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RamChops

16
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A member registered Jun 14, 2020 · View creator page →

Creator of

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Oh snap, thanks for pointing out the issue with the visual aid! Will get it fixed as soon as I'm able to!

Neato! I love the concept, I like the idea of teleporting to the spot you picked in the mirror you have.

Like a few of the previous comments I also had problems with the controls, it was pretty hard to move around. The platforming sections during the fitness training will probably less frustrating than it have to be after those get fixed.

Also like Felix from earlier I also ran into the bug where you try to teleport into spikes and you get stuck in an infinite loop. A way to manually restart the room would solve this, I believe.

Ah, thanks for pointing those bugs out! I'll go have a look at the code immediately. Thanks for commenting!

Sorry, that maths problem was a miscalculation on my part. Also, thanks for the feedback on the invisible maze level --- might need to fix certain walls in the update. Thanks for commenting!

Return to monke...

I like the story and the ending. Like many others have said this can be a good basis for something longer. Well done!

Nice concept for a platformer game! Controls are very smooth. I keep instinctively pressing R to Restart Level when the reflections begin clogging up my screen instead of going to the menu to do that haha. I think it would be better if the players are aware they can do this.

Nice puzzle game, love the concept. I felt like the turnable objects could have more feedback (like being highlighted when hovered with a cursor) and be more responsive (sometimes it felt like the right clicks to turn don't go through) but other than that this is a pretty solid concept. Well done!

Whew, that was a tough puzzle, but eventually I did get through all of the levels. Great level design! Level 9 and 10 did take a few tries to nail, but I did eventually get there. Glad I didn't give up.

I like the way the story is told through the platformer game and how each stage reflects a stage in the five stages of grief. I agree with the previous comment that the light should have been moved to the player's position when the player dies.

Also, it's a bit hard to tell there's a door in the middle of a wall in certain places, as the door and the wall both use the same color.

The theme was reflection, and I did end up reflecting indeed. Well played!

Great game! Didn't expect there to be a game based on the DVD Screensaver, that was pretty creative! Didn't expect the Online Streaming Platform to show up at the end either, that was pretty funny

Hi, the quiz's math problem did get the number wrong --- In my sleep deprivation I had accidentally divided 35 by half instead of 40 and that's why the correct answer was 28 rather than the 32 it should have been. As for the number of Godot Wild Jams in the past, there were 75, including one Wild and Proud Mini-Jam, which I have also counted.

Will consider other types of undoing in the future. Thanks for your comment!


I never thought I'd see someone combine Pong with Bullet Hell but here we are. Very pretty art, loved the characters! The music is great too, reminds me of a certain Bullet Hell game series, haha.

The in-game tutorial is very understandable as well. While the game felt like it was made to be played on a controller, it could also be played by keyboard and that's also pretty neat. It also felt like the sort of game that can be played in many ways, like you can play it alone or grab a friend to play with you, and I like that about it.

There's a lot to like about this game, to put simply!

"Are you now or have you ever been Vlad?"

An interesting, creative concept for sure, though like a previous comment said it could be made a bit more interesting with variations in how a vampire would appear in the mirror. I felt like having that would make it even more interesting.

Also, there are no consequences for just randomly clicking on everyone on the screen until you find the vampire. Humans don't fear the garlic stick, I heard some of them even make garlic bread out of it...

Nice card game! The artstyle here is truly reminiscent of the Balatro game as you have intended. I like how you used the Jimbo sounds from Balatro when he gets hurt too (that's what he deserves for giving me The Goad while I have Arrowhead, haha)

An in-game tutorial would be nice (as others have mentioned), I jumped in and got confused at first but the text explaining how to play did help with that.

Overall a quick and fun card game! I can see a potential for it to have a multiplayer mode in the future where you duel another human player.

Reimu Hakurei, what are you doing getting kidnapped by kappas in the Godot Wild Jams??? It might be just me but I did get a Touhou vibe from the soundtracks and the theme of the game, considering both deal with Japanese mythology and shrine maidens. I like it! I also like the creativity of having battles in the physical world and the spirit world. It makes you reflect (haha) how to best use the death explosions to your advantage.

As for improvements I believe you could make next, here's a list of things I personally noticed:

  • It got a bit laggy whenever I do an attack though, not sure why.
  • Would be nice if it's possible to skip or speed up the infusion animation, the animation was too lengthy for my liking.
  • Got stuck when one of my allies died and the game would not let me skip their actions, so I could not advance.
  • I agreed with the previous comments about how the switching of the attack range should be a bit easier.

Overall still a pretty good game with a neat concept!

People ask what are the rules but not how are the rules...

As for what rules, I could safely say that this game does!

Love the approach of having to figure the rule of each level out as you play. It's a bit funny to see my character having to touch something that should instinctively be deadly to win a level.

Awesome work!