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lmcunneen

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A member registered Sep 16, 2021 · View creator page →

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This was a very simple and well-executed project! I particularly liked how the camera tilted to indicate an imbalanced ship, that was really smart and intuitive.

One small thing, you could circumvent many of the obstacles and balancing by stacking trash on the centre point over and over, which I found nullified all other strategies. But overall, this is a very unique and fun submission, so well done all!

For a first-time project in Unity, I'll say that this game has some really great game feel! The subtle and responsive camera movement and the SFX were great at heightening the simple gameplay into something quite fun!

And self-reflecting on too large of scope I find so relatable hey. The first two game jam games I participated in (with full teams) never made the deadline, so being able to submit this at all is an accomplishment nonetheless!

Great work and keep at it :D

Great submission! This evoked the same cutesy comedic charm as the Pikmin games and it is quite endearing looking at these objects from the perspective of alien archiologists.

Beyond that, the little minigames were all immediately intuitive and engaging, so awesome job there too. Overall, I found this to be a simple but quite well-executed experience!

Definitely the most Aussie game in the jam, I absolutely loved it! I'd agree with everyone about the sharp difficulty curve, but the aesthetics, sound and charm make it something you want to push through. 

Also, the fact that the announcer talks trash to further cement the theme is just a great cherry on top. Good stuff!

This was not the kind of experience I'd expect to see from a two-week jam; the aesthetic and narrative were outstanding! I didn't find the gameplay particularly challenging (apart from an item pickup issue, which is run for the course in a jam) but looking at the environment and listening to the almost City 17-esque advertisements was the engagement factor for me.

Also, hit the nail on the head with sounds! I genuinely didn't notice the treads weren't animated until the end of the game hahaha. Great effort done by all

This was great! Really solid endless runner with well-executed and seamless level design. and having Ibises as currency was quite amusing. The only design comment I would make is what if the distance travelled was also included in the score, or was a metric that would be on the end screen?

Overall though, really fun with some great art and UI!

If you press any button, the player spawns in. Apologies for the confusion  😅

Very charming game that feels really kinetic and intense. Great work done by all! :]

Love that you had to much fun, thanks for playing!

Thank you so much! I'm glad you enjoyed it

Congratulations on the win!

Thank you so much! Both of us have learnt a lot about game design in this whole jam and I personally overcame the challenges of trying to express the visuals coherently in the specific restrictions. We really appreciate your kind words!

A lot of people have had issues with the swap, and we intend to fix it in a future patch, but thank you nonetheless for commenting and giving feedback! It is incredibly appreciated!

Thank you for your kind words! Animating the faces was as much of a delight, so I'm glad it added to the experience!

Very interesting puzzle mechanic wrapped in delightfully written dialogue exchanges! The art captures the feeling of the Gameboy very well and the Dice Warriors game was a nice in-universe way to introduce a world defined by RNG. The end is implying there is more to come, and I would love to see this concept fleshed out!

Very well made with a plethora of music and great varied level design. Those two things alone made each level stand out and bring new and interesting challenges to each battle. The only improvement is maybe adding another life so Lucy could take 2 hits instead of one, but apart from that this is a great submission that has a surprising amount of polish and music for it only being made in less than 2 weeks. Well done!

Such a mind-bending effect! The obstacles are readable but the wormhole is also trippy and intricate, which you can tell is exactly what they were going for. The original version is a better fit due to colour differences, but that is no fault of your own, this jam is all about palette limitations. The music is a little stale, but that's my only real gripe. You still succeeded to demake this game properly and it turned out great! 

A good random-encounter type battling system with an attack selection that had depth for each ability and their counterparts. Slowly uncovering the maze was also nice and fun. The music and spritework also was very well done. Just a good submission!

Very cute submission with great funny dialogue. Obstacle Island and Question Island worked great comedically and you do feel for the Lamb on Lamb Island. Also the little booklet was such a nice touch and added to the charm of the experience. The music loop got repetitive a little quick, but it generally worked for the game. All round very good submission! 

A classic spaceship bullet-hell with satisfying sounds, good art and a pretty formidable challenge. Good work!

Thanks for the comment! We had a lot of problems of players feeling that the penalty for hitting objects was too high so we decreased it. In hindsight, we shouldn't have done that to the zombies too. The objects and the enemies have the same penalty, but we should have kept it the same for zombies since they are your formidable foe contextually and it would also stop players running through hordes like its nothing. Thank you for your insight!

This is one of the most character-filled entries by far. The controls are a lot better and the gameplay loop is quite addicting. I said it before but I'll say it again, the music and art of this game is top notch and feels exactly like the kind of game a group of teenagers would lose hours over just to beat each other's scores. Congrats on this humorous and addicting entry!

Wesley's a busy man, give the guy a rest! (not that he isn't already taking one constantly)

Really solid game with responsive movement, great enemy types and sound design that should be studied! I thoroughly enjoy this kinda stuff and would love to see something done with this foundation! Great submission!

This game captured the game boy spirit very well and the gameplay is an awesome mashup that I never really expected could work. Having the different characters made this replayable, the basic level design made it easy for randomly generated ones to feel fair and fun and the mechanics like the special and the levels with trails of diamonds varied gameplay and made this an overall great experience.

The colour palette is faithful but lacking, although the readability of objects wasn't ruined by the colours. Having music also could have been the cherry on top of this great cake. It is a really good and fun submission!

Never really enjoyed clickers, but the unique control scheme for breaking rocks and the charming graphics and music sealed the deal for me. The number did get pretty crazy nearing the end, but compensating for numbers that large is difficult and it did give it an unintended feeling of heftiness hahaha. This is a nitpick but there isnt a sound for when you purchase an upgrade which confused me at first and I spent all of my points of strength, so having an indicator would just be a good quality of life change.

But apart from that, this is a surprisingly engaging and simplistic clicker that has a great deal of character and enjoyability!

Very neat puzzle mechanic that made for a surprisingly difficult and enticing experience. Having to juggle with the egg and the keys was a treat and the jellies really showed their power in numbers for some situations. The only problem I have is how easy it is to get hit and lose all your health quickly whilst you attack an enemy, maybe a small knockback could mitigate that whilst enforcing the idea of hitting the enemies away from your precious egg.

But this is a great submission! The art and music are very well done and the gameplay held a good challenge!

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The gameplay of hitting pedestrians and dodging walls is simple and effective and the music is surprisingly catchy, but there are some core issues with the game that limit this 'dumb fun' that you'd expect from this game.

The readability of key obstacles and items of interest is low, meaning that it is hard to see the incoming walls or the pedestrians needing to be run over.  Also the control scheme of the Gameboy is sort of violated as the mouse is used for menu inputs, which goes against the button-centric control scheme. The aspect ratio is correct but there are too many pixels in it, which makes it also violate the rules a second time. Also more variants of pedestrians or obstacles would have made the gameplay more varied.

But in a general sense, this game succeeds in being a game where you hit people with cars, which is the only thing it seems to want to be.

Come for the art, stay for the gameplay! This is a great dungeon-crawler that is oozing with charm and has incredibly replayability due to the increasing difficulty for every successful run and the varied weapon types. The art was very well executed, the story was cute and the sound design is good. While cosmetic, changing the colour palette was also a nice addition.

This submission is definitely going to find itself somewhere on the leaderboard, great effort by all!

The simplest example of good fun! I appreciate and respect how the pieces are easily conveyed and different from one another with such a small sprite size and colour palette limitation. The music was also a great fit, it was some nice thinking music while trying to pull off some cascade. Also the suspense of the rising tones when pieces match from falling was a very nice touch.

The concept is a treat and crafting your own little creatures to solve puzzles makes for a very personal and entertaining puzzle solving experience. And although you say that you didn't finish it and the experience was riddled with glitches, the art and conceptual identity of this game is worth its weight in gold. I highly suggest that you pursue this idea in a less constrained environment!

Thanks for the comment! We made the shooting cooldown sort of long to deter people from spamming shoot and being more methodical with their shots, but it could be seen as a bit too long.

Thank you for your nice words! We made the game and we even have trouble trying not to murder to civilians hahaha. 

Thank you for your comment! Having a time boost definitely would have added more to suspense and I can't believe how similar our game is to Home Alone 2 on the NES theming wise (I checked it out and you are totally right)!

Glad you enjoyed it! The changing levels whiplash was something that did come up on our radar, but we wanted to keep the game at a higher pace and not extend level transitions to deter the action.

Reflecting on that, we should have made some sort of quick transition that made the switch less jarring but keep up the fast pace. Thank you for your feedback!

Just a cute talking sim with some interesting characters! The only thing is that it lacked sound, but it didn't detract from anything.

I also appreciate how they publicly displayed their reflections on the game, that kinda stuff is exactly what we need to do once we finish these little projects and displaying that adds a lot!

This is a very nice and interesting precision-movement game that is satisfying and calm to play but also has good engagement and feedback for those precise drops and manoeuvres. The sound effects are great, the art is cute and the music ties the whole experience together. Good submission all-round

Surprisingly entertaining game with some corny puns (exactly my taste of puns). I don't have a DOCTORate in game design, but I think the mechanic of collecting words was really inventive and wanted me to explore the whole map fully. I also respect how this game was made because the creator doesn't have PATIENTS with dialogue in videogames (which we all don't) and pained himself with the task of creating so much. 

A really solid entry that struck my funny BONE pretty well.

The concept of platforming between comic book panels and collecting thoughts is an interesting way to approach a platformer. The only problem is that execution is lacklustre, the story is confusing and the music is best turned off. 

I still urge the creator to pursue the idea! It's a great concept that could be incredibly interesting and fun if the right amount of care and time was put into it.

This game is the tried and true endless space shooter with a few interesting additions that ultimately don't add anything to the experience but are nice mechanics. The variation of ship types and the boss ship type varied the experience, the multiple blasters was interesting (although the rapid-fire variant was the only useful one) and the art was simple and pleasing to look at.

The sound can get annoying with headphones, as when the bass heavy shoot and hit sounds play, they overwhelm your earphones and its just best to turn off the sound. There also wasn't any music which isn't necessary but wouldn't have detracted from the game. There isn't a restart and your ship gets given too much health, making the game drag on.

But for what its worth, it IS an Endless Space Shooter. It's a passable submission