Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Joey G

285
Posts
11
Followers
2
Following
A member registered Jun 03, 2021 · View creator page →

Creator of

Recent community posts

If you’d like, you can access the level select through the pause button in the bottom left of the screen to skip the levels you can’t figure out! I could also give some hints if you want…

This is a great take on the theme that makes a lot of sense intuitively! I was able to get a score of 94 by throwing everything at the kaiju at once, and then spamming thumbtacks, since you get them infinitely. I'd love to see what other objects could be incorporated into the game, given time.

I was pleasantly surprised by the dynamic music as you zoom in and out--that's such a nice touch!

Was this inspired by Wayang Indonesian shadow puppetry? If so, that's a super cool basis for a shadow puppetry game!

Around level 6/7, I got stuck because I couldn't shrink down enough to fit under a block. Is there a way past this, or am I missing something?

Taking a page from Katamari Damacy's book, maybe new obstacles could be revealed as you grow larger. Like you'd need to avoid hitting birds or people riding a ski lift, etc. Or else you could just have the playable area expand and reveal new paths at a different scale as you grow larger. Though features like that would definitely not be trivial to implement because you'd need some way to dynamically switch level elements. Or maybe, if you get hit when you are big enough, the snowball could split into several smaller ones that you could control simultaneously (like the Double Cherry powerup from Super Mario 3D world), though only one ultimately needs to make it to the end. They could even recombine together to give players a chance to regain their lost size. The game is already polished and refined mechanically, but these might just be other things to explore.

Or you could go for something completely nonsensical... Like if the snowball gets big enough, smaller snowballs start orbiting it, or it accretes enough mass to become a small planetoid and it starts generating a magnetic field by rolling down the mountain... I'm mostly kidding about those, but since the game is already kind of goofy, maybe you can explore the behavior of the growing snowball in a more non-literal or wacky way.

In terms of presentation, it would also be cool if the music changed dynamically with speed or size. Even without changing anything else, I think that could really add to the tension of rolling at high speeds!

This is an intriguing take on the theme with really interesting puzzle opportunities! I love the mechanic of moving the light source to raise/lower the character/shadow. However, at times it could hard to tell which was actually standing on the ground. Maybe an indicator or highlight could be added to whichever character is actually in control of the jumping? And as others have said, it would be helpful if there was some indication of the light source.

There are also some small glitches, but they didn't detract too much from the experience, and I was able to mostly avoid them once I knew about them.

This game kind of reminds me of old Indonesian shadow puppet theater called Wayang. Thematically, I think it would also be cool if the main character was like a shadow puppet of some kind.

Overall, this is a really cool concept, even if it is a bit rough around the edges!

I like that the goal you are defending is also responsible for defending itself! It's a cool twist on the tower defense formula. But the bricks could be kind of unruly. It's kind of easy to knock the tower down while you're building it. The only way I could beat the final level was by holding the Ten Commandments on a brick and holding up the brick inside the end goal for thirty seconds. It might help stability if the brick you were currently holding couldn't affect the others. Or maybe parts of the tower could lock in place if you successfully complete a wave? Then again, it can be fun and hectic to have a heap of bricks.

The art was also gorgeously done!

This is a great concept for a clicker game. The "infinite monkeys on infinite typewriters" adage lends itself perfectly to this sort of game. The number of monkeys increases, and the prompts get longer, but I wonder how else the game could incorporate the theme. Maybe you could hire bigger monkeys, or maybe different types of monkeys could type longer/shorter words, etc. Of course, clickers can potentially go on forever with a million different upgrade tiers, so there's a lot of room for this game to expand.

The sprites and animations are really cute, and the upgrade descriptions are funny! While the sounds help identify when a new word appears, I kind of wish that valid words that you have already collected would be a different color, like blue or at least a darker/less saturated green.

Everything seemed to work fine for me except for the tier two upgrades. Maybe it's because I'm playing on Windows?

It reminded me a lot of the old "Impossible Quiz" flash game... very silly and weird, but it had a classic old-internet sort of vibe.

Scaling the tower also scales your damage, so it fits the theme in more ways than one! Having your height interact with the gameplay is a cool concept.

the core gameplay is solid, but It I'm not sure if I was able to strategize effectively. I usually just picked the strongest cards I could, especially the climbing cards, and I got a score of 1020 that way. The height stat might be a bit overpowered, since having a height advantage also gives you an attack and defense advantage, making blue cards almost as valuable as reds and yellows combined.

It would also be interesting if you needed to lower yourself back down the tower at times to dodge attacks, hit an enemy's weak spot, hit enemies that are climbing up towards you on the tower, etc. There's a lot you can do with this!

Super stylish, especially for 48 hours. Seriously impressive! I'd like to see how else the snowball size could factor into the gameplay if you develop this further. 

(1 edit)

I love the idea. I think it's the only sponge-type game I've seen in this jam, and it fits the theme so naturally. You could easily run with this idea further. I think it might be interesting to explore the water as a resource/health system. Instead of letting players shoot indefinitely, maybe give them a set amount of water at checkpoints/hydrants, or maybe let them absorb water from saturated sponges, etc. There's a lot you can do with this!

The style is already quite polished, but some small additions like sound effects/particles/juice would help the feel a lot. I only encountered one small bug where shooting a sponge repeatedly from the same side can cause it to extend past the red barriers that normally stop it from growing further. 

Besides that, everything felt great to play, especially the character. I'm sure the game would feel even better on a controller.

(1 edit)

The black and white line art style is very clean, though sometimes it was hard to tell when I could be detected by enemies. It was also hard to tell solid walls apart from background elements you could walk past. Just a small amount of color could be used to clarify this, kind of like how the doctor glows red when she spots you.

I like how the other rats seem to be on the doctor's side--usually in stories like this, the rats team up in some way. It's a neat subversion of the "experiment subject escaping containment" trope...

I also like the idea that the way you hide from rats and the way you hide from the doctor/humans is different, though I think you could push that idea even further. To exemplify the difference between the two enemy scales, maybe you could actually fight the rats in some way. Lean more into the action/combat when in darkness, and platforming/movement/stealth when in the light.

I defeated 22 Jeremies! There was a good amount of strategy here for how seemingly simple the gameplay is. In order to defeat the more difficult Jeremies, you have to carefully consider their upcoming moves and use your blocks accordingly... I found it best to save up a lot of attacking pieces over time to try and take Jeremy down in one hit, avoiding having to bypass the armor repeatedly on different turns. This meant that Jeremy's healing turns became good chances for me to build up shrink power or attacks before I have dealt any damage.

I liked the Tab key hints, and it's nice that they highlight everything. Hiding the hints most of the time also keeps the screen clean and clear. But I wish the blocks would maybe snap into place a little easier. It can be a bit difficult to move the block just enough to not touch the wall without having it touch another block. There's other small UI/UX things, too, like the blocks spawning on top of the piece frame, but these are mostly just nitpicks.

I also like you only have the power to shrink the blocks. A lot of games in this jam give players the power to scale up or down, but making larger pieces an undesirable effect controlled by the AI is a cool take on the theme.

With more features/polish, I think this could be a really engaging puzzle/strategy game!

I assumed at first that the scales and burners came from some asset pack, but it's super cool that you actually managed to make the models during the jam. 

I didn't realize there was wind at first, so it was a bit hard to tell why the scale was leaning, and without knowing the strength of the wind or when it starts/stops, it was hard to adjust my kernel placement. But I like that the kernels pop at random times, as that makes the scale shift suddenly in a way you can still react to. 

This is a cool little game, and it reminded me a lot of a WarioWare microgame for some reason... It's pretty wacky and charming.

I like the idea! It might be cool if Mausa's size changed more drastically, potentially taking up more than one tile at a time... And maybe the goal size could change as well? I liked the random effects in different levels, though it might be good to give the levels names/hints that identify these gimmicks in case it is not clear to some players. And I like how some levels were more about strategizing your movement while others were about going as fast as possible! Maybe Mausa could also gain different abilities/stats as he grows, too. There are a lot of ways you could develop this idea in the future!

This is a solid concept that is executed pretty well! There are a lot of things you can do with a resizing character. It would be cool to see what uses (in addition to fitting into small holes/tunnels) you could develop if given more time. It would really spice up the gameplay to have a reason to switch between sizes outside of the tunnels, or if there was a time limit on the transformation, etc. A  good start!

I like the comparison between cats and liquids, and having a cat that drastically changes its shape to fit into cracks and stuff is good take on the theme. And the sprites for every form were a good touch! It would be cool to see the cat transform in other ways as well, such as flattening out or slinking into holes. The wall jumping could be a bit unwieldy, but it still felt good to bounce between two walls quickly. With more time, I think this could be a cool action or puzzle platformer, depending on which way you want to lean.

I guess I was just blind to that part of the instructions! Thank you for pointing that out.

(1 edit)

The platforming can be a bit difficult at times with all of the enemies and projectiles in the way, but the mobility and flashiness of the moves you unlock is very nice. If you kept a bit more of the momentum you gain when using them, it would make the game more energetic and I think the moves might feel even more powerful. It would really sell the sense that there's a lot of force behind them. Nice work!

The concept reminds me of that one Futurama episode where Bender keeps commissioning larger and larger statues of himself, except this is much more wholesome! I liked carving, especially after I read that you could charge up the pick to clear a whole chunk, but the resolution of the game is preventing me from seeing or ringing the bell. Do you know if there's something I can do to see it?

Gorgeous style, and the maximize ability felt powerful to pull of correctly. But I couldn't get past the first level after the tutorial--As soon as I took out the first two guards, the gunner in the back walks up and shoots the bounty hunter before I can pick up the throwing star again. Do you have any tips for making it further?

(1 edit)

It felt cool to essentially attack by multiplying yourself! Instead of trying to minimize losses, you have to defeat the immune system with overwhelming force. It was kind of difficult at first, but I ultimately beat the hard mode level by just constantly swiping my scroll wheel up (which honestly felt really cool) and keeping my mouse in the center of the screen. Even when the screen kept panning away from the bacteria, I could keep multiplying them, and they would eventually catch up with the camera. I could see this being a really unique sort of on-rails, on-the-fly RTS with some balancing to the scaling effect. Maybe there's a resource that dictates how many more bacteria you can create... Maybe to further add to the risk versus reward, you need to consume blood cells to refill it.

(1 edit)

I love the goofy music and little dudes. It reminds me a lot of Pikmin! It was fun to test out and perfect my strategy, though I basically just summoned as many golden Kaii as I could and build a wall on either side with stone catapults behind them. Maybe if the demons came in a wider variety of sizes, you would require different tools to defeat them? So maybe small monsters would get past walls but would be vulerable to crushers of fighter Kaii, etc. The tutorial was also super in-depth and got me up to speed very quickly!

I'm glad the homunculus resonated with you

It's a cute concept! I'd like to see what other weapons and tools might be added in the future. There are a lot of human-made object that could be deadly to a rat if used properly, even if they are not inherently violent... Maybe household appliances and supplies like toasters, blenders, microwaves or staplers or even pencils could be converted into weapons?

(1 edit)

Pretty difficult, but I started getting the hang of it after a bit! It's very tricky because you have to switch between the different perspectives (the first person and minimap views) and control schemes (from WASD to arrow keys) pretty frequently. It's a complicated system to control with just two hands, but it adds to the frantic vibe. I like how the music and cute plastic aesthetic lend to the feeling as well. Maybe the block placement could be telegraphed with a "ghost" of the block where it is about to land, in addition to the shadow. The events that trigger as you climb the tower were also fun. It might be cool if the effects were randomized between runs!

This is one of the more addictive games I've played! After a while, you essentially get enough soot sprites to completely maximize production with as little loss as possible. I was a bit confused by the UI at first, as I didn't realize what clicking on the different elements did and what some of the upgrades meant, but I got the hang of it by the second round or so. My high score is 112 baths given, 12,240 total gold earned and 2681 coal burned!

I like that you manipulate and take advantage of the shadows indirectly. You're not just resizing objects in the level, but you have to manipulate the light source and work out the shadow casting three-dimensionally. I just wish it was a little bit clearer which parts of shadow I could stand on. It'd also be interesting to see multiple light sources in a single screen!

There's a lot of nuance to the magnification concept that could potentially be explored in future puzzles! I like how you can essentially break a platform into 2 different pieces to make a stairstep or create an elevator by moving the cursor. It's kind of a trippy effect. It would also be cool to see the magnification used to expand holes that help you cross through walls or something. It was a short experience, but it shows promise.

I'm glad you liked it! It's been a while since I made a platformer character, and I decided to largely rely on the built in physics system for the collisions. I thought that the friction was an unavoidable consequence of that--I'm glad there's an easy fix after all!

This is such a fun take on the theme! I had to play it as soon as I saw the title... I could definitely see this expanding into a fully fledged visual novel/detective game/rpg. The writing was quite polished, and it seems like there was I lot I didn't even get to see on my playthrough. But the argument gameplay itself is pretty simple if you just do the research. I wonder what other mechanics you could add to flesh out the fights?

I like the concept, and the impact of the bat feels really powerful! I found myself using the big bat basically the whole time, as it destroyed all the meteorites while still leaving enough time to recharge between. I also couldn't hear the music--have you encountered an error like this before? I want to hear the tunes!

At first, I was feeling like the gameplay was a little slow, but I like the addition of the boost! It speeds up the gameplay and also further leans into the theme by putting the size of the snake in the player's control and linking size to speed. I'd like to see how this game could improve if it deviated even more from the traditional Snake gameplay format.

Thank you! Yeah, the hand movement sometimes seemed laggy to me in testing... I just have them track the mouse cursor at a fixed speed in an update loop, so the hand speed might be tied to the framerate.

Thanks, I'm glad you found the puzzles engaging! Yeah, there are some levels where you need to place blocks beneath you while jumping/airborne, but you should never need to jump off of a block and grab it again while airborne, if that's what you mean. The arm/block movement is definitely something I'd like to improve!

Thanks! I think the block movement is probably the first thing I'd work on post-jam... It can be a bit finicky/exploitable.

Thank you!

I'm glad you liked it! If you couldn't beat that level, were you at least able to find the level select and skip past it? There's a pause button in the bottom left that will let you access all the levels freely. As for the level you're talking about (level 7), you need to jump off of the big foot to reach the goal, but you need to stop yourself from hitting the ceiling hazard. You need to use that block to either jump from a lower point or block off the ceiling hazard so you can reach the top safely.

I like the idea of exchanging mass between objects and yourself!  However, I wasn't sure how to read the meters in the bottom left at first--do those bars show how much you can grow/shrink yourself? Some of the controls were a tad unclear as well... Like it took me a bit to realize that I could change the rat's size.