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LightningGrey

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A member registered Nov 10, 2019 · View creator page →

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I think the concept of the game is cool, I’ve had similar ideas for game jams where you have a lot of parts you have to interact with and piece together and I think it’s fun when it works well. I know it can also be really rough to make as well though.

Unfortunately, I wasn’t able to figure out how to perform any of the pranks in the short time I tried it, and the number of incomplete parts made it hard to figure out what I tried already and could try. I’d love to see a more complete version in the future!

One other comment I have was the text looked really blurry when I played, would be nice if that could be looked at.

Was not expecting late night fish jumpscares, but that was a cool game. Very nice feeling in the atmosphere, it was easy to get immersed in the world. It took a while to get used to the movement, and the lack of noticeable cooldown timer on the dash (unless I missed something) didn’t help me either. I also wished that the minimap also made the fish more obvious. In a sense it’s part of the challenge, but sometimes you don’t see it behind you and get punished. I wasn’t able to make it far enough to try the upgrades but I enjoyed what I played, great work!

This was fun! Once I fully understood how the game worked it was a cool idea to deliberately take hits to build up to one dodge. It’s a concept I could see a lot of mileage out of, and I’d love to see more variety and more complex patterns outside the current three waves, great work!

I wasn’t able to experience the full game unfortunately, but what I did play was fun, the atmosphere is really nice and chill and I liked the goblin movement animations. It was well put together in that regard. I didn’t realize I had to hit interact multiple times to get the full dialogue at first, so I wasn’t getting quests at first and wasn’t sure what to do. I would have liked some more obvious tells for that, or a stronger effect as mentioned before. Great work overall!

Cool game, the water looked amazing and there’s some really cool concepts to expand on. I would have liked some form of minimap as while there wasn’t a need, it was easy to get lost and lose track of islands or have no idea what enemies are remaining if they’re offscreen.

I also felt like enemies weren’t a noticeable threat, even the waves didn’t do a lot of damage that I would tank them and heal later. With the low damage of enemies, I never felt like I needed to balance between driving and shooting, so I also was rarely on deck mode and then never changed after upgrading to the autofire. I saw mentions that more deck options would be added so hopefully those will make the game loop more engaging. I’d be excited to see a future update to this with more polish, great work!

I wasn’t able to play with anyone but it seems like a very fun game to play with someone else, chaotic in a fun way. I think I would prefer if a kill reset the world state, so projectiles wouldn’t linger into the subsequent rounds or you wouldn’t be stuck in an attack for a few seconds, but otherwise well done!

Nice game, the aesthetic was cool and I like the concept of the game. The movement and combat did feel on the sluggish side though, I think the game would have felt better if things moved a little quicker. I also feel like it was pretty easy to make it to the end without summoning the big spawn of enemies, I only experienced it two or so times, maybe I didn’t notice them though. Great work overall!

Love the atmosphere of the game, the cutscenes were cool. I didn’t get to spend enough time to get used to the movement and progress too far, the propulsion felt a bit too fast and I didn’t like how the clam would reset its direction after movement, but I understand if it was the intent. Well done regardless!

Thank you! We’ll likely make adjustments to the targeting on the cannons in a future update, which should fix those problems.

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Thank you! We plan to work on the difficulty balance in a future update but we’ll also keep in mind the possibility of a hint feature as you suggested.

Thank you!

Thank you! We originally intended to have a tutorial but had to cut for time constraints, we’ll have one in a future update!

Alright, thanks for letting us know! We’ll keep that in mind and fix it.

Thank you, glad you enjoyed our game a lot! As already said we intended to have a tutorial and we’ll be adding that in an update in the future. Also interesting softlock, I assume the fish was just stuck in that spot and couldn’t move for some reason? We’ll try to replicate and fix whatever happened.

Thank you! The build menu issue is something I forgot to handle, that will be fixed when we update the game.

Thank you!

Thank you!

Thank you! We plan to put out at least an update to fix bugs, add everything we originally wanted, and balance things a bit more.

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Thank you for playing and for the feedback! We intended to have a tutorial that had to get cut because of time, which also affected any deeper playtesting. We’re also aware there may have been some issues with the upgrade menu, so that will all get looked at once we come back to the game. Definitely proud of what we accomplished overall though, thank you again!

Thank you! If you have any details on some of the bugs you encountered, feel free to let us know and we’ll fix them when we get around to a new release!

Thank you! I’m glad you appreciated the tooltips.

Thank you!

A solid game even if it was only somewhat fitting of the jam. I think the chaos mechanics are cool, though it felt like it was too long before the effects triggered. I had to play through a few times to experience some of the other effects. The enemies also seemed to be too tanky, and combined with the lack of interesting terrain, there wasn’t much in the way of interesting movement or combat. Lot of that can be chalked to time constraints, but the bulky enemies still felt a bit much, I think weaker but a few more enemies would have worked beter. Good work regardless!

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That was really fun, the gameplay was cool and a nice twist on traditional turn-based. I got the hang of it fast and really wanted to keep playing after I was done. The attack animations were really nice too.

As some other people said, it would have been nice to have more items that weren’t only useful for Biboo. Even if they still had non-damaging effects it didn’t feel as good to pick them up most of the time.

I had a small issue with a few rounds where Kaela and the opponent moved off screen as a result of using attacks/knockback, usually to the right. Maybe that was only because I didn’t switch off the web version though, cause it doesn’t seem like anyone else commented on it.

Great game, would love to see more if you want to continue working on it!

That was really fun, a solid gameplay loop and a fun gimmick. I’d love to see the concept expanded, lot of ways to incorporate the dice into a game like this. Maybe I didn’t notice it but I wish there was a direct benefit to rolling a higher number outside challenging yourself, something like Bae taking more damage to encourage faster clear times off of harder fights.

Another thing I would have liked was louder audio and sfx, even pumped up to the max it still felt a bit too quiet, though still it’s better that it’s not blowing out my eardrums. A sound effect for Bae getting hit would have been appreciated, and maybe a damage flash effect for her as well because it wasn’t always obvious when I was hitting her.

Great work, I really liked it!

Thank you for giving the game a try! Hopefully you enjoy the finished experience when it’s done!

Thank you for playing! Hopefully you enjoy the post-jam version!

Fun game, admittedly still have not played Vampire Survivors nor HoloCure but I think the weapon switch mechanic is a fun take on the style. I loved trying the different weapons, though the tentacle spin seemed to be the best option by leaps and bounds from what I was able to try.

Enemies seemed a bit too tanky, it didn’t feel like I was close to getting anywhere to handling the number of Boros on screen. Especially with the sword, not being able to handle multiple enemies and struggling to take out the ones I was attacking made it feel like a chore. It also seemed like there wasn’t a cap on the Boros spawns and at some point I think it was causing the game to chug, I definitely felt the game slow down as a wave of Boros approached me at one point.

A score system would have been nice for this type of game too, since there’s no real end goal outside continuing to play.

I’d love to see the game get expanded on, there’s a lot of potential and I enjoyed it a lot. Great work!

I like the concept, the inspiration is clear but shaken up in a positive way which is cool. The art and music are also nice, it’s very solid aesthetically. I think the game could maybe use a bit of a speed boost, it’s nice that it’s decently easy to maneuver around objects but I think it would have been a bit more engaging with faster speeds on the movement and projectile. Great job, I’m interested in seeing what you do with a post-jam version!

The animation inspiration and artstyle really make the game stand out. The movement and punch animations were really clean, I like how animated it is.

Gameplay-wise though, definitely could have used some more meat and more feedback on hit. No sounds and no effects really hurt the feeling of attacking or getting attacking. I understand it was the time constraints that limited it though. One comment I had is that enemy spawns a bit too slow to the point where it’s easy to hit most of them before they even start moving, which made the game feel a bit lacking in urgency when I was sitting around waiting for the next lone spawn to hit.

I’d love to see something like this further expanded on as a game, good work!

I’ll be honest, I didn’t get far enough into the game to really get to everything. I still rated it based on as much as I could, but I don’t like Jump King and have no real experience in it so even passing screen 2 took longer than I would like to admit. I think the gravity flip mechanic was interesting though, and hearing other mechanics get added to freshen up the basic formula is neat.

I know it’s not really in the spirit of a Jump King-esque game, but I personally wished for some kind of indicator on how powerful the jump would be. That was probably most of my frustration but again, I’m not very experienced so maybe it’s partly a skill issue.

Otherwise though, great job on the game. I might come back and finish it later.

It’s a nice concept, I like the idea of turning Bomberman bombs into an dungeon-crawling type game (maybe it’s been done before and I don’t know).

I’m not sure if I just didn’t get far enough, but I wasn’t sure if there was a goal that I missed or time constraints cut out a lot of the progression. I think my only criticism that wasn’t design cutting into the game is that it seems you can walk off the edge of the map. Not sure how far you can escape but it’s out of camera visibility regardless.

Fun start though, I’d be interested to see more.

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It’s a nice little fun game, it’s simple but works well and it’s just fun to rack up a high score. The art and music are also nice.

The buff/debuff system doesn’t seem as prominent as it should be though. I’m not exactly sure what any of them did and without any feedback beside the new icon popping up, I didn’t even realize when I was getting anything new. A description of the types of effects somewhere and/or a stronger notification like a sound when you gain an effect would have been nice. I also agree with comments below that the challenge didn’t increase too much over time, so eventually it didn’t feel as interesting to keep going. I like the suggestion of having more taiyaki in the waves, would have been an interesting diifficulty increase.

Regardless, very fun, great job on the game!

You’ve got the idea correct, a few more things other than that but it’s the concept we were intending to go for. We’ll consider the possibility of a few more mechanics too. Thank you for showing interest in the post-jam version, hopefully it live up to the potential.

A fun idle game, genre isn’t my cup of tea usually but it was fun for what it is. Being able to see all the different combinations was fun. It does struggle to get across the theme a little, would have been cool for more chaotic concepts for the baerat designs and behaviours, but I understand time constraints hampered that. Strong potential though, I’d love to see more of the original vision added if you’re interested in continuing it.

I had a lot of fun with this, maybe it’s just cause I’m weird and like casual math but I thought the concept of the game was cool. I wasn’t able to fully sit down and understand some of the additional combat parameters but I really liked the combat system giving you a lot of opportunity to make weird numbers work out in the end.

I completely understand not wanting to work on it any longer but I think the potential of the idea is great, great work regardless!

I made a card game for my last game jam (in Unreal too so it felt very familiar haha), I thought the idea was cool, lot of potential for fun references. The visual effects also look very nice, though the storm one made me think the game broke for a moment. Unfortunate that the enemy turn was broken in the build but I’d love to see a more polished version in the future!

I enjoyed the game, I wasn’t able to get too far in it with the limited time I have, but it was fun when everything clicked. The roguelike elements were cool.

It took a while for me to understand there was an end to the stage because the overhead number wasn’t obvious at first and I wasn’t seeing it go down even after killing a couple enemies, maybe it was and I didn’t notice but I only saw the number decrease after killing multiple pebbles. It also wasn’t obvious to me how the bullet system worked at first, I only saw the recharge timer a lot later on. I think making it a bit more obvious or making the recharge sound more noticeable would have helped.

Great job overall, I’ll try to give it another try later.

Chaotic sure was right, I had fun but I’m still not entirely sure how I won first playthrough, I got very lost trying it a second time to better understand. I think the concept is cool though, roguelike is a good fit for the theme.

The spin felt weird to attack with, was hard to judge where the hitbox could reach while staying safe, reminded me of Top Spin from Mega Man 3 in a bad way.

There were a few places that seemed to have weird collisions, it was weird to be able to go on the grass in one area and then not being able to in another. I wasn’t entirely sure what was supposed to be intentional or not in that regard.

Overall though, I enjoyed the game, I’d be interested to see an updated version with more additions.

I wasn’t able to try out the multiplayer but the idea seems really cool, and having networked multiplayer in a game jam game is very commendable.

More feedback on when you’re out of bullets would be nice, it’s easy enough to hit reload constantly to have no ammo issue but otherwise all you have is the text on screen and realizing you have no bullets right before you get hit and lose instantly.

Small bugs I ran into, it’s possible to get hit after Bae is defeated which puts the game over screen over the win screen. I’ve also hit the side transitions at the same time as hitting an enemy which causes you to game over on the load screen as it transitions you into the next area and it looks weird.

I’d like to see an updated version in the future!