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okayscott

190
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A member registered Jun 15, 2020 · View creator page →

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Thanks! I used a vertex shader to make everything follow a parabola.

Aw, thanks! But based what I played of yours, I think you definitely could, I'm not doing anything too fancy. 😁

Thank you! ♥️

Thanks! I appreciate you noticing that.  😊 The curve was inspired by Animal Crossing New Horizons--it lets you see more of the ground at a high camera angle while still keeping the horizon visible.

Consider it payback for the final boss of Grot, haha. Thanks for the feedback!

Thank you! ♥️

I think I beat it? All the rifts are closed but nothing else happened. 

Good platforming, fluid sprites. Good use of the palette to visually distinguish the different biomes. Only nit pick would be the sword hit detection feels a little janky--I had a really hard time hitting the bomb across the lava. But otherwise, fun game.

Nice looking game, good use of the palette restrictions. I really like the damage effect shader. Combat was a bit tough--wish there was a strafe button. On my first play through I got pushed through the wall and was floating in space being followed by cats, so that's a plus. Overall fun 👍

It's pretty short--it would be a good opener to a longer space story game, but what's here is good. I really like the simplified face animations over the dialog boxes.

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This should be fixable by just selecting the SharedArrayBuffer option (Under "Frame options") in your itchio project settings page

Very fluid sprite work. Figuring out how to dash jump took a while but it was fun. The levels feel a bit empty, like there are supposed to be enemies or something. But overall, pretty fun. Well done.

Incredibly cohesive level design, visuals, and mechanics. Great use of the limited control scheme. A really fun doom-like. Well done, all.

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This game captures the vibes of an early adventure game. Would be right at home on a ZX Spectrum. As for gameplay, it's simple but it works. I was able to eventually figure out what to do just by wandering around. Good job.

Nice and relaxing. Good controls. Herding behavior seems organic. Good looking dither effect. Cute dog. Well done 👍

A pretty hard, but overall good game. Forward/backward movement was a little unintuitive but I got the hang of it. I like that there is disincentive to just spam bullets since you might hit the refuel(?) pad. The  pseudo-3D sprites all look really good.

Also, kudos for adding multiplayer, though some of those gaps are really hard to navigate with 2 people.

Very unique puzzle concept, and a good looking game. I like it. I played through the whole thing and enjoyed it, but it did take a while to figure out the mechanics. The early levels felt much harder to me than the later levels, probably due to not quite grasping the concept yet. If the levels were rearranged I think it would do a bit better at teaching the mechanics. But once I figured it out the puzzles were fun and the right level of challenging. Well done!

Awesome game. Really captures the feel of classic action adventure games. I really like how subtle the secret paths are. Enemies are challenging, but have consistent behaviors. And I can always appreciate a good bullet hell boss.

Nice game. Simple, but well executed. Got a couple floors in until I died by exploding myself with my own fireball, which is a quintessential feature of all good dungeon crawlers.

(Btw, I recommend going into the itch project settings and enabling the fullscreen button. It is hard to see on high DPI screens.)

This game is adorable and super chill. I love it. The secret paths are well telegraphed, so it's fun to explore. The way the music changes in the secret areas is a nice touch. Wish I could find all the secrets but unfortunately I got stuck in a wall 😅.

(Also, just want to say, I really appreciate Lospec. As someone who is generally clueless about colors it has been an invaluable resource in choosing palettes for my jam games.)

The game looks really good. Sorry to say my brain just could not get used to the control scheme. If you ever make a mouse version of this, I'd love to play it--I was a huge fan of the original flash portal.

What a great concept. Super clever. And you nailed the aesthetic--the whole game would look right at home on a 80s home computer.

This is a great game. Challenging, but fair. Mechanics are clearly taught and smoothly expanded upon and combined with others. Wall jumping mechanics are hard to do well, especially under jam restrictions, but this gets it right. If there was an extra sprite pose indicating a wall jump is available it might make it slightly easier to learn, but overall it feels good and reliable without being easily exploitable.

Also bonus points for secret trash fly friend. Unfortunately I'm not skilled enough to bring him to the end without dying. 😁

Analog ♥ Digital. What a unique concept. Very clever.

I like how the compounding mechanic rewards planning. I would have liked to finish it but it was a bit too long between actions later in the game. But it's a nice little idle game. Well done.

Simple controls, novel concept, and funny ending. I had fun. Well done!

With some caveats, I really like the difficulty curve. Trying to look for the goal while also planning a route gets really intense. And the music and atmosphere complement that nicely. The level generation is often too easy, or really unfair, but when it works it really works. Very fun, and well done.

My problem is that I just can't sit still. 😅

Yeah, I recommend just whenever you show the "F" symbol to accept the input. Would make it more satisfying to grab stuff while grappling. I had to spam F like crazy to hit that switch on top of the tower.

I like the atmosphere and that trippy skybox, but mostly the inspiring voice acting.

Thanks, I'm glad you liked it!

Really impressive for 8 hours. I like the lighting effects on the day/night cycle, and just watching the people run around.

I love the art and chill vibes in this one. A bit tedious with the deeper fish, but I like the concept of having to avoid more fish the more you get. Well done.

A fun little tower defense game. Needs a bit of rebalancing, once I got more than 200 gold per second there wasn't much strategy left. Though it was a lot of fun building an impenetrable fortress while just hoarding ridiculous amounts of money. Well done!

This is a really nice looking game, really captures the classic rogue-like feel. Good, relaxing fun. Well done on this one!

This game was super hard. Like, really, frustratingly hard, Pressing F didn't always seem to work, and the player capsule kept sliding off of platforms.

BUT, maybe due to my nostalgia for Source Engine climb maps, I was compelled to finish it. Despite the janky controls this game was probably the most fun I've had from the submissions I've played so far. So, thanks.

And well done. 👍

Full points for following the theme. Doesn't get more literal than that, haha.

Fun for a bit, but too easy. I'd recommend just having all the obstacles speed up over time as a quick way to ramp up the challenge and keep the player engaged.

Simple and fun tower defense. Cool concept with the attackers having to go both ways. Nice job!

Controls were a bit wonky, but I figured it out. It is a full working game, and that's what counts. Nice job!

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Love the handmade cardboard cutout style. No complaints that haven't been mentioned already, so I'll just say that I really liked the vibe on this one. Well done!