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Plague of Minds

185
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A member registered Dec 03, 2018 · View creator page →

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I really liked it! The bosses have really awesome designs and cool animations. I'm not sure if I finished it or not because the camera wouldn't advance after a killed a rolly head dude, but the game was very fun! I loved all of the charm put into the animations and polish. Super impressive and awesome looking

Hey Chenzo, this is Jacob. I tried my best to complete it. I really did, but I couldn't do it man. The level where you have to move the cracked cube through blue and red lasers to open a door that you then had to maneuver between lasers to get to was too much. Although I realize there are quite a few levels like that so I hope you know which one I mean. I really liked how polished and charming the game was, but I think the difficulty progression is super steep. My favorite mechanic was weaving between blue and red lasers, that's pretty fun in my opinion.

This was a really fun entry to play through! Its very satisfying to go fast, and the polish and graphics were both really well done. I especially liked how you taught the game over time, making you never feel like you are in a tutorial, and instead only playing the game. My only problem with the gameplay is that a game over screen with the option to restart can make deaths take up more time than they need to, which can make it a bit frustrating if you get stuck in a section. Other than that, this was an amazing entry! I really enjoyed this one.

That was phenomenal! The polish was really on point, and the whole feel of the game was quite cute. The gameplay was really satisfying. I didn't encounter any bugs that stopped me from enjoying the game, and the level design was really great! Really great entry, there isn't really anything I can think of to improve on. Given the time span, the entry felt pretty much perfect.

I liked the idea of it, but having to go back to the beginning every time you lose was quite frustrating. I did like the music a lot though. I ended up giving up on stage 3 or 4, where the key is on a platform but that platform wasn't an actual wall, which makes you fall down, and its really easy to die there when you think you are going to land safely.

It was short, but well done. I couldn't find any bugs while I played it, and it was a fun short little experience. I appreciate the extra information from the second counter.

The polish was really on point! I especially liked the shoot sound effect. The idea of balancing the two teams instead of just trying to trying to eliminate the enemy is super unique. I guess the only thing is that I wish there was more gameplay, but that's always the mark of a well done game!

The gameplay was quite fun, I'm glad the enemy projectiles weren't too fast! That being said, at around year 8 I started having performance problems, though I'm not really sure why. There were tons of ships, but I think it might be because one of the moving objects that spawns maybe never despawns? I don't know though. Its an otherwise very enjoyable entry. I like that it turns into a bullet heaven after enough years.

This was surprisingly fun! Pac-man's AI is surprisingly aggressive and vicious, which makes you have to plan ahead to be far away from him when he eats a power gem. Finally being able to defeat him after breaking the gems is very satisfying, very much in line with the title where you finally get your revenge.

This game made me have to fight against my usual instincts of dodging bullets, where at the beginning I would instinctively dodge the helpful shots. That being said, the gameplay was very well made, and only really lacks some audio and balance to take it up a notch. It is fairly easy to survive forever if you don't kill the enemies too fast, and save pills for later. I did really appreciate the minimap, which made sure the game was never frustrating. For a first proper submission, this is pretty incredible.

The polish on this game was very well done! It could probably use some more variety in the gameplay, but I did like that the heroes would run from the boulder, so you could lead them to the fists.

That was a lot of fun once you get the hang of it! Having there be three different types of traps with three different main strengths for heroes is a really good solution to stop players from just spamming one type of trap. I only really have two issues with the game, which is that the heroes move maybe too slowly, and the traps don't seem entirely balanced to their gold costs. I found all of the place-ables with hit-points to be obsolete compared to traps, since they would be rather expensive and once they were gone you had lost a bunch of gold, as opposed to other cheaper defenses that last forever. The dungeon maps could maybe be made smaller to incentivize usage of more expensive traps, but they would still need to be buffed. Overall though, I really enjoyed this entry!

This was amazingly well done! I like that rather than have the AI be dumb like most other similar games would, the AI in this game is rather good, but there are other environmental hazards that make the game difficult. I really liked the added depth of resource management to the game, it made it so much more fun! The powerups were really well designed, and the controls, to my surprise, felt great. My only complaint is that the protagonist probably shouldn't be allowed to go above the screen, as it makes staying near the very top a very dominant strategy, since to my knowledge no hazards spawn above the screen. This is easily one of my favorite submissions in the jam, this was really fun.

The graphics and music were both incredible! I loved the goofy smile plastered to the hero the entire time as you manically throw everything you have at him, knowing it will never be enough. The animations were really on point. I couldn't find any bugs while playing, it was all really well put together!

This was very surreal... it reminded me a lot of squirrel stapler with the absurdity and art style. The cow coming for you was far more terrifying than it should have been. I was able to reach all the endings (good and bad). My only complaint is that the ending black away is rather quick, so sometimes you can't read all the dialogue, but other than that I didn't encounter any problems. I really liked the atmosphere and freaky graphics.

I liked the music and dialogue, though I found little incentive to ever let the adventures survive or perform a quest for you, since then you have to pay them. As long as you have plenty of gold, I found it better to just kill or bore my heroes so I wouldn't have to pay them... kind of optimizing the fun out of the game. That being said, it is a really creative idea for a game, and fulfills the fantasy quite well! Also, at first I thought the tavern-keep was a decent guy, but then you realize he is just out for blood...

I was able to get a high score of 19. My main problem with the game is just that the hitboxes of the rocks is quite a bit larger than their sprites, though its not really that big of a problem.

It was surprisingly fun, and I guess the only thing that I was really disappointed about was the max level. It would have been nice to just be able to max out everything since there wasn't really an ending, and you get so strong near the end that you are unkillable anyway. Either way, was really fun, and a great entry!

I really liked the aesthetic and music! The mouse was surprisingly vicious while the power dots were active. I really liked your take on the idea, and changing the characters from ghosts to cats made it so much cuter! Great job!

I didn't think that the concept would have much potential, but the puzzles were actually incredibly well designed! The graphics and background were also really great! If you ever release a full puzzle game, I would definitely want to play it!

I was absolutely blown away by how incredibly well made this game was! It was a super interesting take on the concept, with minimal bugs and incredible polish. Lots of fun, great job!

I liked the simple but still well done graphics, and I really liked the dialogue! That being said, my main issue with the game is that there is no incentive not to just mash each of the buttons, since there is no cooldown or punishment for not getting the timing right. This removes the challenge, but even with just the dialogue and art I still enjoyed the experience.

The art and color pallet and music was all very on point! That being said, I do wish you could replay from the level you lost from, as it can make it frustrating if you get stuck on a level. It isn't that bad though, as I did like how fast you could complete the levels if you knew what you were doing. Although I think the idea of the light stealing mechanic is interesting, it does feel like it lacks a point in many of the levels, where you are better off just running through as fast as possible and ignoring the enemies, as you are so fast you can make it through before they throw a single projectile. That being said, I still really enjoyed this little game.

I really like the aesthetic of the game, and it is very amusing to just accelerate wildly to just blindly kill.

Audio-- 10/10

Gameplay-- 7/10

Great experience with enlightening commentary on the state of the world and the socioeconomic state of America. Great metaphor.

Funny dialogue, unique idea.

The polish on this was amazing! I found this to be very fun and creative. My high score was 14100, killing 141 frogs.

I really like the fish mechanics, and it made it satisfying to destroy boats. I found the boats to be kind of tedious to destroy just because of the sheer amount of health they had.

Interesting idea for a game, but I found the game a bit difficult to control. The controls sometimes felt unresponsive, or the protagonist wouldn't start at the beginning of the level. I did enjoy the dialogue, it was humorous. 

Incredibly cursed but relaxing and nice.

The execution on this was incredible! Fighting the snake is such a unique mechanic and its AI strikes the perfect balance of intelligent, but predictable. This is definitely my favorite jam entry I have seen so far. Sadly, I did encounter some kind of bug that caused that game to freeze after I hit retry for one of the stages. Still, an absolutely fantastic game!

It was impressive what you managed to create in just under three hours! The controls felt surprisingly good.

I liked the music. My main issue with the gameplay is that it felt like the best strategy was to just stay away from the main danger by just sitting in a corner, but then I didn't really understand the child spawning mechanic. Overall, incredibly cursed.

The music was unnecessarily epic, and I really enjoyed it. The gameplay itself starts out as a slog, but by the end it feels fantastic to have an unstoppable hoard. The skill tree is very satisfying. My only problem with the game is that once you start to get going, it it almost impossible to lose. Some sort of negative feedback loop would probably help make the game more challenging, although I know that that may not be the point. Right now it is a fun little game that fulfills the fantasy it set out to accomplish.

The music fit the game really well. I liked the idea of varied fish, but found it difficult to use most of them. The orange fish felt too good at sticking to walls, and the green one I had a difficult time getting very much height with. Overall a very cool idea for a game though!

I love how the alien dances on the title screen, but I couldn't really figure out how to get the ship pieces on the molten rocks. I liked the art though!

I really like it is almost like a racing game with the risk and reward options of being able to temporarily slow him down by feeding him apples, with greater risk in the future as the snake gets bigger. Really creative!

The idea is really awesome and unique. The effects, visuals, and sound are all top notch. The only complaint that I really have is that the camera feels kind of slippery to control.

I really liked the sound effects and asthetic!