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otheraeons

146
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A member registered 29 days ago · View creator page →

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Thank you for playing!

A full 6-track OST in 4 days? And a killer visual style and concept? Well done.

Cool background art! And I like how you can give and take size from objects in your environment.

Adorable, relaxing gameplay! So cute!

Great puzzle design! I loved number 5 especially!

Love the visuals on this one! And the idea of [SPOILER] as a boss made me laugh like crazy. I love the dash mechanic, but I found I could skip past enemies by spamming it. There are plenty of ways to fix that, though: cooldown timer, destroying a certain number of planets to unlock the end of the level, etc. Would love to see this game get developed more in the future!

That animation when you go down as low as you can go and your head scoots forward a little is the cutest thing I’m going to see for the next week.

Great visuals! With more atmospheric sound design, I wonder if this could be a cutesy retro horror game? Or maybe a really good vehicle for some story? I could see you taking this in a lot of different directions after the jam!

I’m going to 100% second WouldYouLoveMeIf: This could be an absolutely killer arcade game. I love how the weapons have interesting shapes, and I love how there’s an actual target score instead of just going for as long as possible. Brilliant work.

Really cool concept! Started getting difficult once the roving cannons came into play, but still fun! I wonder how the game would be different if different parts of the ship or asteroid could be damaged? I think it would be really cool to see the asteroid break apart, and it would be a neat way to represent your HP, but I could also see it being really frustrating going into a level and then losing because your guns got destroyed and you couldn’t shoot.

I know people mentioned having trouble with the controls, but I personally found them really satisfying, especially the way you can’t move when you’re inflated. Great character concept!

This is such a goofy concept but I’m totally on board. I love the way you implemented the space physics. Great work!

There’s so much to love here. The original music, the excellently crafted puzzle design, the way the globs look less and less comfortable as you stretch them out . . . the attention to detail is crazy. And the sheer number of levels for 96 hours? Insane.

This is brilliant! Difficult, but brilliant! I love the text popups for flipping.

Super unique visual style! Great curve at the beginning introducing puzzle elements.

Yeah, I’m still figuring out all the nuances of text handling in Godot. But glad you enjoyed it!

Great game, and really adorable theming! I can feel the childlike joy in this one. And the OST is killer!

I’ve seen a lot of games about changing size, but I think this is one of the first ones I’ve seen that frames it as a speedrun! Changing sizes feels so fluid! I’m sure people are going to optimize this movement to within an inch of its life (and I mean that in the best way)!

Oh, man, I can absolutely imagine this game as a physical arcade cabinet with a joystick and a big red button you can smack to attach to pieces. Great work!

This is a really cool idea for a puzzle game! If you work on the game after the jam, it might be nice to have a few more easy early levels to help the player understand how the game works. I would love to see how this looks after some polish and playtesting, but I think you did a great job showing the potential of the core concept!

Okay, this is nuts for a 48 hour entry. Original music (with a death sound the moves to fit the chord changes? Nice touch!), original art, procedurally generated levels . . . Definitely knocked it out of the park in the creativity department!

Really excellent visuals! I got stuck on the second level because I was trying to take the wheel off the popcorn cart and resize it to fit on the car. I wonder if there’s any room for alternate solutions in future versions?

Great design, great overall vibes! I love the beginning, where you see the respawn point but can’t get to it yet, and it’s a great way for people who already know what they’re doing to skip the tutorial. Honestly, this whole game is giving Metroidvania vibes? I could totally see this being developed into a whole interconnected world of puzzles!

There’s an impressive amount of content here! And just when I think the game is getting same-y, something new pops up to keep me engaged. You have a good sense of balance, too, like how the fry missile is really powerful but takes a long time to recharge.

This is so incredibly polished! Even being so short, there were some fantastic moments in there! I particularly liked the moment I realized that I could scale [SPOILERS], even though BOB had to prompt me twice before I figured out what I was supposed to do! I’d love to see how you use those mechanics in more puzzles if you keep developing after the jam ends.

Super, super polished! Loved the original music and art, especially that city background. And I imagine the pathfinding must have been an absolute behemoth to program.

Thank you so much for your feedback! I originally tried to teach more controls from the start, but it ended up being a lot of text onscreen at once (This is also why cursor rotation is introduced later), so we opted for a first level where you never had to destroy any of the conveyor belts, just place them and orient them. Still, I can understand how not knowing about the reset button could be annoying, especially if you missed the arrows on the conveyors, which can be hard to spot.

Love the concept, and solid execution. I found keeping people fed, even with a greenhouse, to be really challenging (in a good way—I think the experience is more memorable for me because I felt like I had won but at great cost).

Haha, I never would have thought to call a mess of conveyor belts “spaghetti,” but here we are! Thank you so much for playing!

Really nice, relaxing gameplay! Makes me wonder if a picture could form if you put together the rocks a certain way? But I suppose part of the charm is letting people find their own way to stack things. Great work!

Super cool. The screen shake/recoil makes it feel super responsive. I like the way getting bigger is a blessing and a curse, because you have more ammo/health but you’re also a bigger target. I could see this being a really challenging but fun online multiplayer game in the future!

Have you considered turning this into a roguelike after the jam ends? I feel like the skill ceiling of the controls is really high, and you wouldn’t have to do much unlockable content to keep the game interesting—Just the basic movement system. I could easily see this game having randomly generated layers of the tree, maybe a lower section with exposed roots or a middle section with thicker trunk sections you can move on. (But that’s just my opinion, of course! Do what you want!)

Okay, I need to talk about the music/sound design here. I’ve toyed with dynamic soundtracks and musical onomatopoeia before, but this is on a whole other level. The way the sound of the scales attaching is woven together with the piano score, the way the scales make glockenspiel sounds when they bump together, the way the harmony is wistful without ever being boring . . . This is a masterclass in creating a mood with music and sound.

Great work!

That is high praise! Thank you so much for the kind words!

Decidedly adorable! Receiving an eviction notice to deliver to a snake standing right next to me was definitely not something I was expecting to do today, but here we are!

I love that you made the start button the sprint button. Great way of making sure every player knows how to sprint! (I did have to read the description to find out I could jump, though.)

Definitely a creative take on the theme! I love jumping back and forth between the different scales. And the first moment where it zoomed out and I saw I was controlling a robot was really powerful!

Great concept! I love the hourglass animation as the timer. I think you should polish this up when the game is over—I’d love to see some kind of reveal animation after the scales bit where you find out what the debuff is.

Okay, first of all, fantastic title. This game just has an incredible vibe. It’s like Breath of the Wild’s cooking but with N64 graphics but you can actually move the food yourself but it’s a platformer kind of? Seriously, I have no idea what category to put this game in. So I choose to categorize it as “awesome.”