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LilSova

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A member registered Jun 21, 2021 · View creator page →

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Thank you for this, I've not spent much time in VS type games so this is very helpful. I've actually thought about the laser or flamethrower being static, but due to the time limit I've had to rush the assets and content. and forgot about that possibility entirely

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Rats, we are rats, we are the rats, we pray at night, we stalk at night, we are the rats, I am the giant rat that makes another ruse, let's see what [unintelligible] we can get ourself into.
Cool Easter egg.
Constantly spiraling around the skyscraper makes this a breeze, no chance for the sky poop to hit you

there actually is an hp system, if a part gets destroyed it becomes transparent, the core is just pretty bulky so you really need to mess up to loose

look at you, same idea, different execution. It's really cool how you can place the parts in any way you want, but its a bit clunky, thou I won't say to no anything that lets me attach a minigun larget than a tank to myself

You nailed the asian aesthetic , as of right now it's the most fun I've had in this gamejam
(won't let me send a screenshot, but my best is 220kg :)

Sadly couldn't play it for long, it bugged after a blue node appeared

After a blue node appeared all my packets disappeared and their count in the stats window only rose up

I think it's mostly a problem of the camera moving so much, if the camera and tethers were static, then it would be very clear that you are moving as the world

I wouldn't say simplified, more time and creativity constrained :p
In a perfect world we'd probably slow down the game a little and deepen the mechanics a tad bit, but the game is most likely to become abandoned for the foreseeable future

but even if the simplicity is somewhat accidental, thanks for the kind words and playing the game!

I played this as if I was playing as the tethers instead of the world, which just made my controls reversed :p

Level 9 was pretty mind bending, but really, this was not much different from a basic platformer all things considered

The twist was a very fun idea, however I felt like something was lacking. For a metroidvania it was very linear, while for a boss simulator it was not very boss-like with 2 pretty identical melee moves and a jump. Really this is one of those games that needed more time in the oven and more refinement to the formula to become good (like switching your alliegance every screen transition, and balancing not making one side too strong so that you can have an epic final battle, I'm imagining a small scale war where robots take over the ship, while the bugs reclaim it piece by piece)

Out of all the "you are the big bad evil guy" games I've played, this was the most enjoyable (I fell in love with the music, it fits perfecty). It was well paced and each ability unique. The only criticism is the lack of something that would show if an abilities cost exceeds your stored mana (maybe make that state yellow, and gray while recharging?), it sucked exhausting mana because you used an ability before looking at your mana number

thanks, apprecieate it!

that pilot AI is something else entirely, it moves and dodges like a pro. I just spawned everything at the start and it handled that easily for a few waves until it got encircled from all sides, thou while you've mastered the AI in 48hours, it still lacks some gameplay other than spawn enemy -> watch enemy get destroyed. I feel like being able to draw enemy paths as you spawn them would add to the fun value, but not sure about other things

I suppose that constantly spamming bombs shouldn't be the best strat, but you know what they say, given a chance, players will optimize the fun out of a game...

Ram into my pipe Flappy-kun!!!
(my brain is rotten, my heart should only beat this hard when i'm fighting souls bosses and not trying to achieve 40 points in flappy bird! AAAAAA!)

you know, this is what I instinctively tried to do, but couldn't manage to. Better luck on your next endeavours

it's really sad that this got disqualified, it's very fun

it took me a moment to realize I also need to reincarnate into ammo, but the moment that clicked the tension rose and it became quite fun

I'd consider watching fishermen do their job if fish were this buff, cool execution of the idea

from the start we knew the game was going to be chaos, and not only the game, the code of the game as well, it's spaghetti all over! thankfully that doesn't show thru as much (I think)

I call that the game jam difficulty, you just need to play test it for hours and get gud (for the record I didn't get gud) ;p

but it's very reassuring to hear that the game is intuitive, thank you

it doesn't feel like anything I do has a big impact on anything. I can plant a tree and start a wildfire, destroy a few building at most with a tornado and selectively crush some houses with my hand. but the city grows so fast that none of those make much of a difference. You don't play as a god, only as a nuisance (which would be a good meta commentary on the state of religion in industrialized societies)

This is a very cool and pretty tech demo, sadly not a game yet

I do wonder what the original idea for this game was. What was supposed to be fun about it? how the gameplay was planned to look?

that is a very pretty game and an interesting idea, but I feel that if the sheep moved more like a herd than individuals it would have been much better (look up "boids" for reference on how to achieve that)

I'm suprised how fun this is for how little it looks. Even with the simple graphics, thanks to the music and sfx it felts cathartic and somewhat epic crashing rockets together and using their debris to cascade destrucion!

I'm in awe you could say

I expected something more serious, instead I bought a catgirl, 10/10

There is so much depth hidden in this concept it's unbelievable, great job!

What this game needs is clear instruction, maybe tutorial screens while the narrator is talking (very cute by the way). Cause otherwise it feels very polished, just not immediatly playable, the minigames were over before I knew what was happening!

it's a little janky, but very cute. it's perfect for a mobile puzzle game

At its core it is very simple, but man, is it fun to control a swarm! 
also 69 alive in the last level, nice

My team had the same idea as you, though our game requires you to help the "player" by taking charge of all of the games' systems instead of cheating in favour of the "player". 
You've created a very fun spin of the same general idea, it's very neat, thou a little overwhelming at the start with all the buttons

I won't lie, I love the concept, but as it stands, the amount of game in this game is minimal, it could really use some more time in the oven

it's all very well put together, pretty fun too

it's exactly what I imagine someone's first game to look like, but figuring out crickets schedule to kill everyone while maintaining sanity was a nice little challenge

Now i need to get someone to play this with me.
It's so stupid, I love it.

after a few tries I got a grasp of the symbols and mechanics, but the AI pathfinding feels completely random and the challenge is non existent. I really want this to be good, but I feel like the game stopped at being a dungeon builder and abandoned everything else. At least the graphics are nice