Another tightly designed entry in your GMTK entries. This year you've really knocked it out of the park with the aesthetics and juicy feel. The music this year also adds so much to the game feel as well. Some folks might disagree with the W mashing, but it adds to the stress once you encounter (!) and start to feel the frantic rush to consume before being consumed. Bravo bro.
NuclearDude
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Another tightly designed entry in your GMTK entries. This year you've really knocked it out of the park with the aesthetics and juicy feel. The music this year also adds so much to the game feel as well. Some folks might disagree with the W mashing, but it adds to the stress once you encounter (!) and start to feel the frantic rush to consume before being consumed. Bravo bro.
Best one of the jam I've played so far, my only criticisms would be that you don't have a view of the level to start off the first time you run through it, and that your options to survive and escape are a little bit too RNG heavy, especially in the later levels where you get swarmed quickly and can create only limited options.
Otherwise, nice and juicy, with great sound effects to sell the experience and create a gunslinger feel. Reminds me a lot of Westerado's sound effects and feel. Excellent entry.
Probably one of the better games that have come up in the queue for me - and what a pleasant surprise! Juicy feeling combat reminding me a bit of of a rhythm game timing your shots whilst in a Binding of Isaac dungeon. The only complaint would be the lack of sound but that can come with time. Got the basis of a solid little game here.
My queue was looking for someone to bring something different to the table. I really like the mechanic - though it could be interesting for future iterations if you could stack/manage dice to selectively control certain random elements of the levels to come ahead. Have some resource management going on. That aside, excellent effort, good juice for the time and no bugs found so far.
Hey man, this was really impressive. Mechanically a bit tricky to wrap your head around at the start but once it clicks then you really can have fun with the mechanics of generating level space to fight the specific mobs you want to to build up more dice. I hope you expand on this concept in future in a more expansive version of the game. Top notch work.
Visually stunning and well executed in the timeframe. Some difficulties as others have pointed out regarding a lack of coyote time and some hitbox issues. Other than those, with the addition of a more magnetic sword, this will come out great very soon and was a good use of the theme and dual-purpose design.
The rearrangement mechanic could have been better explained but once you're into it this game flows so nicely and has a wonderful amount of polish in it as well. I take my hat off to you. I reckon with some more varied demands of the customers and some new restaurant layouts, it has the makings of a fun and addictive front-of-house management/service-hell game. Excellent entry right here.
Really interesting puzzle game here. Reminds me a bit of crypt of the necrodancer in tone but the mechanic seems like it could open up to some diverse and interesting challenges with using the fire as a wild weapon against enemies and giving you some additional items or tools to control a fire a bit. Really great little game - I reckon if you polish it up, add some more art and animations for some juiciness and some more mechanics and levels and you've got yourself a little indie hit here.
This is hilarious and a really interesting concept that could be fun to run with in a more complex and bigger scoped game. Working around system failures is something I've only seen in some esoteric space and flight sims and could be utilised for comedic value and puzzle solving really well. All in all, this is a great entry that focuses really clearly on fun mechanics and you should be proud of yourself. Slight issue with the menu restart not working without refreshing the page but that's minor.
Really polished entry you've got here. It feels pretty juicy to play and easy to zone out with and enjoy. Minor nitpick with click detection when using a trackpad but other than that, it's a really well executed and smooth to play wave shooter. Maybe for a post-jam version you could tighten up the core mechanic of the fireball to propogate more and let itself get out of control?