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nahtgud

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A member registered 55 days ago · View creator page →

Creator of

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thank you so much for the kind words. i just might :)

tried during development, it's a no-go. press 'space' to live works tho! instructions are a lil different irl, instead of space it's a sequential combo of breathe in + breathe out + smile. thank you so much for playing my game, i hope you had fun :)

this is a really cool idea. i had a difficult time onboarding and still feel like there are features i'm being ignorant of. the work you put into this is clear right off the bat, well done. i hope you had fun making it :)

you people. you're too good to me. i'm honestly flattered to have left a mark on your day, thank you so much for playing :)

thank you so much :) i'm so glad you liked it, thank you for playing.

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thanks!

thank you, i'm glad you thought so. yes, i agree, one of the polish points i unfortunately ran out of time for. thank you for the feedback and complements :)

thank you so much! i'm genuinely flattered, thank you for playing :)

ur brain not dumb. i'm glad you liked it, thanks for playing :)

thanks! i thought so too, i'm glad you enjoyed the mechanics and found it challenging :)

i got addicted to this for a little while, ngl. i thought this submission was really cool. it's got this neat retro feel to it. the controls were a little awkward at first but i didn't really see what the big deal was. nobody said you had to make an easy game lol, the difficulty added to the fun for me. the movement and shooting (both fully automatic and precision) in themselves were fun, but the tractor beam adds a lot of character on top. i think a cool future addition would be additional heart pickups :) i hope you had fun making it, i'm coming back to this one.

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i like this style of play. for both visual cues and immersion, i think some sort of background movement that indicated i was moving forward would heavily complement the experience. i made a similar game style for my last game, but w a vast difference thematically, so this was a lot of fun to play :) i had a good time, i hope you had fun making it.

overall impression: "this dev understood the assignment". personally, this isn't my kind of gameplay, yet every criteria got a good score because you clearly stuck to what was important. core mechanics are fleshed out and complement each other well. i think a fun easter egg would be to include an achievement for knocking over the pixel baseball dude lol. you made enough levels to create a reliable sense of progression yet didn't overextend yourself. great job, i hope you had fun making it, as i must admit, i had fun playing it :)

your ghosts and my ghost should be friends! this was a fun experience, great use of flat black for atmosphere. i yearned for a heightened feeling of progression. the speed scaling on mouse distance was fun and creative, and the ambient sound was probably my favorite part. good job, i hope you had fun making it :)

necromancy mechanics was an interesting concept that made for fun onboarding. i think some creative audio would've been its cherry on top. was excited to crash your game with npc spawning but it held up surprisingly well once i left fullscreen. that being said, it was pretty small at that resolution and fullscreen was definitely lagging. spawn cap might be a consideration, depending on where you want to take the playstyle. ty for the experience, i hope you had fun making it :)

the art was charming and the core mechanic was both conceptually fresh and well implemented. i had a difficult time making use of the secondary mechanic but it easily could have been user error. i also had a difficult time getting out of the automatic fullscreen lol. i appreciated the hot reload r key quite a bit, nice touch. good job, i hope you had fun making it :)

this was entertaining. i enjoyed the precision reticle and the classy environment was not lost on me. i believe any kind of audio feedback would go a long way, not just for playability but to accentuate the core and secondary mechanics that, otherwise, were so sturdily implemented. also, i thought a cool feature to come would be allowing fire arrows to set terrain ablaze and ignite enemies that pass through. i hope you had fun making it :)

i love cold environment type vibes and i'm hype to try your game now.  after the competition i've had time to look at it, that is such a compliment and i thank you dearly. "how simple it was and how hard it became" i love that description.

i'm so glad you had a good time, thank you for playing!

ikr, i ran out of time! valid and flattering criticism, thank you for playing :)

thank you for the feedback, i'm glad you enjoyed it. yep i wanted to put a creative spin on the task criteria :) i tried to make it fun and playable for the average scroller but also throw some difficulty into the last three levels. thanks for playing :)

i'm happy the level select is upping the experience and even more so that said levels are challenging you :) tysm, i'm really with happy how the experience played out.  "intriguing world", score! yes i need to look into the resolution thing, it hits weird on some peoples' machines but it seems to be browser-independent? idk i'll figure it out, it'll be changed as soon as i can update the game again. your feedback is so exciting, ty for playing :)

i really like those parts too :) ty for playing!

thank you, that's what i was going for :) each area you mentioned was an important one to me, so thank you for your feedback. i appreciate you taking the time to play, i hope you had fun :)

oh my gosh you are too kind. thank you so much, all the positive feedback may not leave me a choice in the matter of making more :)

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yes, nostalgia! y'all are ticking all my dev boxes with your comments :) great question, a couple ideas i've had since submission were adding reusable bodies, horizontal Ghost boundaries, and objects that act inversely to levers (events that only Ghost can trigger). that's just a couple though, watching you all play it and hearing your feedback keep giving me more :) tysm i'm glad you had fun.

i wasn't expecting the 3d space, that was an exciting surprise. i'm a little impatient with words so some of the exposition and the rules especially, i did start to skim and guess. the drag-and-drop animation, along with the tile casino expansion, was really satisfying. i hope you had fun making it :)

once i figured out how to play, i started slaying enemy teams with my monstrous masses of melon and salt. ty for some entertaining gameplay, i hope you had fun making it :)

duuuuuude... your graphics made me so happy. CEO is such a vivid character in my head im so serious, I enjoyed that a lot, good job. i hope you had fun making it!

thank you! if i revisit, more death spritesheets will be my first mission lol. yes that's my favorite level! with two mechanics being the task, i felt that i was missing the mark if it called for explanation, so it was important to me that the mechanics and progression were relatively intuitive. thank you so much for playing :)

this one sticks out to me :) i had a pleasant experience. was confused when i got thrown into battle, but was able to figure it out. i love how far outside of the box you strayed to come up with a primary mechanic of cozy gardening and a secondary mechanic of deadly space battle and somehow they complement each other so well. that right there is a beautiful blend of creativity and capability. i hope you had fun making it :)

this was fun to play. i thought the menu could be more intuitive, i did get stuck a couple times before i got the game going. i wanted lest left-ride slide, but that could easily just be a personal preference. the environment was engaging yet classy, my favorite part was the secret level. I hope you had fun making it :)

i'm so glad you had fun :)

thank you so much! It's so much fun hearing different people's favorite parts. oh yeah no, he's still falling. there's death and then there's the abyss lol. thank you for playing!

this was my second game, first ever finished. this is something i've wanted to try out for years and it genuinely means the world to hear what you have to say about it. thank you so much for your time, i'm so glad you had fun :)

my exact motivation! i appreciate the validation and the time you took to play :)

thank you so much for the kind words :)

very visual, mechanic was difficult but playable, and that gorgeous background will be in my dev dreams. Good job, felt really complete :) I hope you had fun making it

I liked the colors and how quickly I was able to get in, figure it out, and play! Good job, I hope you had fun making it

Got pulled into the environment. This game was the perfect conceptual size. had a lot of fun