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mnimb

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A member registered Jun 18, 2024 · View creator page →

Creator of

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This was a lot of fun and brings me back to watching robot wars as a kid. What a blast. The music is nice and there's clearly an incredible amount of work in such a sort time. I could see this being a really fun multiplayer, having more customization options, and more stages - there's a lot of future game in this game! Controls didn't feel weird on mouse and keyboard at all. 


I was kind of hoping this exact comment would show up. It also got stuck in my head while playtesting.

The song for the second level was so very, very good - love me a violin (or similar).  The dialogue changing was interesting and it was nice having to try to figure out the correct order of things. I like the non-violent interpretation of the theme. Well done!

I really like the art on this one. The powerups between each round were varied and interesting. The sound effects were on point. Played through the whole thing and had fun doing it.

Unironically, I really enjoy proofing documents. This scratched the itch. The art was really well done and the writing of the document read very professional (with some edits, of course). The highlighting text and the stick note looked great and felt very natural.  The choices had some humor which was nice (even if some of the choices were blatantly obviously the wrong choice, it would be fun to choose them to affect the result of the catastrophe meter / see the effect on the story.  Nicely done!

This had me chuckling. I love the soundtrack and the sound effects. The concept is very novel (reminds of Iron Giant: a movie about a weapon that doesn't want to be a weapon). Full disclosure, I am bad at your game and soft locked myself a few times - maybe someday I'll get the car of my dreams though. I'm glad you had a lot of fun making this, because I had a lot of fun playing it.

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Thank you! We were torn about trying to fix the chaotic spinning, but it kind of fit the "fever dream" aesthetic that we ended up on. 

Making the buttons bigger is a great idea. Glad the cues worked out- as the developer it's always hard to gauge what will make sense to someone who didn't come up with the ruleset.

lol, thanks! Originally it was just going to be our filler art so we had something to work with while we programmed but the cursed nature of the beast took hold and took our game in a very different direction

I couldn't solve the puzzle, but the sound design *chef's kiss* absolutely slaps. 7/13, no notes, certified banger. I'll have to give the puzzle another try later, maybe after I play some of the other submissions. Great work!

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This freakin' slaps

The music is a bop, nice work! The art is good, too: everything that is different is different. A very unique idea, well done. Not sure if it was intentional or not, but I couldn't use the health bar as a weapon.

Lol, thank you for playing. Hopefully the mechanics were straight forward to figure out - as the creator it's always hard to tell what will be obvious and what is only obvious to us.

Talk about getting in your own way! What a fun (and frustrating) game. The art is solid, the sound design is catchy, and the mechanics are there. Could easily have more levels and cause many people to sink much time into it. 

English Lyrics: 

I am a bacteriophage! 
I eat the burgers and broccoli.
These puzzles get harder, bit by bit.
There is no escape is sight - I've reached the portals alirght.
On to the next level I go. 
Avoiding the things that hurt.
Screaming "yummy" with every bite.

This was quite fun. In regular chess you almost never get to touch your king, this was such a nice change of pace. I liked trying to work out strategies. The balance was pretty good - there was a time or two where I thought I might be stuck in a stalemate but was able to find the way out.  The art also looks really nice. I didn't have the sound on much so I can't comment about that. 

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Very solid entry all around. The music selection is great, the game play mechanic is fun and frustrating (in a good way). The story is told well. Your GDD is also very well made. Great work! Oh yeah, clicking to pet ferrets is such a fun easter egg.

P.S. I love how you interpreted the theme. 

Sure thing! Catching bugs is how I earn a living so it's kind of hard to turn off. Especially for long I spent playing your game :)

A very nice game.  I like the variety of enemies. It can be challenging without feeling unfair and the mix and match potion options work well together. I like the simple art style and the straightforward gameplay loop.

Possible bugs:
1. Current level never goes above 3 and total levels reads 4. 
2. Continuing to play keeps adding a new 5 attack potion every round. 

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I like the monochromatic style. It's a little hard to see what's happening, but that feels more like a feature than a bug.  Looking at your GDD it seems that's exactly what you were going for and I think you nailed it perfectly. 

The jumping and boosting is cool. I couldn't get it to shoot, but your note says the web export  broke some stuff, so I'll just assume that it was super epic.

I like the sun/heat mechanic. Hiding alchemical symbols throughout the HUD/UI is rad. 

Based on the thumbnail I want to play your game, but I'm not downloading anything. Sorry fam. Hope you find that junior position you're looking for though!

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This is incredible. The spooky mouse hand and voiced rats! Ugh! *Chef kiss*

The radio music was so good, too. And the spread eagle animation when jumping. This game is a gem.

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Surprisingly fun considering there is a only a single button to push (and some choices to make). I think this game really drives homes it's message well without being super duper preachy. 

It was a little hard as first to understand all the symbols and how the game works (I had to read the GDD), but I also get the feeling that was intentional to mimic how slot machines tend to have complex mechanics to trick people into playing longer. 

I wanted to see what would happen if I didn't kill the enemy fast enough but I got too many clubs or didn't have enough HP to get that result. Really well done. The background music with the occasional static and talking really sets the vibe. 

I liked that the main currency was actually health and not the shop currency. That was a nice twist and on message for the game. A game that doesn't want you to play it is a heck of a thing.

I really liked how the cauldron liquid changed colors with every ingredient and the sound effect when dropping stuff in changing a little. I also like solving the puzzles and ciphers. I didn't like getting stuck on the quadrilateral puzzle. I will figure it out eventually. I also liked spam clicking the ingredients onto the floor. I may be a government drone, but I can rebel a little. Very nicely done

Love the name (go puns!). The music is a bop and the sound effect on the title changing depending the direction was really slick. Taking damaged and getting set back felt really bad and the key binding was a little weird.  The destructible environment was a nice touch, too.

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The sounds design was really nice , especially the "you can't build a platform around yourself noise" that reminded me of my childhood. The controls were a little awkward on the keyboard though. Played the whole thing and that was 40 minutes well spent. Glad you cut the fuel mechanic for the lantern, btw.