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salamanderharris

13
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5
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A member registered Jun 15, 2020 · View creator page →

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A nice game feel and level of polish for the time constraints! It was difficult to figure out how to use my abilities, but once I did they were enjoyable as well.

Astonishing! I enjoyed the comical toast dialogue and was pleasantly surprised to find the toaster-themed doodle-jump-like beyond. Nice job!

Core mechanic is a lot of fun - great feel on freezing time and aiming your shots. External assets were chosen well and add a lot to the atmosphere (I noticed the waffles reference in the background, lol)

Fun platformer! My only complaint is that I seemed to lose my double jump when jumping off ramps. I enjoyed the variety of obstacles that you can fly past at mach speed, and I absolutely hated bonking and losing all that speed. Nice entry!

Good menus and tutorial. To echo Joey's sentiment, the core gameplay runs into a problem where in order to react to the obstacles, you have to limit your momentum a lot, which takes away from the fun of going fast.

Beautiful! Tightly programmed! This looks like it took a ton of effort. I am confused if the musician is part of your team or not, because they are, I'm giving it 5 stars for audio. Either way, it fits the game great.

Playing this, I was interested to know where the concept would have gone.

This game is fun! Some notes, I had trouble understanding why I sometimes take damage when hitting the other tops and sometimes don't. Also, when revisiting this today I ran into a glitch where multiple audio tracks play at the same time. Overall good!

This game is hilarious. All I had to do was tell my brother the game's title and he started cracking up. I love the comedy factor of the music, MSP art style, barren 3d environment, and powerpoint game over screen, and it's all tied together with tightly programmed gameplay.

This game was a lot of fun! The core mechanic is compelling and the level design keeps the player interested and challenged! I love the shotgun as a way to deepen the game's strategy. Other than that, some notes I have are, 1. I found myself wanting a way to queue my reload while I was still in the air, so that it would start when I hit the ground, 2. I think the game feel could have benefitted from projectile impact sounds, and 3. while the design of the title screen is overall great, There is something strange about the anatomy and/or posing of the main character.

Thanks Derek!

I was annoyed at getting  knocked around all over the place until I figured out I could wedge myself in a corner and spam enter a couple times to send the ball flying around the scene. This even worked with spiked walls, which only damage you once until you exit and reenter their hitbox.

I would have given it a 5 for fun, but for some stages all of the humanoid enemies activate at once and obliterate me