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redlaserbm

56
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A member registered Aug 08, 2023 · View creator page →

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Awesome visuals and overall atmosphere, though submarine controls seem unrefined. The game could benefit from faster "development" as it takes a while for the exploration experience to evolve into anything beyond the starting visuals.

This is a nice effort for a 9-day jam. There is some coarseness in presentation and clunkiness in gameplay, but there's overall nice visuals and some fun shooting action

This is incredible! Love the gameplay, the polish, the charm, all the neat little secrets to find. This turned out really well!

This is an interesting idea, though it's quite barebones for a 12-day jam. Still, I appreciate the solid programming and game design.

It's interesting, but the controls are rather counter-intuitive.

There's charm in the minigames and some neat ideas put forth but also a serious shortcoming in polish. While the most important part of game making is definitely the game, there is an art in QA'ing the game to ensure that it functions properly. I hope in future projects you can work out those polishing skills to deliver a complete package.

This was awesome! Extremely clever game with well thought-out level design and a good amount of polish to go with it. Definitely one of my favorites to come from this jam.

Probably one of the cooler concepts to grace this jam, though the final project is notably rough around the edges. The presentation is rather basic and gameplay decomposes relatively quickly into violently flipping the paddles in the hopes one of those small baseballs doesn't slip through. There's good potential in the concept alone, however, so take this away as a positive from this game.

Neat concept with solid graphics that creates serious implications for how to approach platforming. I will remark I'm not a fan of the level with the wheel cutter, since it emphasizes the need for cutting edge reflexes with a player character whose ability you generally need to time right to use correctly. This leads to unfair deaths.

It's a neat concept, but the project is underscoped in nature.

There's some apparent coarseness here in the presentation, but shooting tomatoes proves to be really fun! Very satisfying gameplay.

This is a neat idea with humorous but captivating presentation.  The gameplay is somewhat simplistic but the controls are tight and responsive, and the game overall is packaged in a nice and neat manner. Nice one!

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I suspect the game could benefit from level 5 being pushed to much later as this is a consistent "strangle point" for new players. Some players don't struggle, and this difference of experiences is probably because while the level can be solved in few moves, taking the strategy of immediately solving the bottom half of the puzzle and then trying to solve the other counter-intuitively puts the player *further* away from the intended solution for reasons that could be difficult to grasp at the early stage. My fault for not putting the level that looks like a smiley face before it lol.

The level of immersion here is incredible. You built a whole world and made it *thrive*, which I seriously appreciate. 

Wow! This was amazing to play through!

Credit should be given to the large amount of content and designed assets this game features. This is the most technically impressive game I've played from this jam. The world environment is bit empty, but beating up the bad guys is fun.

The overall package is solid, though I wish there was some verticality added in the mix. The main character's jump proves to not be useful in practice and enemies can entrap you from both sides relatively easily on flat ground. Good visuals and music.

I like the overall idea, but the game seems coarse for an execution of a tried-and-true concept.  In particular, hitbox detection is dodgy and waves can be reliably defeated by waiting out the clock. On the bright side, the visuals are solid and the music is pleasant to listen to.

Very innovative concept with solid gameplay! 

Neat puzzle game with simple presentation.

Although simple, this is easily one of the most well-executed games I've played in this jam. Beautiful graphics, beautiful gameplay, and really good balance too!

This was a neat game! The gameplay feels somewhat "slow", but there's a solid premise + controls and the game does a great job of explaining itself. Most importantly, it's fun.

I appreciate the novel interpretation of the theme and the presentation. The gameplay is nice, although I don't understand exactly why I lost when I did. Overall, this was well executed!

This is a neat idea, with novel presentation and aesthetic, but hitting enemies is essentially impossible.

Gameplay is solid. I wish that getting a game over was easier, however.

The platforming is a bit awkward, but I enjoyed the overall aesthetic, including the soundtrack and graphics.

I like the overall aesthetic. The game feels sort of aimless, but I appreciate the overall goal of trying to build a thriving underwater civilization. Also, the game boasts incredible graphics!

The enemies in the first real level were difficult to properly deal with.

Being able to skip dialogue would be nice. The execution is rough, but the features for fusing with different spirits is novel in nature and deserves some credit.

The 3d setup is cool, but manual shifting is needed to create good immersion.

Solid concept, although the need to tap the W key to levitate further rather than hold it down is unintuitive.

This is a solid package all around! There's a substantial amount of polish to the point of a feeling of true "completeness" which I appreciate in a game. I do wish the game was less brutal in difficulty but found it otherwise very engaging.

This was really cool! I loved the interactive puzzle game-style interaction with the pocket dimension.

There's an amazing amount of immersion here for something created only in 10 days. Branching dialogue options, different scenes, multiple characters, this is the most thought-out story I've seen among all jam entries thus far.

This was a clever puzzle game with a clever concept, a novel interpretation of the secondary theme, and some nice presentation as well. The game could benefit from more difficult puzzles and better music arrangement, but this is overall a quality entry for the jam.

This was one of the most novel interpretations I've seen of the theme thus far. The platform is noticeably rough around the edges, but I see potential in a concept like this for post-jam work.

The interpretation of the secondary theme is quite novel here, one of the more out-of-the-box such interpretations I've seen from games in this jam. Cursor movement is unresponsive, and this detracts quite a bit from the overall experience, however. 

The intro scene is eye candy and the overall presentation is nice. The worlds look great and are fun to explore too, but the core gameplay mechanic of timed collection and the need to run back and forth works to diminish the joy otherwise had from exploring these worlds.

This is an interesting take on the theme with regards to inventory space with an interesting core concept, but the game doesn't give good feedback with regards to what's going on and has rather glaring presentation issues.