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Owen

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A member registered Jun 02, 2021 · View creator page →

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Thanks for playing! I'll take a look at your game

Yeah, If I had more time I'd like to add more mechanics and split them across levels so they can be better tutorialised. Glad you had fun with it!

Thanks for playing! Yeah, it's definitely lacking some juice right now but glad you still enjoyed it!

Thanks for playing!

Glad you enjoyed it! Yeah that's a bit of feedback I've had a lot and definitely needs some tweeking :)

This was really fun! Had really good pacing (dying didn't feel like too much of a punishment) which was good because it's quite trial end error. But when you get it it feels really good!

Thanks! Yes that did solve it! Tried a few more levels and it really does get very good once once you're more confident with the symbols. I still think a bit more tutorialisation would be good and I did still find some of the obsticles a bit unforgiving but it does make for a very good and challenging platformer. I've updated my score now I've played more.

I enjoyed this game, though to get to the end I felt I had to just try all the combinations until I stumbled on the right one. Loved the red string links!

One thing I notice. (SPOILER!) If you ask Arthur about the link between drugs and documents it just says "write something here :)"

Really fun! I really enjoyed this one! And it looked great and was very relaxing.


My only critisism was that the magnets clipped through a lot of the objects for me which made some parts very difficult (in the second level it took me a while to hit the lever because I kept clipping through the wall dividing the rooms) and made some puzzles skipable (I clipped straight through the wall a couple of times).

But apart from those few bugs to iron out I think you have a great game here!

Beautiful game, but for me it needs lots more tutorialisation. Maybe I was being dumb but I just can't work out the third level (I get to the symbol that's the finish but nothing happens) and with no explanation of what the symbols mean I have no way of knowing what I'm doing wrong. Also, for me, the jumps are unnecessarily precise for the time pressure. The hit boxes on the spikes are very unforgiving.

Very clever puzzles! But also they start very tricky! The biggest thing I'd like is really clear signposting of what you're aiming for because currently you often have to start by steathily looking at the end to get an idea of what you're aiming for. Either that or make sure that each room has only one solution so you know you haven't ruined a later part of a puzzle with a mistake early on.

Also it took me a while to work out you could go up stairs. That needs a bit more signposting for me. I would reiterate peoples comments about controlls moving with the camera and collisions.

Really fun game though!

Cool looks like you've got some great ideas to do more! I did really enjoy the game so well done!

Thanks! Glad you enjoyed it! I'm not an artist and was very much doing the best with the skills I have. Would love to make the beam feel more beam-y and I even had a build about 2 hours before the jam ended with some major post processing on the beam but it was buggy with the screen resolution so I had to revert to an old one. Maybe I'll go back to it some time!

I was suprised at how much I enjoyed this! Everything being tied into energy worked well and the vibe with seeing all the robots and empty pods at the beginning was very cool. One thing I might suggest is that reloading was a bit confusing at first, and you could get rid of the need by having every shot take a small amount of energy.

Also currently you can cheese the combat by jumping onto the head of one of the enemies but not a big deal for a game jam game.

Very nice little game and looks really good! One thing I'd like to see is better signposting of how the mechanics interact. I was limited in my dashes but it was clear when I could and couldn't dash. The radius of my Gather grew and shrank but it wasn't clear exactly what affected that (I think the number of blobs I currently had gathered? Also, the blobs are pretty difficult to gather once you've thrown them.

But generally I really enjoyed playing!

Good fun shooter. Looks really good for a game jam game too. Frustration I had was that I felt I was always getting shot by stuff off screen. Maybe if the camera was a bit more dynamic or if the enemies only shot when they were on screen?

Lots of fun! Very easy at the moment but it feels so good to tear through the enemies that it doesn't really matter to me. Tooke me a while to work out chords vs riffs so a little more signposting/tutorial there would be great. Very good good submission!

Nice game and a very nice look! Some decent puzzles in there too but as others have said a few physics improvements would really elevate it. One notable one is that the tall guy can just jump over the tall wooden walls which doesn't seem like it's what was intended.

And as I think we've all been spending a lot of warm summer days indoors, then it's the bomb that will bring us together ;)

Yeah I get that. I intuitively coded it as a spring initially but think this is more engaging but maybe needs some more signposting. Thanks for playing!

Fun little game. Definitely really charming but I was waiting for a really challenging level at the end. It's pretty easy right now but good fun!

Fun little idea and very well put together. Level 4 just felt unfair to me though! Maybe if slimes jumping off each other had been introduced in a simpler puzzle?

To be honest I found this game pretty frustrating. The click and drag just doesn't give enough feedback about where the character is going to jump meaning lots of my jumps were just off. With the controls being so fiddly I often made it with one character well before the other which made the two different characters feel like having to complete the level twice over.


The art and sound are good and I was won over by the intro, but less so the game itself.

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Very well put together little puzzle game. I have to admit that I don't really enjoy the puzzles that much. For me, once you get it, it boils down to a word search like hunting for the answer rather than much lateral thinking. However others have clearly enjoyed the puzzles more than me so maybe this one just wasn't for me.

That being said it's still a neat and well executed set of puzzles for just a game jam game!

Thanks so much! Really glad you enjoyed it :) I think you've picked up on what I thought was really fun about this idea so glad it has come across!

Yeah makes sense! Very impressive submission. Well done :)

Very impressive game jam game. Starts easy and quickly becomes mind bending.  I really liked the music that turned on and off with each world.


One thing I ended up doing which I didn't like was that I could use a very small platform on one of the screend and just go back and fourth to make the other player move a long distance, was pretty labourious but solved the puzzle. I'm sure there was a more elegant solution but when a dumb solution works...

Fun mazes! The light definitely adds some challenge, but you can still revert back to wall following for any maze. I think with a bit more exploration of the light theme there could be a really fun game here. Maybe adding some light triggered switches or something. 


Very nice for a game jam game! Looks ver nice too. I thought the colour scheme was well chosen with the new colour for each level.

Thanks! Good to know :)

Really fun little text adventure! And well written. A little more signposting of new important bits of text would be really useful. I found the knitting needles whilst I was still thinking about getting the coat hung up so was a bit lost on what I was meant to do after I'd got the coat back. Also wasn't clear to me why scarf was where you end up finding it, so I ended up just backtracking through everywhere which wasn't the best but a pretty common thing with text adventures.

Thanks for playing! Anything specific you didn't like about the physics? As far as I know the game correctly does what I set out for it but that I was probably too focused on realism rather than fun.

Decent idea. The collision detection was frustrating though, the first time I played I got stuck inside a wall and had to start over, and walking up and down the stairs was one of the hardest parts. This could be really good but I think the puzzles needed to explore the theme more. I found that if ever I couldn't advance I could just go up or down the stairs and try again without much thought for what I was trying to achieve. Very nice submission though!

Thanks for playing! Yeah it's a good point. As I said below if it's much stronger then it becomes totally unmanagable at close distances. But that means I should probably be less precious about the physics being correct and more focused on what makes it fun!

Thanks for playing and for the feedback! Yeah, I wanted it to have propper inverse square gravity physics, but  that means the force can be really strong when you get close or really weak when you're at all far away. If I go back to it I'll probably try and find a way of doing the force that feels better but less like real world physics.

Thanks for playing!

Thanks for playing! Really glad you enjoyed it!

I seen a lot of "two games at the same time" games in this jam but this is by far my favourite so far. Really polished and good fun! 

Looks really good! But I also had the same issue with the jump stopping working. 

Thanks for playing! Glad you liked the mechanics, I orignially had it working like a spring but this felt much nicer to me!

Thanks for playing! Yeah definitely. I had a long list of additions I wanted to put in but just didn't have time in the end.