Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Samuel Cheung

35
Posts
4
Followers
1
Following
A member registered Feb 26, 2019 · View creator page →

Creator of

Recent community posts

This is a fun and interesting twist on the theme.

I like the idea and execution. The crane placing/getting crates could be sped up a bit but aside from that I had fun.

This is a good bit

I wasn't expecting the continual expanding stage.

I think the name is very creative and the first transformation surprised me when growing larger than the town. I can see what you're going for but right now defending the generators doesn't feel like it's worth the effort when there aren't any breaks from the robots. The dominant strat seems to be only attacking the mother ship and ignoring everything else which feels antithical to the core you're going for(i.e balancing two fights at different scales).

The game is fun but difficulty scales quite quickly.

I enjoyed the physics of dropping blocks and collecting orbs. Some of the squares were a bit difficult to manipulate since dragging the mouse pointer out of the screen and releasing the right mouse button would cause a right click menu to appear. The music loop could be longer/have some more variety.

I had fun with this arcade game. A little hard to parse the hole outline when the foreground and background colours are so similar though.

Fantastic use of the theme. I had difficulty understanding how the shrink/expanding interacted with the other buttons but I like how they scale relative to the size of what you're shrinking/growing to.

Great idea that fits into the theme well. The puzzles were enjoyable to solve but had to restart a couple of times due to boxes getting stuck underground.

Smooth jazz is nice. The controls were a bit too hyper active for me to control.

The art looks great. The power curve skews a bit too heavily in favour of the player so it doesn't feel like there's much decision making when it comes to deciding what to build.

I love the style and shading of the game. Use of in world UI is very cool and the dithering on the landscape is very pretty. I think I would have prefered more interaction with survival decision making. Maybe I didn't get far enough to experience when I would need to let go of the space bar but having the character auto walk would have also helped.

Neat thematic spin on the katamari formula. I've been on a bit of greek mythology kick so this was fun to see(Hades... I've been playing Hades).

I like the presentation and style of the game.

I had a lot of fun with this. The dexterity challenge of navigating, shooting, and shrinking/growing is really enjoyable. Smart use of gates to keep the player switch between large and small. I could see it being expaneded further with size specific threats like enemies that only target you if you grow to a large enough threat. Great work!

It's a fun idea but I wish there was some kind of end to the game. Something like a timer to add a bit of replay value in that it would allow the ability to try to get a highscore.

This was very fun and clever use of the theme. The main character is cute and the game mechanics are increadibly creative. I would have prefered dragged windows to revert to they're premodified state rather than resetting the entire level if placed in a wrong spot but aside from that I enjoyed playing this game.

I had a lot of fun with this game. If I were to critique something I think the extra mechanics(gem astroids and push mechanic) work against the core mechanic of pulling astroids in. Both feel more rewarding with less inherant risk thus incentivising they're usage over pulling in astroids. For the push mechanic I think an easy compensation to this would be to auto break pushed astroids to be very small so they'd be worth less when grinded(on initial glance). Players could still increase individual sized astroids which would add complexity to the game(I guess that wouldn't really solve the critique I have of it not being more risky though :( ). For gem astroids I think it could be fun to allow gems to provide a bonus reward if individual gems are grinded(not while they're stuck in the astroid). Players would engage in both astroid pulling and missile firing by shooting gem astroid last minute before they get grinded for a larger score.

None of these critiques should take away from the fact I had fun with this game and think it's very well executed(and it fits the theme very well). Great job!

I love the idea and think it's very cool but I couldn't get past the first level. I think an icon of where the light is projecting with perspective lines would give a stronger connection of how shifting the light changes the shadow and object position. Overall a fun concept and can see the depth that comes with such a mechanic.

It's very satisfying to watch the cars reach their destination. I think I would have preferred more feedback on how well I was doing while building the city. Something like always showing average travel time per phase and the expected value for each star. It would give a goal to reach whil trying to optimize the road usage.

Fun spin on the theme.

I think a better solution would be add an X Ray shader that lets the camera clip through the walls but still show the player through the buildings(something like this ).

I enjoyed the puzzles and solving them. It's a solid game but I don't think it fits the theme of the game jam completely. An undo button would also help alliviate some of the annoyances I had while solving the puzzles. That being said I think this is a really good game.

I'm in this game and I don't like it. Great job!

I enjoyed the core mechanic and like how it ties into the theme. Art style is very cute. Some of the sky scrapers got in the way of the camera for some jumps though.

Very enjoyable. Chill vibes and satisfying to finish the statue.

I had fun trying to balance the individual things before realizing there was a weight limit difference. A bonus stat at the end indicating weight difference could add replayability so players would try to get a net zero difference before reaching the goal.

Fun idea and I like how it plays into the theme of the jam. Puzzle solutions are also enjoyable but like others have commented the walk speed is a bit slow and a run button could help.

I like the core risk/reward of needing to decide when to sacrifice coin for damage against enemies. That could be emphisized if the camera pulled out after every rotation to also show the knife getting bigger. The title is also cool.

At first I didn't understand how to progress but after a little while it started to make sense. A lot of it was mashing jump and hoping for a lucky pull up. I think a little more control to the player in how they target grapple points(or even multiple points) could go along way in adding more depth to the game.

I like how the theme was tied into the gameplay, though it is a bit easy to power through each encounter.

I enjoyed this a lot. Got stumped on 8th puzzle.

I found myself saying "Here eat this meat" every time I fed the bear.

I didn't fully understand what does and doesn't count as a valid dream. It's a very pretty game and the effects are very cool.