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Otterpop!

29
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4
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A member registered Jun 16, 2020 · View creator page →

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Well polished visually, but ultimately pretty frustrating to play. The bounciness of the ball combined with the slow rotation of the level makes any level where you have to play on the "rim" of the arena incredibly difficult. The sound effect for bouncing into the wall is really loud considering how much you have to hug the wall to fit it. I'd love to see a level select screen so I could see all the different levels and mechanics without having to go through each one. Nonetheless, good job! All of my nitpicks are little things, but they do add up.

It feels like the base for a good entry is here, but it needs a lot of work. Based on the description, we should be able to "Scale down and absorb Enemies and their projectiles into gift boxes, and release them back at them!". I don't think any enemies shot projectiles at me, so I wasn't able to use any "scaling" mechanics. Seems like it might just be a case of over-scoping, and is likely a good lesson for next time! Good job on submitting a game!

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Thank you! I'd love to have more time to explore more concepts, especially the one hinted at in the epilogue. I think I underestimated how complicated that would have been, but I also have a few ideas on how I could make it work!

Overcooked was a big inspiration! If I had more time I might have taken a few more lessons from them as well with regards to levels, obstacles, and UI. Thank you for the kind words!
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Thank you! I'll make sure to check out your game as well!

 
Thank you for the kind words! I love you too!

 

Originally, I wanted players to unlock each level one-by-one, but I ran out of time before I could implement it... I'm glad that it ended up being a useful accessibility option! Thank you for teaching me! And yes, the furries are loving this one :3

Wow! A popular interpretation of the theme, but the introduction of jumping affecting multiple mechanics makes this one stand out. There's a tremendous amount of love put into the graphics and the juice for this game. Cute, smart puzzles, and no major bugs! I give it... one raccoon thumbs up out of one

(and some extra love for games with cute cartoon animals)

Damn, this is a whole-ass game. I loved the introduction of the bullets even though they're not directly related to scaling! There's a lot of potential here and there's a lot of love put into the sound effects and level design. Amazing puzzle game.

Sick as fuck. I wish I had more feedback but it's a really tight and stylish experience. I could imagine a fun multiplayer version too...

This is the first game I've played to REALLY make me feel something... Walking around and firing these poor workers who didn't do their job but did their best is a really harrowing experience. I was almost in tears after realizing I couldn't un-fire Manager Niko. Also fantastic whiplash with banger lines like "Brother it was just a couple months late." Viva la revolución

This isn't a game, it's art. And it's insane that it was made in 48 hours. Amazing job.

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A clever, but not super apparent interpretation of theme. I'd love to see an actual scale weigh the two sides. Very fun, scalable, and addicting. Nice work! My only gripe is that I can't add "pretty good at chopping stuff in half" to my resume.

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I love the visual design of the game, and it's impressive for two days. I do wish there was some more content that varied up the gameplay... I think enemies that you need to avoid, or eventually being able to eat the houses would do a lot for the game. I wasn't quite sure how hunger or combos worked, but I never felt like I was close to losing. I was getting a little bored halfway through the final section. It's a good chunk of criticism, but I do love the idea and the aesthetic. Great job, this is a cool game!

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oh MAN this game has some juice. I was initially worried that it was going to be a standard 'scaling platformer' but managing to fit in a whole metroidvania into the jam is a real feat. The level design at the start was a little confusing, but it really impressed me after seeing the first upgrade. My only real gripe is that only the first gun has the cute little tune! I wanna see more!! Fantastic work.

A game that truly makes me feel like a giant rat that makes all of the rules...

Fun little game with a really interesting visual direction. I couldn't quite figure out how to maximize my airtime for hard mode, maybe a short tutorial or demonstration would help. Great job!

Cool! It does feel very precise, and I wish there was a better way to see where I last launched the ball from so I can make some finer adjustments to my launch angle. Fun, small game that doesn't overstay it's welcome!

Absolutely hilarious. I didn't think this game would present me with any "trolley scenarios" of figuring out how many innocent civilians I could step on before it was worth to kill a group of soldiers. I burst out laughing when I fell backwards and crushed a small village. Masterful.

I love this genre of game, and theming it all as "deep fried food" with wobbly pieces really sets it apart. It's a simple concept executed perfectly!

Ugh this is a game that's going to stunlock me for a LONG time. Great interpretation of the theme, and I can totally see this blossoming out into a full game with a couple of features. You can tell a lot of love went into this game. AND IN ONLY 48 HOURS???

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Love this game, it's addictive and difficult, but not frustrating once you understand the movement. I do think it suffers from some visual clarity issues by only being 1-bit; it's hard to "read" the spikes versus sticky walls when you're flinging towards them on a scrolling level. Great job, I'd love to see it explored more with WAY bigger and WAY smaller scaling!

Addictive, and a great spin on T-Rex Runner that fits the theme. I giggled when the meteors first came in because they're such a great idea. And the cutscene at the start? My lord.

Disgustingly good game, very well polished. My head hurts trying to imagine how you made the trajectory/path indicator. I crashed after reloading right before the level failed screen and lost my progress, but it was worth going through the puzzles again to beat it. You all know what you're doing and it obviously shows. Great game!

I can feel my brain tingle while playing this game as it slowly transforms into a queue. Extremely optimistic to let the N-Value slider go to 20 :)

I somehow missed the Dual N Mode toggle my first couple of tries, and I am NOT smart enough for that. It might have been interesting to change the scale of the blocks rather than add an audio cue, but the audio is a great addition. Great polish!

I can't seem to play this game without the camera flipping 360 degrees every time I look at the house, making it borderline unplayable... From what I was able to play, it seemed extremely difficult to put stuff down without it freaking out. Love the concept.

Simple concept done well. Would love to see what else you could come up with given a little more time! Level 2 was a little frustrating but I can see the vision for all the mechanics.

Game unavailable...

Cute and fun! It definitely leans into party game but I can see a version with less food, more precise skewering, and interacting with the other player getting very competitive. Great job and good luck!