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Mangoware

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A member registered Nov 03, 2017 · View creator page →

Creator of

Recent community posts

Thanks for playing! And yes, more shout outs to the amazing artists that did some heavy lifting with the art! Credits on the game’s page.

Thank you for playing! Appreciate some of the comments for the visual feedback and “juice” that could be added to the gameplay. I may consider those in the future updates.

Once again, I want to give a shout out to the art team for their amazing efforts on the game’s style.

The art is very cutesy and the concept of the ball getting “angry” but calming down with love also matches a lot with it. I really liked the entire art direction of it.

Thank you for playing! I love your head canon about the background, it doesn’t have a direct “explanation” so to speak. But it’s more like a weird abstract quantum background.

Thank you for playing!

I must give a shout out to the art director Imp_blues (that’s his twitter handle), he gave us clear instructions for how the art should look. Heck he even gave nice mockups for me to set up the UI quickly, he was an MVP alongside my other teammates in the art team and the other areas of the game.

I love capybaras, such a cute art and music implemented here just like they are.

For a second, I didn’t realize it until pretty much later on the run that everything indeed “scales” down, that last stretch in the 60 second mark was tough, and I couldn’t beat it hahaha

The concept is really fun, it’s been a while since I had fun with these types of “on rails” or rather “fixed” shooters. If it had some music or sound could’ve made the experience really interesting, especially since it has that juice that makes these kinds of games fun.

I love the concept, and the art put into both in music and the pixel art. The concept can go a long mile in a full feature game.

I think I got stuck doe, in a room that only has spikes to the right and nothing else.

Also, the effects of the strong actions is so fun!

I loved the neon style, the graphics are very cool, it being made in Unreal shows! There was a part that was very frustrating for me on level 2, after that the rest of the challenges make more sense.

Thank you for playing! c: I think the old flash game was a happy accident, although some of the inspirations by the art team comes from very “retro” games.

Thank you for playing! I think I left it still kinda hard, but I hope you enjoyed it :)

We went for more of a “game story” approach to the jam’s theme: An atom causing a big explosion!

Thank you for your playing! Indeed, some ideas for the gameplay were left behind for simplicity and time’s sake. I may add some later, but it’s still not sure.

It's a really interesting Idea, I loved the overall topdown mechanic of walking around the hotel floors "committing" the crimes.

it is worth noting that, as mentioned in the credits at the page's description, the art was done in collaboration with 3 artists. Thank you for playing and we are happy that you enjoyed it!

ngl, I audibly laughed

a very fun take into the flappy bird classic

The only issue I have with this is that the zombie swarm gets more in the way of your playthrough than actually aiding you, but it's fun short take on the grimace shake meme.

This was a very satisfying game to play.

It's a really solid and fun game, and the theme gives it a very fun flavor.

It seems there are some things missing or not working yet but I loved the idea and in general the art put into it. 

Indeed managing to hit the corner was really satisfying lol

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We're very happy that you liked the designs! I hope that you found the endings thoughtful and emotional.

It's very fun to watch the little adventurers just jump around until they stumble upon you or each other. Since the player's control is somewhat balanced (you only cannot spam moves so you have to think very carefully what will be your next move), and the number of adventurers constantly increasing over time, it's a smart design of "a matter of time until the player loses". Which tests the player to make the best of every move.


My personal highlight is seeing the adventurers fight each other, it really is a treat.

This game really made me laugh audibly, fun and wacky! I loved it!

Thank you, it is indeed rough on the edges, but we were more than happy to be able to complete this build on time. Working with my QA colleagues to prepare a patch after the voting ends.

We are very happy that you liked it. If you want and already haven't done it, you can try to find the other endings!

Thank you for your kind words and for playing the game, I'm glad that you enjoyed it even with its rough edges!

Thank you for playing and for your comments! I was indeed trying to go for a Thief vibe, but without playing the original game, just the vibe I got from what I know about it.


Indeed, mechanics did need some extra polishing.

Indeed, I was talking about Hyper Light Drifter, but mostly due to the dash mechanic which is really fun in your game.

Thank you for taking your time to play it and comment. I actually took like 3 days of the jam picking the visual aspects and experimenting with how tilesets work so I could make the game and levels accordingly. in hindsight, if I didn't have that much trouble with tilesets, I could've just spent more time polishing the gameplay and making it more reliable.

I just gotta say that it has a very solid foundation in almost all aspects.


It tickled my artistic side and made me think of ways the mechanics could be implemented, like for example having a sort of vampire/blood bender being that could explain away the way the mechanics are implemented and make the game more engaging story wise (although boomer don't need a story all the time, this could elevate the experience).


The parkour is the right amount for a fps and it was well done. I loved the floating monks as well.

It was interesting the concept of "you can attack more enemies with less movements" tying it to the jam but felt kind of loose.

I liked the music used, and the art was solid even if simple. The arrow test really was challenging for me, so I managed to cheese it. It would've benefited from having more hazards, besides the arrows and the fire throws, to the player to make the game play more varied.

I'm not sure if the final boss was meant to be defeated right away or not though (I did a b line slash to the boss instead of waiting for the fire throws to end like the arrows just to test. and it ended the game).

I liked a lot the slash mechanic and with more in-depth level design, some extra movements and more varied enemies (that is a full release not a jam game) it could be a similar game in the vein of HLD.

Thank you for playing and for your comment! Yes, I'm aware of the need for more polish time, I should've accounted for that while developing for this jam.

I always have a soft spot for topdown or rather 3/4s pixel art shooter but not in the roguelite vein, but like this game, a very straight forward yet enjoyable design. 


The theme used in the game's plot is interesting, but the strength lies in the simple but fun primary game play loop of shooting the goo away, and also on the very cute pixel art style.

Thank you! I think I should've leaned more into polishing of the gameplay than adding some extra things tbh

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woops it was sent 3 times

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sorry for the duplicated versions xd

You can play mine as well c: https://mangoware.itch.io/golden-greed

Interesting approach to puzzle and platforming. It would benefit a lot from music and some extra design tweaks (like death animations, to put emphasis on missteps) that would make the game very beefy but it's very fun.

Thank you for playing and for the comment. I also think I needed more polish on the game. Had to make some make do with the code here and there.