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ReekiX

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A member registered Dec 17, 2019 · View creator page →

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A lot of games in this jam either change or remove controls of the player character. This game does it the best that I've seen so far. Removing all actions other than movement and the enemy taking clear and direct control over all other actions; catering what actions the player is forced to do in line with the actual stage instead of completely random.

This way of doing this loss of control is not fustrating, is fair and very engaging. Not to mention the charm it adds to the game. The "bye" command gave me a good giggle the first time I saw it!

Top marks for this game! A awesome job! ^-^

Thank for playing! I have a bunch of ideas where I could take this concept, based from what others have said and some ideas I had early in development that I didn't have time to add. From adding a story centered around these 3 characters and their emotions about switching around like this, to a more handcrafted dungeon as you mentioned! Thanks for the feedback! ^-^

Thanks for playing! I have a bad habit of neglecting enemy characters when I'm thinking of ideas, very much an afterthought for me! That's something I need to work on, not just in a post-jam version of this game, but other projects in the future!

Thanks for playing! The format was just your standard get-a-highscore arcade game, so under that I didn't feel any goal was nessecary. I would like to work on this post-jam and I have had a lot of ideas that might give that sense of goal and direction you're talking about. Thanks for the feedback! ^-^

Thanks for playing! I'm glad you enjoyed my game! Gotta go for that high score ;3

Thanks for playing! I'm glad you enjoyed! ^-^

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Top marks for this game! A really interesting idea excuted very well! The game looks and plays fab! Hits the theme of the jam perfectly! Awesome work, team! ^-^

If I had any critisim, the game was most certainly a touch on the hard side, I only made it to stage 3 and I felt nothing except for perfect play would get me to the end.

Such a cute dino too! My poor heart felt so bad when it was crying T-T

A fun little game for sure! Top marks for presentation, it looks fab! Bet it would be more fun if I had someone to play it with xD

I did feel that the puck got stuck to the top wall on awful lot, I'm not sure if that's due to me trying the game alone or due to the nature of the rotating belts. 

Good work! This is a pretty fun game :3

A simple platformer with some nice pixel graphics, there's some fun to be had here. There is one big issue I had, at it's core to this game: Key Bindings.

When the controls swap, it's sudden, there's no warning, there's no feedback. It's rather jarring. Not to mention that the control swapping seemed a bit buggy as some controls were just removed instead of replaced, there were 2 times where moving right was completely unbound. This concept can work, maybe give a warning just before the control change and see how this changes things!

Address that and you've got a fun little game here! Great work! ^-^

A simple little platformer that was a good deal of fun to play,  good job team!

If I were to offer some criticism, I would say for the jam theme being 'out of control', I felt pretty in control the entire time, that might be due to the static levels however. Maybe you could consider some platforms that don't rotate with the stage, rotate independantly or that move on their own, to give both additional challenge and decrease that sense of control.

Again tho, a fun game! I enjoyed my time with it! ^-^

Thanks for playing! I’ve been pretty stubborn about having quick, random changes between heroes, but that ghost suggestion is both a good compromise and a way to explain the gimmick if I were to add a story xD

Thanks for the feedback! Glad you enjoyed! ^^

Thanks for playing. Many people have had an issue with the pace of the game, mark my words, that will be addressed in a post-jam version ^-^

A neat concept and executed well! Has that "just one more go" feel to it.

Action is fast, frantic at times as the player cube slides all over the stage. Not to mention the decision making of the auto firing gun, do you fire at a sphere, or do you blast yourself out of the way to stay alive?

A lot of fun to play! Good job! ^-^

A simple yet fun puzzle game using pathfinding as the puzzle itself. A pretty great concept (not to mention the cute art and music) and I would love to see this more developed!

Thanks for playing! shh, don't share the secret of the corner!!

At one stage I did consider having a small bar on the screen to give a vague idea of how long it would be before a swap, but I liked the total randomness of the unknown swap. Maybe I'll try a version with said bar and see how it changes things :3

Glad you enjoyed ^^

An ambitious game to make for a game jam for sure! There is the obvious issue of having people to play a game like this with. Not to mention network issues others have seemed to have. I played a few rounds with the dev as they were kind enough to jump on and let me give it a proper go. I'll leave this point out of the discussion and focus on the game itself.

Firstly, I will say that Outgun Online is a fun little game! A simple but satifying 1v1 2D shooter. The gun selection all feel great to use and the matches flow well!

The game however barely fits the theme, each match having a gimmick that heavily affects things is the premise and it's one that could work rather well, but it didn't feel like anything was different. One change was just low gravity which isn't all that exciting and one was called "big guns" which didn't seem to affect anything, maybe the guns were in fact, bigger, or did more damage, but it wasn't a large enough difference to notice. It just felt like I was playing duck game, but without the ducks.

Despite that, I had a good time with the game and kudos to the dev for making a functioning online game within 48hrs!

Thanks for playing! I'm pleased you enjoyed my game! Good score too ;3

Thanks for playing! (didn't expect to see you here! ;3) The movement and the empty map are definitely the biggest issues people keep bringing to me. I actually considered having some enemies require magic to kill, but seeing as you're not guaranteed to play as your mage at any time, that might cause some issues. More depth is needed however, so that's something I'll consider in the future.

Thanks for the feedback! ^-^

Thanks for playing! Glad you enjoyed!

Top marks for this game! An absolute joy to play! Great layering on of mechanics in a very natural and engaging way.  While the game was never difficult or all too challenging, there were moments where I felt smart or played well; definately during the latter parts of the game where some of the powers going off were more of a nuisance rather than a help. Well done! A fantastic entry!

Thanks for playing! Glad you liked the idea! ^-^

Thanks for playing! An interesting thought for sure, something I never really considered but there is potential for a story here, to build on these characters and what they would be like both to each other and the general situation. Thank for the feedback! I'm definitely going to mull this over :3

A simple game the fits the theme well. Not doubt as you've heard from countless people by now, the cooldown between shooting different weapons really hurts the pacing of the game. The decision to include a cooldown makes sense, to force the player to make plans and to position themselves well with the arena, but the wait is WAY too long.

Besides that, the grenade weapon seemed a little difficult to use, while it's one of few weapons that works against all enemies it launches way too fast and bounces way too much to be of much use a lot of the time.

Other than that, it's all positive, I love the concept, executed well to make a simple yet entertaining little 2D shooter. Good job! ^-^

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This goofy little game had my attention right up until I got to that 2000 point highscore! The game has a sense of humor that I just love! Not to mention it definitely has that "just one more try" appeal to it!

If I could lend some critisim, the spawning of "food" items got a little too much as time went on, while that seems to be intentional, it makes gaining highscores more about luck rather than skill or trying to manage the chaos. At least with the time that I spent with the game.

Good work however! This was a blast to play! ^-^

A fun game little game! A concept that could definitely be expanded into a full puzzle game! Good work! Would love to see different wolves hunting the sheep in different ways or more interesting maps that make the player really consider their options.

A fun little game using the control changing idea in a way that isn't too fustrating. Levels were short and the fact that the 4 same inputs were swapped made adjusting to the new control scheme easy and quick.

Even with the countdown, it still felt a little jarring to suddenly do a move you weren't anticipating, definitely when you're already in the air, this causes slowdown as you generally just wait out the countdown between every few jumps, rather than risking everything for little reward. The last level with the wall of spikes addressed this, as it applied pressure to the player, more stuff like that!

Good work however! A fun little game! ^-^

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Thanks for playing! Movement speed is one of the larger critisims I've had currently and for the very reason you stated. I want to expand this game post-jam, so that is one of the first things I will be tinkering with (along with the exploit of standing in the corner ;3)

Thanks for playing! Glad you had fun play my little game :3

Thanks for playing! Glad you liked the idea!

Thanks for playing! I'm definitely going to fiddle around with this game more post-jam, lots of little things I want to try to really get the most out of this idea!

I like this game a ton! Despite the few issues it has, this game got a few laughs out of me. From the  cursing of the driver at the player's mischief over time, to the very sudden crashing of the car. Was a lot of fun to play, so well done!

It did seem like there was some luck as it's difficult to guage when a turn as coming up. I was also unsure if timing my call just before a turn was actually helping get the car off the road. One of the times I played I called forward rather early and won. It just kind of seemed random at times, if there was a clear-cut way of winning, I didn't find it xD

Good job tho, was a good deal of fun ^^

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The premise of trying to convince your past self is a good one for sure and fits the theme well. However, the player seemingly has to randomly guess the correct option out of three, some of the options being exactly the same. The feedback the player recieves is not clear and the experience ends up being very confusing. Also, cramming jumpscares down the players throat constantly, does not build a good atmosphere at all. If anything it just startles and frustrates.

As said, the idea is interesting, it just needs more time in the oven :3

Thanks for playing! I’m glad you liked my submission! From the people I’ve spoken with, the idea was pretty sound, so I’m definitely going to fiddle around with this game more post-jam :3

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Thanks for playing! I would agree there. In hindsight there were a few different tweaks I could have made to help with pacing, movement speed as you say being one of the bigger changes.