On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

PekkuGames

10
Posts
1
Followers
2
Following
A member registered Sep 12, 2020 · View creator page →

Creator of

Recent community posts

Loved how I ended up with this incredibly overpowered Uzi with a bunch of special effects, felt really good! The shotgun also felt really nice and the disenchantment mechanic is interesting. Really cool game, thoroughly enjoyed.

The game is a little hard for the already mentioned reasons. Nonetheless some good puzzles and visuals are also nice!

I'm really glad the concept landed and seemingly works! C:

Very cool concept, and I'm impressed with how self-explanatory it is!

(1 edit)

This is my second jam, and overall it was a lot less stressful than the first one! I hope you'll all like this little game if tactics, precision and luck I made. IMO, the music kind of bops ;) Looking forward to playing all your games.

Thur

Cool concept and I like the art and music!
I think it would be nice if the hitbox of the zap lingered a little longer and if the enemies were a bit more predictable (maybe they indicate the direction they will go in or something). Right now I don't really feel like I can plan for combos that much.

I think the idea of the controls changing organically like this is really cool... kind of reminds me of Katamari, but where getting bigger is not actually a good thing. I do think it could with some curated levels. It's now just pretty random, but I think yoyu could create some interesting platforming challenges with this!

Thanks for the bug-report. I'll see if I can find time to fix it some day.
Yeah, I was really surprised how puzzles just emerged while I was playing around with the mechanics. This was my first time making puzzles and I'm really happy with how they turned out!
Thanks for the kind words!

Haha thank you so much! Quarantine has really given me the opportunity to practice performing for my cats. Usually it's metal, but "Skipetatoos" is also in my soul.

It was in-engine. I had 3 audiostreams (each with one of the layers) in my World scene.  The bass layer was always on, and the other two were turned to -30db and would go to 0db depending on whether the other characters were active or not.

Thanks for playing, I'll check out your game too!