attempt I'm excited to see what you go on to make next!