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samfizz

27
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A member registered Mar 08, 2017 · View creator page →

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Super clever, loved it! Great level design and difficulty progression, and some very fun setups to figure out. Finished first playthrough in 24:18.34

Nice, finished with 27 deaths, 496 sec. I liked the art and music, and the character and its animation were cute. Cool background details.

The overall map layout is nice in the way it loops back to previous rooms and does a good job at guiding the player. I never felt lost even with the single tile set and no map to check, which is a good thing!

The platforming is fun and I like the way the two abilities can be used together. My issue with the teleport is that it was often difficult to judge how far it would take you and the instant camera movement was a little jarring. Another thing was often the levels would put obstacles below you that you can't see or generally ask you to make lots of blind actions without knowing where you're going, which led to trial and error. It might help if the camera was zoomed out more, and/or if there was a solution like the binoculars in Celeste that let you preview the whole room.

No complaints about the tongue, that worked well and was fun to use!

Thanks for playing and for the feedback! Gun VFX are planned, and coyote time is a good suggestion.

Great game feel and very tightly designed. This is such an elegant entry.

Love the art, sounds, music, animation, and world! It's all simplistic but done so well. The writing and characters are very charming. The rat guy's dialogue got a chuckle out of me.

One thing that felt off--it seemed like my attack input would often get eaten if I tried to time my attacks rather than just spam. It'd be nice if there was a more forgiving buffer.

It ended right as the platforming was getting REALLY good! It's very challenging (in a good way) and I love the quick action chains of dashing and piercing.

Please make more!

What a meaty experience--very impressive amount of content for a jam game! Completed and found everything except for one drone chip.

Fun map to explore, had good connections and never got too tedious. Abilities were all intuitive to use. Satisfying pace and variety for power-ups and upgrades.

I ran into two issues: 1) at some point I stopped being able to unequip my first three talismans, so I was unable to swap those out. And 2) I was able to dash on an inclined ceiling to get into the submerged area before I got the scuba gear, which was a softlock (easy enough to exit to menu though).

With how large the the world was it was really nice having both a map and minimap and the ability to place markers. A minor gripe though was invisible walls wouldn't be marked as room boundaries, which made it hard to tell if those were paths I hadn't explored or not.

The art, sfx and music all fit well. The music might've gotten a little repetitive, since I think a lot of the area themes sounded similar. Nice detail being able to equip different outfits, and them having both lore and a purpose in unlocking things is neat!

The worldbuilding through all the logs and flavor text was cool. Seemed ambitious and I got the sense that a lot of history was thought out which I appreciate. The ending was a bit abrupt, but that's understandable considering how much else was present here. Great work!

Wow! Love the visuals, sounds, music, and animation. And the movement is super fun. Feels extremely polished.

It's very cool the way you can chain together dashes and grapples, zipping around without needing to touch the ground. It feels great. One thing though is that after the first room, I never needed to use the wall jump. It'd be cool if there were some platforming segments that required you to use your full move set and maybe restricted you from just flying through.

It's also a bit linear, as the grapple upgrades are nice but I never really felt like there was something I needed to return to later. I kinda just found the keys as I went along.

Minor gripes though as this is overall very impressive. And replayable, being short and having the speedrun aspect. Would love to play an expanded version.

Made it all the way through! The art and sounds came together well to make a nice atmosphere.

I had some issues with the movement, as there seemed to be a long delay between dashes and no indication as to when it was ready again. I found myself waiting a second or two after each platform when it would've been nice to be able to traverse through more smoothly.

I was also surprised by the decision to start you with the dash, instead of having it be a power-up you pick up to access previously gated areas.

I felt like there was a lot to explore which was cool, and the secret walls were a nice reward and made the caves feel mysterious. Although I did find myself getting a bit lost as the rooms looked very similar. And I couldn't always make out the spikes since they blended in with the regular terrain.

Combat felt snappy due to the sword swing vfx and sfx. But enemies felt a bit spongey and I found myself running past most of them. That final fight was challenging though and took several attempts. Good work!

Fun! Upgrading the lights and defeating tons of enemies at once is super satisfying. I only wish the waves and upgrades progressed faster. Also, giving all of your wall HP back after each wave might make it too easy. But clever concept, and I like the graphics and sound a lot. Very nice overall

Hi, still looking to join a team? Any past 3D work you could share?

DM me please, samfizz on discord :)

Sent you a friend request on Discord!

Ha, Outer Wilds crossed my mind too. If you drift off into the void, it captures that same uneasiness.

Thanks! Yeah, the reticle was intended to be higher. We ran out of time to make final adjustments and will likely update after the voting period is over.

I'm seriously impressed that in 48 hrs you were able to add achievements, color palettes, a speedrun mode, and a save system, all on top of the polished art and multiple levels with several unique mechanics!

The difficulty was a tad high and the movement a tad slow, which led to some repetition. But the complete package you put together is quite the feat. Nice work!

Amazing! I adore the art, animation, and music, and the game is simple yet so elegantly designed. So much polish.

The shards refilling your dodge is very clever, and becoming the hero and chasing enemies like Pac-Man is a satisfying change of pace. My only minor gripe is that the four barricades are larger than the sprite would suggest, which made me get caught on the corners and take a hit.

Very impressed overall, brilliant work!

Love the artwork!

Fun! But pretty easy to last a long time. I like throwing the apple and having it destroy a bunch of darts before the snake eats it, that's a cool mechanic.

Very cute! I love the design of Ruddy and the customers. Pretty fun sneaking around the place and fixing things, even if I didn't have to move or swap things around as much I would've thought. Preserving immersion and fulfilling specific wants are good ideas. Nice job!

Couldn't beat night 2, but enjoyed it! A bit of strategy on where to place zombies and how quickly. I do wish the upgrades were a little bit more often/substantial though.

Had fun, good take on this idea!

Simple but fun, and I get a kick out of the visuals--some good expressions!

I like how you can jump over the hole, though it seems optimal to spam the mouse and get as many hops in before the hole swallows the entire screen. I got up to 33 this way.

Also, one try I managed to escape off-screen through the bottom left corner and got 193, lol

Really cool idea and great presentation! I found it a little easy--I stopped at 600 points since I wasn't in much danger (I think because I was granted too much money, had 100k by the end). 

Took me a minute to get the hang of it but I enjoyed it a lot. Clever stuff

Dashing into and knocking over the players is fun! Nice risk and reward getting close to them while also avoiding getting launched across the field.

The puzzles had a great balance of difficulty. Very succinct and cleverly designed

This is an extremely creative take on the "control the level" idea! I'm super impressed by the quality and quantity of levels and overall presentation. The visuals and sounds of the blocks and chains snapping into place is satisfying. My only gripe is that dying can lead to a bit of frustrating repetition.

Well done!

Creative movement scheme! Nice bit of difficulty too