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Michael Grieshofer

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A member registered Feb 18, 2020 · View creator page →

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My city


I'm honored to hear that from the shpoobo dev himself.

shpoobin' it up over here

that would be correct

I have also made a fan game: https://michael-grieshofer.itch.io/shpooboworld

Really awesome game. Great work.

I love how it syncs the colors to the music and the atmosphere. 

Some feedback I have is that when you kill an enemy all of them become red. 

Also an indicator as to where you are aiming would probably be really cool to have. 


Good luck with your future game dev ventures. Great stuff. 

very cool concept. I would have loved if it continued a bit longer to try out some more configurations of my gun. 

really awesome presentation and nicely polished. Well done


I made my own shpoobo :D

I love shpoobo

Thanks for the comment :D 

There is actually no procedural generation. That's one of the features we didn't manage to fit in. 

But I will probably do the key shortcuts if I have the time.

Fun idea, I would have liked to have some checkpoints because it felt a little frustrating to die after getting pretty far into a level. 

Very well polished game with great movement and good feeling combat. 

I kinda don't vibe with the grounded enemies. They seem a little too aggressive and you are somewhat forced into a very passive play style . I think if enemies had less health, less speed (specifically the attacking animation) but there were more of them and especially more flying enemies it would feel a bit more interactive to play. 

The builds this allows for seem to all be somewhat viable (except for selene) so props for that. 

Loved the music and presentation most of all in this entry good job.

Competent platformer. I kinda wish the camera would be lower because there are a lot of drops where you need to grapple to a generator. 

Aside from that really good stuff.

I was really surprised by the quality of the puzzles in this one.

Some really tricky ones that got me stuck for a decent while but it also never felt like I was completely lost. 

Very cool game.

Great concept, looks amazing and plays fantastically. 

Only thing I had some trouble with was the boss fight where it spawns random damage zones. I kinda felt like there is not much you can do aside from just hoping that you get lucky. 

Very jank but also very fun to speedrun.

Brilliant little katamari like experience.

For me what really made it come together was the music and cute as hell visual style. 

Just in general completely loved this. So many little things that make this one really stand out imo. The pop sound, the cars that move around in the city and the bigger and bigger scale of the things you fuck up. 

Amazing !

Made me go insane but I beat it eventually. That last platform is evil O_O

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Loved it. 

I did two runs and both got to the point where the hotdog music would just stack and blow my eardrums out. 

Generally I think there should probably be a limit on how many hotdogs can spawn because it is very easy to just farm hp and go forever. 


another MrLepel W 

The meat sucking mechanic was great for bringing the fight to a cinematic finish that was really satisfying to play through. 

The way you use colors, effects and backstory really elevates this from a simple boss fight to a full and cohesive experience.

Was really fun just grinding and getting more and more cards until I eventually beat it.
It was quite fun to figure out the best order for what cards to play. 

The tutorial was initially quite intimidating but after actually getting into the game it was pretty straight forward.
Great stuff

Great game with well thought out mechanics, great gamefeel and amazing visuals. 

I had to basically speedrun the story level because otherwise the framerate would become absolutely unplayable.
Eventually got through it by skipping all the platforming by rocket jumping up walls.
Endless was basically not possible to run for me at all. 

Bit of a shame that it runs this poorly because otherwise this would be really great.

Game softlocked here but this is how far I was.

At a certain point it becomes basically impossible to loose I think.

Here is some feedback:

  • I kinda wish the randomization of stats wasn't that aggressive. It makes the combat a bit too random in the beginning and can really screw you over. Later on it doesn't matter as much as because you are just insanely overpowered. 
  • Movement vector doesn't seem to be normalized, this makes it feel a bit jank in my opinion.
  • Shooting is just objectively better than melee. In the beginning there is a point to be made that melee makes the sniper enemies easier to deal with but after the range upgrades hit critical mass there is just no reason to use it anymore. 
  • Passive power regen is something that makes passive play very appealing. You can just stall out the time after only one enemy is left and fill all of your power meter and then just purchase every upgrade. 

Really liked the music and artwork. 

Great game overall, I enjoyed it quite a bit and would probably have continued if it didn't softlock. Great stuff. 


My winning city.


Great game btw

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Extremely addicting, extremely funny and extremely broken, just how I like my web swinging

TEST MISS DIALOG YOU SUCK

Really fun if you aren't playing to win. It's quite annoying and very easy to get angery about >:O

If you are going for the win I think it's a bit too hard. You pretty much have to fish for dismissal and don't get any upgrades.

Quite impressed by how accurate the drawing detection is btw.

Nah, that was funny af

We cannot wait any longer !

wouldn't that be crazy o-O

Congrats on finishing it >:D

Oh absolutely !

Oh yes, bonejack really cooked with the theming while I was pulling my hair out trying to figure out the game design lol. 

Thanks for playing :D

Respect for going for hard mode from the get go. 

I'm also glad that so far I have heard a lot of positive opinions from people who actually play RTS. I'm pretty new to the genre and this was my first shot at designing one myself, so I'm pumped to hear that you liked the interpretation of the genre. 

Tysm for playing :D

Tysm, 

I agree that the theming and concept of our game really made it all come together. Congrats on getting to the end. 

No shame in it.
I was fully prepared for most people not to be into the genre. It is rather niche after all. I only got into some RTS games last year.
But I think it's awesome you are giving it another try. Bonejackal worked really hard on the ending and I think it's absolutely worth seeing.

That feeling when you finally spell power and it does 0 damage :] 

Amazing card battler. Loved the music.

Great stuff, I really like how this feels to just move around in. The art is also amazing. 

Some feedback I have for you :

I think this would benefit from a way how far you are to completing it. I mentioned this in the stream but just to reiterate. Maybe instead of a timer it could use destroying targets as a completion condition also. That would encourage attacking enemies while also focus on dodging, just an idea tho. 

Another thing is that there is not really a reason to use the normal shooting mechanic. If you just want to get rid of enemies quickly missiles are always the better option. 

I like the idea of having to barrel roll to loose missiles. But the UI for those is pretty cluttered and it's hard to tell what's happening sometimes. 

Hope that helps if you want to continue developing this .

Great game.

It is what it says on the can.
I like that you can mash right mouse button to spawn infinite objects and it makes horrible sounds.

Interesting concept. 

Unfortunately I think it's more tedious than enjoyable. Once you figure out how staircasing works you have pretty much seen all the concepts.  Also I don't think the power mechanic adds too much to it. It is more of an annoyance that punishes small mistakes in execution. 

The further rooms made exhale slowly the moment I saw what the objective was but knew that executing the solution would take ages. 

Art-wise this is great and I enjoyed the music and atmosphere very much.