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SachiTechless

56
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11
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A member registered Sep 20, 2022

Recent community posts

I liked this, it had a similar kind of vibe as A Little To The Left of trying to figure out the rules of each level, nice style overall. I wonder if you're gonna expand on this concept after GMTK Game Jam finishes?

LET'S GO LESBIANS!!!

I do kinda wish sometimes the other players' visions wandered instead of just having to wait for the next player's turn but otherwise this is such a cute little game concept. I went and played the game from last year this was a sequel too as well I love all these characters and I love the artstyle so much.

Biggest gripe I have is that this game needs an input buffer. I think that the time it feels like you've landed and the time you've actually landed are two different things and it means that it feels like you're jumps are getting eaten sometimes when having to make consecutive jumps across obstacles or getting fruit between obstacles. Anyways cute coconut doggies.

I think there's an interesting concept here, kinda wish there was a vs AI option but I think my biggest complaint is the lack of hitstop on attacks that makes attacks not feel that impactful. It doesn't really feel as satisfying as it good. Footsies is directly mentioned as an inspiration but I think it's just not quite as satisfying to play due to the fact hits just don't feel all that impactful.

It took me a second to understand that the different servers had different ports or in general to understand what I was actually trying to do so I died a few times before getting anywhere but after that it was super addictively stressful. Great little game you've got here.

I wanna like this more but the feeling like there's a lack of progression up the dragon plus the fact that you need to repeatedly press directions to move made it feel extremely tedious. The background art looks beautiful and I like the concept but the end product is just kind of boring and unsatisfying.

This is such a cute little game OMG the only issue I think I had were minor things, bullets traveling offscreen if there was a screen transition and the way gravity just went ham and dropped you straight down when you do an upwards screen transition. I love the subtle changes in how you travel through the game with each upgrade it's so fun to travel through.

Yeah I've got like, no clue what's going on, it was a weirdly floaty game and the fact the instructions just disappeared the moment you tried out the controls lead to me feeling entirely lost as to what I was doing the first 2 goes I had at it. I thought at first it was that sort of early game Spore thing where you have to eat creatures smaller than you at first to grow bigger but then it actually wasn't and I couldn't tell what the end goal of the game actually was.

Yeah it's an okay little proof of concept but it doesn't really have a lot of teeth further from that.

I apologise that my initial reply was rather rude as well, I look forward to seeing if you end up improving on what's here.

Yeah there's really not much here tbh. The way enemies kind of split with little feedback for the attacks, the fact there's no death plane if you fall off the map so you have to tab out and close the game if you fall and going left doesn't block you from falling off the map. The gliding slows you down so much and makes it really sluggish to move. It's just not fun. It's mildly funny how the enemies fall off the stage though when you break them.

Second glitch I mentioned on the game jam page that resulted in me just constantly falling through the floor in level 4 and being unable to complete the game, even when I jumped at normal speed or slow speed from either the 1st or second platform.

So uhhhhhhhhh... I just got a weird collision detection glitch from the 4th level where I just fell through the floor over and over again for some reason and I couldn't progress, which is a shame cause I actually really enjoy the concept of this game slowing and speeding up platforms and enemies to create safe paths and give boosts.

So I came across a weird glitch where the platform got stuck zipping back and forth for some reason in the 3rd level I think?

Eh, this felt super easy to cheese by just dragging a block underneath your character and just moving it while also holding a directional key. There was weird jank where sometimes the block would just teleport. The game crashed when I think the block touched two moveable blocks at once and then I softlocked from accidently falling into a pit. It was kinda silly but not all that fun.

It took me a bit to grasp what was actually going on with some of this, especially how certain buildings like the ore factory and such worked which I still don't get. It was an interesting little micromanagement game though and I feel like if there was time to make a proper tutorial and flesh out the game it could become an interesting strategy sim game.

God daaaaaaaaamn was it fun to move around. It took me a bit to get used to the difference between the boost jump and the dash jump given the dash jump actually gave me the height I needed for a lot of things but it's just bloody satisfying to move around in as well as being an insanely creative take on a mech game where the mech is defending you from bigger, scarier threats while you're just a little guy. Really makes you FEEL like you're not BUILT to the right SCALE to take on this challenge safely hahaha... I'll see myself out.

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I... how. HOW DID YOU THINK OF ALL THIS IN 4 DAYS! WHAT THE ACTUAL! THIS IS ACTUALLY WILD!

LIKE, THIS IS JUST 10 LEVELS BUT THIS IS ACTUALLY FREAKING INSANE THE AMOUNT OF TIMES I SAT THERE AND HAD TO STEP BACK AND JUST COMPLETELY CHALLENGE WHAT I THOUGHT ABOUT THE GAME! LIKE, NOT EVEN CONSIDERING LEVEL 9 AND 10 LIKE.

WHAT THE FLIP THIS IS INCREDIBLE MY LITERAL ONLY COMPLAINT WAS THAT SOMETIMES IT DOUBLE REGISTERED AN INPUT LIKE WHAT THIS DESERVES SO MUCH MORE ATTENTION HOLY

Was this the solution for Trapped cause I feel like I might have cheesed something by having the small one that can't trigger the button just walk across it?


Only gripe is that it's hard to make a tower defense game in such a short period of time that doesn't eventually become a set and forget or a total overwhelming behemoth and there was a little slowdown once I got to the end game with the sheer amount of things on screen. However, this is a super fun tower defense mech game that has a really cool design to it that ends up being really entrancing.

I feel like either a pop up after choosing an option or maybe something before the option saying how it will affect you would be a good idea so you actually have an option to understand what each option will actually do, except the drunk dude I think having no idea what he's gonna do is funny. Like, an option saying "send a guard after the thieves" vs "Do nothing" makes me confused what the benefits would be to doing nothing cause it seems like a net negative. There are also just not enough options I feel like I was seeing repeat options on day 2 already.

Also, I guess I understand that "you're balancing three groups of people" but it's kind of a really really loose interpretation of the theme. It doesn't totally feel like an interesting take on the theme personally.

It wasn't too frustrating I generally just kept clicking and it'd cycle through

Video game Witch girl becomes sentient and wants to become a game designer (she doesn't realise the game needs to be shipped and she's making bugs)

Super fun and silly spot the difference game and I love that little bit of meta humour about the jam name. Wish I wasn't garbage at it lol

I'm so sorry I really wanted to like it, the maid girl is cute as hell, I just couldn't get into it. I wasn't strong enough to do it for her 😔

This is really cute and there are some clever moments with needing to change size midair to fit into something. It's still kind of barebones and it took me ages to figure out what keys were bound to grow but I like what's going on here enough.

I feel like this needed more time to build on. I'm not sure if it fits the theme that well at all either to be honest.

So freaking cute, I love how the time limit there though just gives it that little bit of tension as you're like "OH GOD WAIT I CAN'T KEEP MAKING SURE IT'S PERFECT I HAVE TO FINISH" after it caught me out the first time. Only slight nitpick is that sometimes I didn't want to pick a background element and so I'd then have to go and rearrange everything in a stack. Absolute delight to play through.

I want to like this game, it's cute, silly and charming, but the game will just randomly change numbers on you, not tell you when you're about to change scenes and you just suddenly game over despite having collected every size increase...

Anyways I welcome our new slime overlord even if he doesn't seem to get much bigger than a fire hydrant...

I feel like there is a fun idea buried under here but it's kind of unclear how the two scales actually work, especially how the the defense scale is going to block enemies or really what it's doing? It's super creative gameplay-wise and I wish I understood what was going on better because it's a super fun take on the mechanic, literally beating enemies up with two scales. I love the graphics too the way the scales look like a pixel art scale upsized a little.

Yeah, I definitely mean that good kind of thinky pause where you have to step back and look at what's going on till you're like "OH MY GOD I DIDN'T THINK OF THAT". I look forward to seeing where it goes from here if there's more being worked on!

I think there is a solid core here, but the goat is a little too slippery at times to really feel like you're making precise jumps. Also, dying in later levels sending you back to the first level makes it a bit more frustrating than it could have been otherwise when learning how new enemies work. I think you need more than one health to start out with so you can make mistakes with the first level enemies so it doesn't feel like you suddenly clip the wrong part of one and die, and then maybe a drop shadow beneath the Goat so you know where he's going to land.

There's a solid little platformer here but it's definitely a little too frustrating to wrap your head around the essentials of how to get the game to work. On the other hand I wanna speedrun it because I'm weird but I think the threat of the cloud makes learning the game as a newcomer extremely frustrating before you get that point of mastery. Like, first time playing it I died to that yellow bird in world 2 because I thought I just have to jump on it like the red ones, died and whoops back to level 1 and just closed it out of annoyance.

The writing is so perfectly high school anime club cringy argument I love it so much, the stupid arguments and the realisation that happens the moment you decide to debate a shounen bro. Hilarious game, the 4th battle had me terrified for a bit, and has a great lesson at the end, shounen fans are the most annoying people on earth.

Also that you should actually connect with people through media instead of engaging in stupid debate about whose series is better.

I want to like this game but the camera sensitivity is way too high that it makes trying to look around a massive pain, and the camera will constantly clip into the level geometry. There is a good platformer base here but it definitely needs better camera controls and maybe an arrow that shows you how far you're about to go when you're doing the pole spin jump.

Honestly, felt like a kind of clunky superliminal I tried for a bit but it just didn't feel all that fun to try and wrestle with.

Honestly, 2:3 ratio was more stressful than the freaking lategame 11:4.83 stuff lmao. Those are some very normally sized facial features

I think it took a bit to figure out what the background elements which you could shrink into were but this was a cute little game with a cute little story. Love the puzzles but I do wonder how much more you could squeeze out of it if it was much longer than it was. I think the only real gripe I had with what was actually on offer though was the fact that the little flies were was too slow, especially since they're in shrunken form so you're just waiting for the fly to get to its location without much to do. Otherwise this is a super cute, short game that I enjoyed my time with a lot.

This game has so much charm for a Sokoban game. However, I think there was like, one puzzle where I had a moment to pause and no other moments that really made me have to sit and think. I like the idea of a Snake Sokoban a lot though, it's so cool.

Don't worry, I'm not frustrated with the game and will likely come back to it eventually, I just have very limited time to rate a whole bunch of game jam games so I need to move on and just wanted to log where I got to in my review. It's got a lot of clever ideas that I want to unpack even more on my own.

I love the idea going on here, it's a cute little idea and it's really fun to manage around, I just wish that there was a way to delete extra bullets out of your casing cause there was a run where so many fire bullets were produced that none of the silver bullets I needed were being produced and I was just stuck despite having nothing in the first cartridge and two in the silver chamber. However the idea is a super cute spin on the thoughtful reloading by micromanaging it. It's small kinks in the game that can definitely be ironed out but this is freaking awesome as a concept.

I don't think you're a bad puzzle designer at all I think even that one that I had a gripe with was clever too just a little too slow. You've got a strong idea here if you don't have much background in puzzle design.