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RobbieGoldberg

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A member registered Apr 24, 2022 · View creator page →

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I'd like to cash out!

Very fun game with excellent presentation. If this game were expanded, I would love to see some more room for strategy - currently there's not much to think about; just look up the exact emotion combo and go all-in. I would love to see more from you!

Very nice presentation! The gameplay is fun too, but it gets a little uninteresting after a few plays. Everything feels nice and juicy, especially the urgent low-time part at the end.

Fun little game. The difficulty curve felt appropriately challenging, and there was a good amount of strategy in terms of movement around the levels. If there's one area that could be improved, I'd say the player should, in some way, have a little bit of control over the die roll. There is a frequent scenario in which the player is missing a single number and must spam rolls for a while to get it. Since movement is already the main thing the player controls, maybe the player's location within the level could influence the die roll? For instance, if you know the number you need is to the right of the current face on the die, rolling while standing on the right side of the level could influence the die to roll more "right-wardly."

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The presentation is nice, but there seem to be no choices for the player to make

Interesting game. It took me 4 rounds to figure out all the face values, ignoring all cards and using a notepad to track information. I finally won on the 5th round. I was never able to figure out the functions of the cards, what condition actually earns me one, or what point during gameplay I'm supposed to use them (before rolling, during rolling, after rolling, etc. ?)

Great aesthetic and lots of personality. It was somewhat frustrating at times, but I think the idea works quite well and could be expanded nicely.

Really awesome game! Feels great, communicates effectively with the bright pink color of danger, gets really challenging, and is incredibly addictive. Amazing job.

Really cool game! Nice mechanics, difficult puzzles, and it feels nice to play

Cool game! Interesting core mechanic and pretty addictive. The movement can be a bit hard to control at times.

Thank you so much! The music and sfx came from an audio library website called Soundsnap. Thanks for the suggestion about the scoring system, makes perfect sense!

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Awesome game! Feels like a minimalist Subnautica. I love the tension between wanting to explore and go deeper, but needing to surface for oxygen.

One thing I would love is an indicator for the shop location, and I think the pipe placement system could use a bit of polishing. It's hard to tell what my max placement range is. But once the pipes are placed, it's a really cool system.

It seems like the acceleration is capped, but I think that a player willing to spend a lot of oxygen quickly should get rewarded with more acceleration than is currently allowed.

I also think some basic sound effects would really add to the liveliness of the game.

I love the darkening of the water as you descend more and more.

I also think the level of difficulty is pretty good. Gems are hard to reach but feel very rewarding. And death seems appropriately punishing. I got kind of stuck in the progression though, possibly because I threw away too much money on dangerous trips downward, and gems are rather rare. Do gems respawn if you die while holding their money?

All that said, great game! I had a blast playing it, and I would love to see more.

Nice puzzles! Lots of clever ideas here. I found the movement a little frustrating an finnicky, especially when trying to jump onto a spring surrounded by spikes.

Very cool use of the limitation. Loved the juice too. At times I found it a bit hard to find the exit to the next floor.

Great game! Fun mechanics, challenging levels, and a nice aesthetic.

Cool puzzle mechanics. I got stumped a few times, and the solutions were satisfying.

I love the mechanics. The game is quite addicting and challenging. I wish the harpoon followed my mouse, and I would like some sort of trail on the spears so I can see where my launched spears are going.

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Cool game! Love the relaxing atmosphere and the beautiful underwater exploration. And it was surprisingly challenging. I missed some of the early species and swam around in circles at the bottom for a long time. But I enjoyed the visuals while down there.

I think this game doesn't fit the limitation of the game jam though. There doesn't seem to be any system of health at all. What if the player character needed oxygen? The player wants to explore these beautiful underwater biomes and meet all the tiny critters but needs to surface for air, or after daring to venture to the bottom of the pond, can collect air bubbles from a creature or vent. This seems a natural fit for your game and the jam limitation.

Nice game! Love the aesthetic, love the controls, love getting eaten alive by the eels. 

I think some of the tutorialization is a bit out of order. For example, the first thing I'm told is to use my left click to move, so I spam it and then I'm confused when I die. A bit further down, it explains this, but I think it should be higher up. Also, I was trying to spear the jelly for a while, so maybe the "avoid jelly" text should come before the spear tutorial.

I had the most fun in the sections with the fish and eels, it gets very intense very fast.

Had a lot of fun playing!

Thanks for playing! We thought about that feature, would definitely implement in the future!

Cool mechanics! On my first attempt, I was too scared to use up my health on the jetpack, so I got too far in and the speeding up of the obstacles did me in. On my second attempt, my strategy was to greed for every block and use my jetpack as much as needed. This worked great, but I think this strategy actually made the game a little too easy. Perhaps you could punish "fluttering" the jetpack more? I had fun playing, nice work!