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DOMO

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A member registered May 23, 2020 · View creator page →

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Thanks for the feedback! All audio assets were taken from https://soundimage.org.
The levels were kept intentionally short for the demo to avoid needlessly spending time on them.

Glad you liked it!

At current stage, the linear story means that you need to repeat things over and over again, which I'm not a big fan of, and the pixelated text is hard to read sometimes. However, it was still fun to play first few times, and I would totally play a more polished "full" version of the game!

The main issues I had were total overkill of the screen-shake when using grenade launchers, and the feel that pellets disappear outside the screen most of the time. Also it's hard to know what gun you have without shooting it first - I think replacing the "new gun" with "<name of the gun>" would make it feel better. Also with certain guns it feels like your movement direction/speed influences bullet's speed - shooting straight when walking backwards have noticeably slower bullets.

Visuals and sound is pretty well done and does the job for setting the right "vibes" for the game. Overall I've had fun playing it - thanks for making this game!

Great game! I like how the "out of control" elements are more of a "modifier" rather than "your input is invalid, do whatever you want" if that makes sense :D

It might lack some bigger variety of enemies or mechanics, but it is definitely fun to play and go pew-pew all the bots!

Looks very promising, but with my limited biology and chemistry knowledge I wasn't able to figure out how to achieve anything in-game - a simple "example program" would work very well as a tutorial. 

Other than that, it seems to be rather polished and well made - well done!

Neat entry, haven't finished the game because of getting stuck at the platform bit, but kudos for you for drawing everything yourself! Jeff's movement sometimes feels a bit unpredictable/not intuitive, but I guess that fits the theme :D

Thanks for feedback! Mouse sensitivity changed drastically on WebGL from PC build and it was too late to change anything :/

Having some instructions before the game/in the main menu would fix that, it doesn't necessarily need to be represented in-game. A possible way to show "bad" effects would be to make the weight number "pop" each time it increases, grabbing the intention that whatever just happened was not desired.

Awesome game, had to bring out pen and paper and think out the optimal strategy, would play again.

It has a very polished feel to it, everything seems intentional and well thought - probably the best scope realization of the idea I've seen so far (I don't know if you had to cut anything out, but it doesn't feel like you did, so good job). The only issue I've found is that the "potions" for the side effects needs to be added in order, which means that you need to write stuff down if you've figured out "Donutello" before "Death".

Anyway, what medication can I take to get Donutello as side (or main) effect?  :D

Ooooooooh I see, it all makes sense now :D I didn't pick up on the hint from the tutorial I guess.

Nice game! I like the idea of fishing whales in the sky, because why not? :D

One design flaw I've noticed is that while going up,  the platform is in the middle of the screen, and lower half becomes essentially useless - personally I would move it a bit lower so that there are more time to react and click on the whales. Also it's not very intuitive that you need to click whales, at first I thought that they need to get caught by my platforms, which was proven to be wrong :D
The game also lacks fast "replay/end current run" function - it takes a while to drop down, and you can't do anything while falling. I wasn't able to find any key which goes back to menu, so the fastest way to restart was to relaunch the game.

Congratulations finishing your first GameJam! I didn't really like randomized control keys - something like randomized jumping pattern would've worked better in my opinion. In the latter stages it was really annoying to go up the ramp as the cube would just get stuck, and the endzone trigger seems to be a bit small. Also the game has no audio, but you've marked that all audio was created by you?

Very cute game, I really like the atmosphere, and it feels very polished! It looked weird that the item pouch was not filling fully after stealing an item - it seemed like there is more things to steal, but I couldn't find any.  Also, you can outrun the guards, which makes them way less scary.

Kudos to whoever had to sneeze for the sounds effect :D

I definitely got too fast and ramp yeeted me to the sky and out of bounds - that was fun!
I don't know what's in the pills, but maybe some camera affects which get progressively worse as you eat more of them would a cool addition.

Very satisfying to play, although the clouds should have started at level 3 in my opinion. Also game lacks some chill background music

Game lacks some ambient space music for atmosphere, but overall is pretty fun to play. Got repairs on 100% but ran out of supplies at the same day and so I've lost, would be a good idea to clarify that somewhere in description.

Absolutely loving it! some visual representation of the field/force vector would be nice, as the charges seem to affect things globally. Also it seems thatyou can stack charges on a node indefnitely, but there are almost no difference past like +30 - maybe it would be worth adding a cap at some point, and multiclick/scroll to increase the charge would be nice too!

From content perspective, some moving targets, or denser/electrically charged asteroids with with their own forces would make the game more dynamic. It's also possible to put the nodes almost out of screen, and then the numbers are mostly culled away.

God I wouldn't wish to be a shepherd IRL after playing this top-of-the-line simulation :D Maybe making the sheep more predictable and having some gates at the entrance to prevent the already stored sheeps from running away would make it a bit mrore forgiving to the players.

Also each sheep being somehow visually (and maybe a bit mechanically) different would be a nice little touch, so you could shout "COME ON BECKY, GET BACK TO THE BARN" while getting that one sheep out of the corner :D

Haven't really experience any real loss of control, but lighting effects were pretty neat.
Few bugs I've found:
1. It is possible to get out of bounds when having "wall jump" ability (level bound walls shouldn't be  tracked as jumpable walls)
2. Re-spawning when being out of bounds glitches you out inside the ground below spawndrop (when re-setting player's position and health, reset the velocity too);
3. When killing an enemy after being kicked you get stuck in the "knockback" phase until you get hit again (respawning doesn't fix it) - no idea how exactly you wrote the logic, but it should be tracked on player's script rather than enemy's, and have some back-up check.

Overall pretty fun game,  map layout works pretty well.

Someone clearly has troubles with nightmares -  those visuals are so nice! Music is also the right mix of chill and mysterious.
Using the mouse to catch and "repair" controls looks nice, but it feels a bit weird - catching them while simultaneously trying to avoid avoid enemies in game requires a lot of concentration and kind kicks you out of "the zone".  Catching them with your character in-game would feel better in my opinion. Also, it might be WebGL shenanigans, but you have to drag them back very slowly or you'll get out of mouse grasp, which is annoying. 

Nice game, the basic visual style does the job well.
Click&Drag is not very intuitive and there's no validation when your click has registered, leading so some frustration.
The music is a bit too loud and game lacks sound effects.
Shapes from garbage trunk could have some use.

Loving the visuals and music! Idea itself is also very  cool, but gameplay is a bit rough around the edges - some parts require several tries because the triggers are pushing you out of the way.

Very visually appealing and easy to get into! Some cool additions would be a "restart" button for those times when you missclick, and I would personally replease the "move target" icon forn the triangle to some "x" marker.

Not a big fan of those "impossibly hard" games, but Sonic the Cat really spins fast! Maybe adding some checkpoints would make it less repetitive 

Neat idea, but gameplay lacks a bit of depth - AI is doing seemingly random moves, there is no real awy to predict them. Something like random powerup spawns on the map would've worked nicely in this case.

Very well visually presented and satisfying to play, the in-game button display is amazing! Gameplay wise it needs a bit faster difficulty ramp, bigger playing area and a few different monsters.

Nice game! Biggest flaw for me is that you need to move the mouse and click "Execute" to run the command - there should be some hotkey for that, as this is primarily typing game. Also, dialog box has quite a few typos.

Cool idea, but I wish there was some mechanic to lower the "insanity" meter. Also I'm not hearing any sounds/music :/

Was having troubles my mouse sensitivity, controls doesn't feel very responsive, and game feels a bit short :(