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PaperMartin

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A member registered Sep 30, 2017 · View creator page →

Creator of

Recent community posts

Interesting idea, pretty anxiety inducing but a few things :

It's not possible to shoot when enemies are too close

Map generation sometimes result in what seems like openings to the outside world that are blocked off by invisible wall

Please start the game at a lower volume level

Interesting that the main mechanic starts as a constraint and only later has advantages

I'd suggest maybe showing a preview of where the next piece will go on the character as a half transparent piece or something, as it's not obvious initially

Works fine, but not hugely original, it's basically World of Goo / Bridge Constructor

If your textures are supposed to be pixel art, try disabling texture filtering on them so the border between pixels isn't blurry

other than that, not much to say, the controls are fine but there isn't much to it

Interesting take on physics rope based puzzle games, although the controls can be a bit fiddly (no direct feedback on the length of each rope) and you should probably decrease the friction between the player object and the walls/ceiling/ground

tried pressing enter and exit on the start screen, nothing worked

might wanna provide proper explanations of how to play the game next time, making a proper windows build as well

first 2 games I got immediately jumped on by slimes and died, 3rd time I spawned in water and couldn't move

might wanna fix the game up, and also provide like, any kind of explanation of what the player is supposed to do and how

Really cool concept, basically swapping movement & attack controls

The art is pretty neat too

Maybe it'd be cool to allow the player to just hold click to continually push the character

The art style is cool and the idea is interesting, but the controls are very inconsistent and at some point I got stuck with 1 ball over a platform, unable to move much

Really cool art style, reminds me of something but I can't put my finger on it

The whole "make a tower out of things" mechanic isn't new but it's interesting to see it not actually be done with physics

Game feels great to play, art direction really stands out, bold move to make black gulch from dark souls 2 the last level tho

Pretty cool, main mechanic reminds me of mario odyssey
Cool art direction, this is very polished

Pretty fun, it's not often we see physics based games, especially ones with rope physics, from a top down view like that. Reminds me of Last Man  Sitting a bit

While it's an alright FPS, that's all it really is, which kind of goes against the point of the jam, and game jams in general

the mouse not locking isn't great either

pretty interesting, I agree with other peoples that an actual tutorial would've helped

Also, the music doesn't loop

really cool, might wanna explain the controls somewhere tho

kinda cool, good humor, gameplay reminds me of Reign
might wanna remove the film grain effect tho, at least from the interface

Interesting concept

might be a good idea to give the block names, it's not obvious what some of them are

maybe some audio feedback too

interesting concept, though the mouse sensitivity is way too high and it seems pretty hard to dodge shots

Pretty great concept, the writing was interesting (though I don't know if I've reached the end of all the actual dialogue or if there's more dialogue eventually after the gibberish)

Great art direction, reminded me of Obra Dinn, although it's a bit weird for the camera and movement to be 60fps but the animations to be 10, I would've also toned down the grain/noise effect at least on the ground, it kinda hurts to look at after a while.

really nice art style and concept, but the few english words I tried to form didn't work, presumably either because they're not in the dictionary or because word recognition is just broken
the words were One, Cone, Cornea, and Lone

it's not actually nsfw right?

Cool concept but : 

- Sensitivity is too high, you might wanna lower it or let peoples configure it

- Being able to just walk around when grounded might help too

Pretty good, although it feels like there isn't really any reason to control the wizard except for a quick heal, which results in him being more of a weight than anything
I'd also reduce the resolution, as it ends up being bigger than the browser window and makes it hard to just check on the controls underneath

Pretty interesting variant on the "you control 2 characters at the same time" puzzle games, though it did feel like some of the earlier levels you could figure out the solution without even looking at the right side, since most of the "special" tiles are on the left side of the screen

Pretty decent and polished, although controlling the player character with the mouse itself is a bit awkward, and I'm not sure I see the point of making the player wait for the hearts to connect

The pictures of the married couples at the end of each levels is a nice touch

yeah sorry about that

both the diamond and the end of the rope are just objects  you can interact with, using the same interact functionality
the game was originally have more mechanics involving interacting with objects, if I knew I'd have to cut them I would've dedicated the button to hooking/unhooking and made the diamond auto pick up

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I didn't check the actual game's page before playing and expected this to be a simple mouse labyrinth, and then I got to the end of the intro level

this is definitely one of the better games this year. The main mechanic is pretty straight forward but there are other mechanics interacting with it, it looks and sounds great, is very polished, I really like it and can't really think of anything bad to say about it lol

I'd genuinely pay for an expanded version of this

Interesting and pretty chill concept, though I wouldn't mind a proper text tutorial instead of just highlights on button

Could also use some QoL things like the ability to edit existing compositions or a color picker

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not bad, though as said by other peoples, a bit slow

the particle trail from the top cube is pretty distracting tho, if it was meant to represent a connection I would've went with a simple line that's drawn behind the player cubes rather than on top

Controlling 2 characters at once isn't the most original thing but the level design and esthetic are absolutely on point, and there's a couple "traps" I fell into that were actually kind of funny

Really good, if only a little too tough imo

I would've shortened the burst of movement by a bit

This is really fun, feels like a combat focused version of Orblin but with actual downsides to the rock

actually really cool for something made in 7 hours

I do wish it at least had checkpoints tho

Cool concept, though could use some balancing

a couple of time I got caught by a massive swarm all of a sudden while I had no guns left, and the size of the ship makes it hard to actually dodge bullets

maybe give the player a basic, invincible gun that's not very powerful and doesn't block bullets but is permanent

Interesting, very abstract game, though since the bullet emitter is static you can cheese the game by keeping your mouse on it and continually shooting

I eventually got all the possible connections at once this way

Pretty decent, would be nice to tell the player that getting NPCs gives them an extra double jump

Also, the game breaks if you pause, leave a level then enter a level again

did you remove the game? the link to the page doesn't work