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Palin_drome

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A member registered Mar 12, 2019 · View creator page →

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This was pretty awesome, deserved way more attention in the jam! Also I managed to defeat the boss. The sounds for collecting pickups I'm really not a fan of, I thought it was rather distracting. I think you mentioned in your video you are not too well versed in SFX design? I would reuse stock SFX and modify & combine them to fit your own needs rather then making from scratch if you did that. FX was pretty awesome, I think lacking screen-shake would be my only gripe, there is a mix of styles with it though it looks like the explosions are pixelated but the rest of the game isn't. I think the camera is zoomed in a little too much, I would have preferred if the entire game was either more overhead or zoomed out, though I get why you would want to show off that awesome mech model. The boss took sooo many hits even when upgraded, still felt satisfying to take them down! Would definitely want to see this as a full game.

Interesting short game, funny but definitely touches a little contentious stuff in kind of unusual ways, interesting how it changes the multiple routes. I feel like the flag of Mexico should bounce/shrink when you click it though, everything needs more feedback when interacting to polish the experience.

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Cutscenes were great, your music is good too, and yes I did complete the game! The controls are a blessing and a curse, I think it's supposed to be comedic but it started driving me a little crazy, did figure out I could use right click to save myself which was what kept me going. The climb to the top of the second level was exhilarating because I was so scared of falling, still quite fun, but if you wanted to be evil you could make a super tall level that people can fall off of >:).

Presentation is on point! Which makes no SFX bizarre, but I'll just chop that up to design considerations and game jam stuff. Really hard too, but very satisfying!

Nice puzzle Metroid Vania game. I got stuck on the keypad puzzle for an embarrassingly long amount of time because I kept assuming it was a pc keyboard layout lol, still complete it. The jump animation is nice, it is generous with checkpoints, and the puzzles were fun.

Finally finished the gate puzzle really stumped me for a while!

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Interesting spin on Factorio, this is impressive. Might be my favorite puzzle game I've played so far, also your game is criminally underrated this is really fun/interesting. Would be nice to be able to rotate the miners though.

Yes they are very cheesable! but that's just game jam stuff I ran out of time.

"more cramped hallways forcing combat was done better", yes I really messed up with not making the AI aggressive enough to be more active in large areas, would've loved to have gotten to fix that before submitting!

This is pretty cool and the game feels really good to play, and mechanically this game is really sound! The best score I got is 41, though I don't think that is very good lol. You should add a leaderboard if you can, it would really add to the fun to compete against others for score.

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I like the visuals everything looks really polished with animations, also awesome that you made a fun auto battler rogue-like in a week. One thing is that even though it is explained in the description, it isn't mentioned in the game that you may encounter bad company when going to a new shop. Also some limbs don't really say what they do until after you put them on. I feel like going for fast limbs and critical hits is a strong combo! 

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I realized this before commenting I meant as in maybe more vertical, because they are very horizontal, also you were right about pressing P causing the world to end in the last level lol

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You should make larger levels that make use of all the mechanics, best time I got was 1:78


The presentation is so awesome especially the face made out of particles so cool! But man this game is driving me crazy the back to back rooms with the guards is making me soo mad! It's a shame because it's so cool to pause time and throw knives like Dio from JOJO but, everything is way too fast. Time should stop COMPLETELY it's so unfair that sometimes you can get killed when time is stopped, and the exploding boxes are as helpful as they are detrimental to the game. I want to finish it but I'm getting too flustered playing it, the story seems again very cool. Super underrated game from the jam.

Pretty fun, was this inspired by vampire survivors? I already mentioned the bug in discord with the camera, it's entertaining regardless. You should add FX like screen-shake and sounds when you get hit to give the player more feedback, and different backgrounds besides a repeating texture. I like how the train wiggles, it's animation is nice.

Really well made! I see Jolt has greatly improved the physics in Godot I would've thought this was an Unreal or Unity game if I didn't see the logo on the EXE. Presentation is very nice it's all consistent and the voice acting is a good touch. I can tell this took a great deal of effort, but this game is maybe too similar to games like gang beasts and human fall flat; I can pull myself up exactly the same way (impressive though), but it maybe controls a little better than those, you should try to find ways to make your game unique in terms of controls & etc. Game over screen is great, but this game is a little to hard for me to get past the second round.

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Woah this awesome, very cool mechanics, and great presentation. I really liked the music but that was one of the aspects that I thought was a little too reminiscent of Portal. Grappling and combat feel great, I think the physics on grappling could be improved but for a jam game it's amazing. Lastly some models have back face culling so when pieces are destroyed they are invisible from the back, but still this is was an amazing puzzle/action game!

I really enjoyed this, also works really well in browser for the most part until there was just too many enemies and it started lagging lol (I am certain this is not your fault though). Two recommendations are to one add particles when enemies are hit so I can see my bullets, and to make it so you can't accidently pick a power up when the screen comes up, this happened to me a couple of times. Nice variety of enemies, and it's you included menus with mouse sensitivity (still so mad at myself for not doing that for my FPS lol).

Ah okay, that makes sense. Yeah might need to play with the controls more to make them intuitive but messy.

Presentation is amazing I love the music, and as an electric engineer myself I appreciate that the MC is an OP-Amp. That said I'm not a fan of typing with one hand as that is very difficult for myself without looking at the keyboard. I also didn't see much benefit from the buffs because they increase power draw. I got stuck on the second fight but this is still super cool.

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Incredible story! Why does the game change to tank controls though? There is some weird stuff with the UI showing to spam space even when not necessary but that was still an awesome experience!

This is one of the few horror-esque games I've played so far, interesting that it is a platformer, it's simple yet it gets tense! I like the original assets that have hand painted style textures, I just wish the other stuff assets were more cohesive with them, also cool that there is voice acting definitely a plus. I think the main thing that takes away is that pathways can get obscured, I died a bunch on the fourth level just trying to find where to go, also maybe a death animation would be nice. This is one entry where I think the challenge really added to the enjoyment though, great job.

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Okay this idea is a little ambitious for the time slot, but I can tell the mechanics are there and this is an interesting idea; the farthest I could get is to level 3 where no minions were on screen? I think the visuals and music are nice, but it may have been better to lock the entire game down to a grid including assets. I think relying on physics and colliders instead, and letting you place bridges anywhere makes it really easy to get stuck. One simple thing though is that I think the minions have too much momentum, I fell into lava several times because of this I don't want to send them to their deaths. Still a cool game just needs more time to cook.

Really like the mechanics, sort of reminds me of Baba is You just as a platformer instead. The art is awesome, but there are some kind of funny interactions that can happen like getting flung up from hitting edges when gravity is off, but nothing that would affect the overall experience. Really nice short puzzle game.

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This is pretty nice well made short game, I can't think of anything I don't like except that I wish the buff duck could punch in different directions, but I might just be bad lol. Did beat it though!

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For 3# yes you could put an arrow for a tutorial section for example, but in other cases you can add dark spots to imply they've been hit before. Other ideas are stuff like road signs or anything else to subtly show where you need to throw, like maybe a collectable you have to throw the scythe at to collect?

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Alright I beat all the bosses! Mechanically this is really cool, and honestly a large game to make for a jam (I meant as a good thing), but I think there are several aspects that could polishing. Also if the people who worked on the game are on itch.io you should add them as admins to the game. I think using the scythe to attack shouldn't lock the player in place, but I do understand why that is the case when you throw it, but I think if you let the player move in both cases it would make it feel so much smoother. The computer enemy seemed a little unfair, I think that's partially because of movement stopping when swinging though. Lastly I would add environmental markers to let the player now where to throw the scythe if the target is off screen.

If you're viewing this page outside of the Bigmode 2025 Jam, ratings & discussion are here: https://itch.io/jam/bigmode-game-jam-2025/rate/3297915

Really nice gameplay loop! After a while though it seemed like I could just win forever, so it may need balancing to improve difficulty, but for a jam game the balancing is still pretty good.

Hey, I mentioned this briefly in my Jam comment, but you should consider upping the education factor of your game. I could see high schools or maybe colleges use it as an intro tool to teach the physics formulas if you expand on explanations.

"Why would I parry their projectile" this because the game let's you choose what area you want to prioritize, if you want to go all in on the sword I needed to give players a reason to want to use it and defend themselves. BUT! The game is seriously lacking in difficult due to some oversights with difficulty and enemy AI. I just didn't have any play testers, I would've allowed one shotting with weapons if I could've gotten feedback, and made the enemies WAY more aggressive, you're right it is something that is limiting fun.

I really love this, I need to show this to my friend who I was just having a conversation about Ohm's law, and he didn't understand what power actually means in real world terms and I think this game may help. I think you should show the amount of work too since that is part of the power formula; Power = (Work / Time), but only because I was trying to explain how work/energy and power/watts are different things. Anyways cool game, serious recommendation; I would add animations enlarge the highlighted card since the game looks a little barebones without any FX. Though I imagine it was hard enough to just make a deck builder in a week already.

Web game moment, worse for me, I had to remove web after submitting because the third level would just stop rendering randomly.

This is a really interesting entry, but this game is too tough for me. The different weapons like the laser are really cool but it eats up your power super fast, so I think the shotgun is the best weapon. I had to double check the instructions to understand how to change because it's not something very intuitive, but it's just a really unique control scheme that makes sense in terms of gameplay. The artwork for the game really looks like something from a retro computer game. Definitely needs some FX juice like screen shake & particles to make shotting and killing the enemies more satisfying, would definitely make it more fun. 

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Thank you! Hhhhm there are bugs, but I'm glad most people haven't encountered them.

This is the second game I've played so fair that visually looks more like a commercial release than a jam game. Additionally the game juice is on point, it looks and feels so good to hit the balls with the bat.

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Fun fact 1 Horse Power = 746 Watts (Electric Power), so during a dive you have 90,000 HP which would be 67,140,000 Watts of power. Intuitive game looks simple but I can tell it's challenging to go as fast as possible and get the best time/score. Cool visuals & music too.

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Very cool, used to be obsessed with Rube Goldberg machines when I was little. It can be unfair where objectives spawn, but everything else is so solid and it's amazing it works as well as it does procedurally anyway it's hard to complain. The only thing is maybe being able to see where objectives will spawn next round so you don't put yourself in a corner. 

There is a really nice sense of speed in this game, and I like the intro/outro animations. The game doesn't really have a fail state it's just about keeping speed & score, so the best score I could get was 7485. The power line mechanic is really cool, I feel like the game could play better but I just have a hard time putting it into words. I think maybe adding more FX or the ability to bounce of enemies could improve it, but I think you'll just have to play around with things and do stuff that seems fun. Oh and maybe add a leaderboard so people can compete for scores, great job regardless.

Took me a minute to figure out how to get the hand to throw at the right angle so I could win >:). Can't wait for the Godot 4.4 physics update that will let us have thousands of rigid bodies on screen so we can throw more objects.