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shieldman

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A member registered Jun 06, 2017 · View creator page →

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super fun and creative! loved the light touch of the storytelling, A+

Hell yeah, this rules

The loading screen was a sort of last-minute addition but it ended up being one of my favorite parts. It just sells the illusion that much more! Thank you :D

The only reason I wouldn't play this is because it reminds me of Voices of the Void, and that game scared the bejeezus out of me... but it's a very, very positive comparison. This looks so satisfying to play, and it looks very realized. If it actually does become a game, I'd be super interested in getting it.

I want to believe you started with Chairzard and worked backwards to create the beautiful universe it could exist in. I love this, the implied mechanics are interesting and appear deep, as well as the art having a bunch of character. Well done!!

Oh man the moment the background noise kicked in, I was hooked in a "shouting at the screen for the character not to open the box" way. Great atmosphere building and tension. I also love the UI with its hand-drawn sharpie hearts as some sort of health indicator. Great job!

Thank god someone else remembers DQH: Rocket Slime. I love your take on this, and the colors are absolutely biteable - just as slimes should be! 

Points for the name alone. The spritework is excellent as well, all clear and readable in that early limited-palette style. 

Your list of credits shows through in your project, to great effect! I definitely feel like I've played something adjacent to this on, like, Kongregate or something in the far-flung past. Great work tapping that specific age of nostalgia. 

I love the assignment of gundams as "lv3" trinkets. I can only imagine what the level 100 warrior trinket looks like... 

It looks almost like a game of solitaire breaking down at the end of the universe. I'm into it!!

I've never been so abjectly terrified of a triangle before. This feels like what teenagers in Universe 27-Theta-Prime play instead of Tony Hawk's Pro Skater, which is to say, this rules.

This definitely has that cult-classic appeal of a small and deceptively deep Newgrounds original circa 2010. Lovin' it.

"Sdaf" took me a minute but it's genius now that I got it. I love the art style, the UI, it's all in concert to be as weird and chaotic as possible. 

Yay! I'm glad you liked the critters, they were a lot of fun to make. Thank you!

I'm impressed not only by the quality, but the QUANTITY of screenshots here. They're all so good??? I'd ask what kind of witchcraft this was, but that's plainly evident in the art. It's so evocative and moody without being overbearing. I can hear the grizzled and rough voice of the main character, feel the oppressive aura of the town, shudder at the squelch of the autopsy. This is incredible work.

10/10 for Jug Wug and nothing else (joke, this looks delightful and I love all of it!!!!)

This stresses me out despite giving me no context, which I imagine is the intent. I love what you've done here and the mystery has just enough elements to make me wonder what's going on.

I looooove love love this. It's just flawlessly executed. And the cute main character doesn't hurt, either :D This one has a ton of potential to become an actual game, IMO

I like that you really went the full length to realize all of the features, like the menu and sound effects! The sprites are super cute too :)

The idea of "relics of a past world" giving you abilities is already something I love, but making them silly little toys and such is so good. Also I've never seen a more locked-in and terrifying bird. 

Those execs clearly didn't understand that this would have been a tremendous hit with every girl I'd met that owned a PS1, haha. This looks super fun and interesting, and I love the flourishes on the UI that don't align with the implied story progression. It's perfect.

The screenshot with the ramp is totally inspired. There's a sense of motion and "screenshottiness" (I have no idea what else to call it) that you really captured. The designs make me want to know more, and the UI is super authentic. Well done!!

This is so unbelievably - well, believable! You have a real understanding of the graphical limitations of retro systems. I'd play this even with its inevitable lack of save files!

This looks like every game I had on the GBA, which is great. There's a lot of character to the designs and I like the mixed-media approach!

The fact that you made this in the time of the jam is mind-blowing to me. Incredible visual work. It looks to be some sort of like early 90's CYOA game with the live action parts replaced by very interesting surreal elements? Really cool.

This is so lovingly crafted, it's beautiful. The art style is interesting, and it seems to lend itself to "VN + minigames" very well. Awesome job! 

Now that you say it, it totally does have a layton-esque look to it! I never played them, but I appreciate the comparison all the same haha :)

Yesss, that's what I was hoping for! Fortunately, I don't have to figure out what the rest of the game is, but it does look so tantalizing even to me...

Thank you so much! That's the goal I have for everything I make: "would child me be unhealthily interested in this?"

Thank you! Getting that right was imperative for me. Everything else was secondary, haha. 

Paid game jams are definitely not a great way to earn money, even if you're really good. I mean, look at some of the games that got submitted to this unpaid jam by single person teams - if there's actual money on the line, you're gonna see stuff on the level of Tears of the Kingdom getting submitted by trained professionals (even discounting the possibility of cheating). I love free jams because there really isn't any competition. I don't begrudge the games in "first place" because we're all just out here making games!

For a peek behind the curtain, every fish spawn decreases the delay for the next spawn. So technically yes, it does get exponentially harder (the faster it spawns, the faster the decrease happens, etc) but it's capped after 50 spawns. If I had managed to add more complex fish, I would definitely have worked in a different difficulty scaling thing. But I really appreciate you playing and the kind words!!

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I would have really, really liked to have been able to look left and right with the mouse. It just felt very restrictive and difficult to aim without that, which compounded the issue of the hoops feeling like they took forever to get to- I might suggest lowering the number of hoops required for things. The audio and soundtrack had a nice zen feel to them, which matched the feel of the gameplay well. I liked the model of Myte as well!

Like the others, I also couldn't progress, but I do really like the visuals. Having each enemy fish be named was a fun detail and definitely made me want to be the biggest fish!

I managed a score of 226 after a couple of tries. The audio, visuals and floaty controls all work together to provide a sort of silly ambiance that feels fun. Great job!

Definitely challenging (in a good way!), and a fair bit of fun. The urchin shots homing in was a nice touch. Even though there were only two enemy types, the speed and visual variations made it feel like I was progressing regardless. My only suggestion would be a start screen just because it was like a panic moment when the game just boom started, haha. 

Thanks! I had a feeling that points would be a big hit, haha :) I experimented with making the bubbles more guaranteed but I couldn't find a way I liked before the end of the jam. Thanks again for playing!

Honestly I'm in it for the trophy. It's a unique one of a kind ORIGINAL PossiblyAxolotl original. How can you compete with that?