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LaylaMcCahon

29
Posts
2
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A member registered Oct 28, 2020 · View creator page →

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UP2037603: I was extremely impressed with this game. You can tell that there's been a lot of work done on the models involved; that, combined with the shadwers and music, creates a brilliant atmosphere that accompanies the well built gameplay.

I did find that the rockets felt unnecessary to use although it's possible that I missed their purpose. The rail system, although well designed in how it loops around a large and varied map, did make it very easy to accidentally collide with obstacles if you weren't fast enough to move out of the way.

The reloading mechanic adds an interesting check on the player's capabilities rather than allowing limitless fire to clear your way through the map; it seems like a very sensible decision for difficulty.

UP2037603: I was very impressed by the quality of 3d models as well as their working animations (both the looping animations of the enemies and barrel roll/dodge of the player). I did find that it felt as though the barrel roll and dodge didn't seem to help the player as ignoring the enemies seemed to do no harm (although perhaps simply should've been done for longer). The sound effects were well suited to all that they did within the game and none felt out of place or overly loud/quiet. 

Although the shooting mechanic feels somewhat optional, the reticle that follows the player's mouse is a minor feature that, in tandem with the tracers of the projectiles towards enemies, greatly aids the atmosphere of the game.

UP2037603: I was really impressed with this game. The combat mechanics worked very smoothly and matched up well with the fixed fail system; the enemies' movement being designed in the manner that it is provides for an interesting experience that feels like it would be well suited to a game of this genre. The assets all feel as if they have been made with each other in mind to create a consistent style and the well picked music and sound effects create an atmosphere that encourages focus on the game rather than distracting from it.

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UP2037603: I found that the enemies' shooting made the player take care to evade their attacks and fight well rather than being able to hold the shoot button while ignoring the enemies. This added an interesting challenge to this game, although I do agree with some previous comments that a checkpoint system that prevents failure from restarting the entire game would be welcome and that, to discern how well the player is doing, a health bar would be useful.

The art and sound effects both worked well and I felt that they'd been designed to be consistent with each other. 

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UP2037603: I found the lack of played controlled upward movement initially jarring but it quickly became an interesting mechanic when tied to the wind that the player hops between. The variety of 3d assets, as well as the use of both the indoor and outdoor scenes, demonstrates that a lot of work was put into making the game as visually pleasing as it is. The ability to select the level you play is a welcome addition to avoid the player restarting entirely after losing. 

UP2037603: Although the aiming is sometimes slightly unyieldy, the gameplay is enjoyable. Although the rail system goes in circles, it's nonetheless enjoyable and kept interesting by the moving enemies that fire back and force you to evade. The inclusion of a functional menu and sound effects both add to the enjoyability.

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UP2037603: I was really impressed with this game. The randomly generated boss names and enemy skin colour helped to create some variety in levels once you'd already worked through the brilliant set of backgrounds. The graphics quality and well chosen sound and music both give this the feel of a dungeon crawley despite being an incremental game (I liked that you switched the music for boss fights). I didn't have any difficulty picking up how to play the game with the clear UI and I very much enjoyed the use of moving objects like the menu button, damage tokens on enemies and the enemies themselves.

UP2037603: I'm impressed that you got a working mobile background animation working with the vehicles and I really liked the system of two currencies working together. The sound and music are both very well suited for the game and the graphical style with different biscuits drove me to complete the game fully. Your UI is both aesthetically pleasing and easy to use.

I did notice a small bug, or perhaps design, that the automated sellers would take away 1 crumb no matter how many they were actually trying to sell so you didn't really need to manage your crumbs.

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UP2037603: This is a brilliant take on the incremental genre to turn it into a fighting game like this. I like the art style of the UI and characters although a background might could be a nice improvement to give the game the feel that it is somewhere. I wasn't entirely sure where to stop playing or if there is an end goal of some sort.

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UP2037603: I think your approach of having two values multiplying each other to interact for click value is an interesting method compared to autoclickers and upgrades only. The graphical elements of the game are great with the quiet night in the background and brighter objects in the foreground. The firework stand contrasts somewhat but it's nice that it includes a 3d model (or sprite of one). 

I did find that the game reached a point where it felt a bit too slow with the values increasing compared to cost that I wasn't driven to reach the "King Rocket" but I enjoyed playing what I did nonetheless.

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UP2037603: Unfortunately the game doesn't scale well on my laptop (1536x864 (16:9)) so the return buttons in the workspace and shop don't function (although the mine works). I could only experience part of the game because of this but it seems like the interplay of ore and crafted items would make for an interesting experience rather than a simple score that you tally. The pixel art style has a very good consistent feel to it that ensures the game's atmosphere feels uniform (outside the mine's minecraft background).

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UP2037603: I like the high quality art pixel art of the icons in the game but found that it was a bit hard to maintain motivation to play as it wasn't entirely clear how many souls I'd need for the next level so I had to somewhat guess. The way it ramps up also feels a bit severe as you need to wait a very long time; perhaps the autoclickers should take into account the click upgrades? 

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UP2037603: I wasn't completely sure what to expect from a "Polish Cow Clicker" but wasn't disappointed by the amazing choice of upbeat music and dancing cows. The inclusion of a functional menu that lets the player turn off the music (almost redundant as I'm sure no one wouldbut a nice feature regardless) and the ability to close the game without alt+f4 really help this game stand out from a lot of game jams. The variety of cow sprites, and their smooth and funny animation, was impressive and the game felt like it ran very smoothly without running into bugs.


My only real issue was the lack of an autoclicker or upgrade that made the late game feel like a bit of a slog. Although the music and animation encourages the player to continue for a while despite this, it does eventually feel a bit too slow to continue.

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UP2037603: This game's concept felt like a very unique approach as it rewards timing rather than clicking as much as possible. As far as I can tell, any bugs have been smoothly worked out which is always a positive. I did find that, before noticing the yes/no in the bottom right (which might be a leftover debug message?), it was a bit difficult getting used to the rhythm amidst the other parts of the music. A small sound effect for clicks might be nice but that might not work well alongside the music.

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UP2037603: I quite liked your method of increasing costs for upgrades making sure that the player doesn't run away with vlues too high early on as well as UI and graphics well suited for the theme.

I do feel that CPS and the click upgrades felt a bit detached as CPS uses the base click value rather than the upgraded one (also, a minor note but Trump Rally (I do quite like the appropriate source of infection) says +1 CPS but adds +5)..  I think some small audio effects would be nice but they're not too vital.

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UP2037603: Amazing work. The graphics and music combine to give the brilliant atmosphere Rob described below. I'm impressed that you took the time to include the cosmetic aspect of the hats but felt it was a nice detail and well worth it. Using the idea of purchasing particular items to upgrade rather than a simple upgrade button was a nice detail and gave a clear goal to work towards.

I liked that your score is also partially shown in the neighbouring field's bales and that you've got a particle effect appearing on the cursor (as well as the custom cursor). I did notice that the hats don't all sit amazingly on the apple although this was especially prominent on the umbrella hat. The full screen on the web page also seems to scale a tad odd so the water bottle can go off the top.

UP2037603:  Absolutely brilliant graphical design (I especially like the small detail of  the exhaust glowing) and easy to access gameplay. Pressing space slowing your fall then speeding up rather than immediately moving up is a very good feature to include as it forces you to be careful with going too much in one direction then not having time or room to escape so it shows how well designed this is.

I did find that the difficulty does increase a bit too fast once you get to around 30 score as the screen was a bit too full.

UP2037603:  This is echoing a lot of what others have said but the cutscenes you've included are brilliant and very impressive for the limited time to make the game. 

The use of increasingly difficult obstacles creates a good sense of stages to the game without just filling the screen with more objects. I think the only small issue I had was that the rocket plume could trigger collissions that looks like they've been avoided although that might be  deliberate for difficulty.

UP2037603:  I found Blocky Road very easy to get into as the ontrols are prseented very clearly. The sound, graphics and gameplay all complimented each other well. Although simple on the face of it, dodging the snakes and coordinating with buttons is engaging and can provide an enjoyable level of difficulty. 

I noticed a minor bug that you could travel off the end and ran into the same issue as BLANK_OW where I'd try to move slightly and flip the map but I think those are both minor. 

UP2037603:  The game has beautiful pixel art to support the gameplay. Although it did sometimes break (the ship could spin out and disappear but the game would continue), most elements of the game worked. 

Some sort of score/progress would be nice but the gameplay is engaging; I found myself trying a few times (and mostly failing but that's on me) to thread through two asteroids close together rather than just moving on.

UP2037603: Although a tiny bit awkward at first, the game's controls quickly become easy enough to use. I like that you've added in the combat element as well as dodging and got it all working smoothly together. 

UP2037603:  Very  enjoyable gameplay trying to keep the board clear as long as you can. The ability to pause isn't very evident but it's a good idea that's handy once you realise you can.

UP2037603:  Although it takes a moment to figure out what's gonig on, the game becomes enjoyable quickly. The animations for the lives and incoming blocks being thrown away are very impressive and the sound effects are well selected for what happens.

UP2037603: The Controls are a bit awkward to get into but in a way that adds to making the game feel enjoyably chaotic. Although the graphics are simple, nothing more is needed as you'll be focusing on the spinning roomba. 

It might be nice if there was a reset button or it looped but it starts up fast so that's not a great concern.

UP2037603: I think it's a tad awkward at the very start when you don't know what button to use but, as soon as you get past that, this game's amazing. The gameplay's very easy to spend too much time on trying to navigate the same corner. 

Everything fits together well graphically and the music accompanies the car's silly driving very well.  That you've got this all working together in 3d is very impressive.

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UP2037603: Although it does throw you in at the deep end a bit, I really enjoyed playing this. I like that predesigned asteroid fields having a pattern that you can learn and improve on in your future attempts. The art and music both feel well suited for the game.

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UP2037603: I think it's a neat idea although the spawn rate does ramp up a bit too fast so you get overrun very early and then (as far as I could tell) need to reboot the game to play again. I do suppose that might be a pessimistic but not inaccurate guess of very determined nuclear war though.

The sound effects suit the style and I quite like the missile sprites.

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UP2037603: Really blown away by the amazing graphics that you put together fast. Feels like a very relaxed game with the city at dusk and that brilliant sun in the background going by. I think the only small bump is that it's quite easy to fall in when you start for the first time as there's not much run up but that's rather minor. 

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UP203760: Fun to mess about with and the mash animations rotating between a few is pretty neat (especialy for the limited timeframe to make it).  I could see myself spending too long on it trying to get a higher score.