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LaziLombax

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A member registered Mar 21, 2024 · View creator page →

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Definitely one of the more unique and challenging games in the jam, the aesthetics and mechanics worked really well with each other, the puzzles and levels were really engaging, good job at incorporating the theme with the mechanics. Nice work!

I really liked the art style, the aspect of shooing away the noises to satisfy the monster made for interesting and engaging gameplay. As you said though, difficult mostly came from the bugs and controls, which isn't the best when your trying to interact with the game, but the game definitely had its charming moments.

I loved how charming the game was, although it wasn't too clear on what i was meant to do  or how to do it, i eventually got there. The art style definitely left a good impression, especially with the goofy writing, overall the game felt a little fragmented with where the gameplay was, but it was fun looking at the different animals and assets. 

The game was very fun and accessible, provided some challenges from mixing enemies and level design, overall a pretty fun platforming experience, the last puzzle felt a little too precise, which didn't help when the positioning/timing would change when you die (because it pauses the sensor but the saw/level keeps going). However, it was an amazing experience for a simple game, good job!

The aesthetics of the game formed together pretty well, there were some issues with collision being unclear and the movement bugging out sometimes, but the platforming was pretty fun with engaging character movement/controls.

The aesthetics worked really well with the intuitiveness of the game, communication of the different mechanics was really well put together. After I tried to see what the monster was, I instantly regretted my actions... Overall the game was pretty fun, although the pacing felt a little slow for me, which is just a preference for me (but being sneaky was fun). 

The game's variety of enemies was surprising when I first played, the concept of being a pink teddy bear shooting weird killer animals was pretty funny. The difficulty scaling of the levels and enemies was pretty clear, which allowed practice and learning of the mechanics. Although killing enemies in an arena is fun, after a while it can get a little stale. Overall its good practice to just develop games, especially in game jams, so well-done.

It was an interesting type of game to make for this theme, managing resources was a little frustrating but the challenge of finding that balance was fairly engaging. The mechanics although pretty basic, it was interesting to see how it incorporated the theme as well as aesthetics/style. 

Amazing work and design, the mechanics are simple but feel great to use, the style communicates the gameplay very well. The game's approach to challenge is really well balanced, it doesn't feel like a scam and encourages changing your style of approach. If  there was more time, a sci-fi/synthwave style of aesthetics would go a long way (but that's just the feeling i get from the game). Definitely one of my top games so far.

The aesthetic is clean, the bright colours do kinda take away from the scariness of getting caught, but if it's more aimed towards being a reference of Dig Dug, then that's fine. The gameplay can be very difficult and easily frustrating if their are no indicators on where you went wrong, but the challenge of figuring out the game on the first few play throughs was pretty engaging. Mechanics might be simple, they are pretty well implemented. Good Job on the game!

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Visual novel type gameplay is really hard to approach, although it was really hard to understand where the narrative/protagonist is at, I can definitely see the effort that went into the writing and base mechanics of the game. Making assets look nice in a short amount of time can be very difficult, but if you know what tools you have (with a tone of practice) and more unique ways to mechanically tell the story, im sure it has a pretty good shot at doing well.