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Skleembof

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A member registered Oct 05, 2020 · View creator page →

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Cool idea, I imagined there would be a lot of games like this during this jam but surprisingly there weren’t!

My biggest issue with the game was simply aiming the bullet. I think you should either show like a visual indication of the path the bullet will take, or zoom in and center the camera on the bullet so it’s easier to aim at people.

Sucks you couldn’t get this to build on the web. I enjoyed the overall experience and would have liked some more polished gameplay to experiment with the bullet mechanic. Seems like you could do a lot of cool stuff with it.

I gave it a shot but with no info or tutorial I can only assume the game is unfinished past possessing the first enemy,

Is the idea that you have to lead enemies into traps so that they die and can be possessed?

Interesting idea for a game jam, although clearly meant to be played with a group of people and not AI.

The shooting was way too difficult.

For these types of games it’s always a good idea to give the player a visual indicator of where they’re shooting like a laser sight. The bullets moved to slow and the enemies moved too fast which made it nearly impossible to aim. Their aim was nearly perfect so the only way to win was with the deadshot skill which made the rest of the shooting feel kinda pointless.

This is a good start for a game, but it needs some tweaks to the gameplay to be an enjoyable experience

Unique take on the theme, and just a strange and unique game overall.

I like the idea of collecting items to build up your fart for a score boost at the end of the round. It felt unique and after releasing my fart balls all over the room, I felt inspired to eat more trash in round 2

Unfortunately the movement mechanics were too frustrating and made the game difficult to control. The acceleration was too slow, the movement a bit too slidey, and I found myself getting stuck on walls frequently

Shooting witches out of the sky with a hypodermic needle was fun for a while but the game needed some more mechanics or gameplay to keep it interesting

Very unique shooter although it felt a bit awkward to play.

I think you should make the crow hurt enemies whenever it touches them, not just when you shoot it. The crow is already difficult to control and I think that’s what players will be focusing on the majority of their play time. Having to click to shoot once you finally manage to line up gives you such a small window of attack that it makes the game feel too difficult.

The art and presentation is very nice though and I enjoyed the halloween theme

Awesome job on the polish and presentation!

The gameplay was fun but a bit frustrating as if you forgot where the enemies were you had no hope. It would have been nice if you could re light the environment somehow. Maybe add lamps around the map that you can light up if you shoot them. Or maybe give the player a button to briefly light up the map.

That was fun and pleasantly challenging! I like how it felt fair and my fault for being impatient whenever I died. The enemies telegraph their moves clearly and have consistent attack patterns making it easy to learn (if you’re paying attention)

Very interesting take on snake! Can honestly say I’ve never played a game like this.

I think you should add some visible markers or lane on the ground to indicate when to dodge since it’s extremely difficult to tell just from the animations.

Great job on the art!

Awesome simple gameplay with great replayability!

I really enjoyed it and also thought the enemies were twerking spiders or crabs with their backs turned to me

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That was fun although it got kind of repetitive after a while since enemies just walked in a straight line towards the portal, and flying through stronger ones felt spongey and unsatisfying since they took multiple hits to kill.

This is a cool idea and has a lot of potential but you might need to rethink the goal of the game. I think the focus should be on getting as many kills as possible as opposed to protecting some portal.

Maybe have the arrow lose momentum over time as it flies but gain momentum as it kills enemies.

edit: Oh and I forgot to mention that the game didn’t work in Firefox

The gameplay was fun but I think you should limit the slow motion effect as it makes the game just a bit too easy. Maybe only have slow motion last a second or two so that the player has to act quickly

Awesome presentation and an impressive amount of mechanics crammed into this thing. The game probably needs some work on balancing since it’s just hard as hell right off the bat.

The visibility system seemed kind of unnecessary for a shooter like this and made the game more difficult than it had to be. Having to find enemies and throwable items while trying to aim your scarce bullets and avoid damage just felt overwhelming.

Cool idea but waaay too difficult.

I think it would be better to have the missile start out slow and then gradually build up speed so that the player has a better shot of controlling it and actually getting a score.

It took me a bunch of tries before I got my first kill partially due to the random placement of enemies but also because I could barely handle the controls.

Overall it was fun, but too difficult

Interesting gameplay, but very unforgiving! I died because a bomb spawned right in front of me and I had very little time to react

Very polished entry! The gameplay was simple top down shooter fun with tight mechanics. The energy mechanic made me feel like Jason Statham in Crank

Interesting ideas but very confusing.

I think the game would make a lot more sense if the evil cows had visible health bars. That way the player will naturally figure out how much damage spells do and how to best use them.

I had a difficult time shooting enemies and kept dying unexpectedly due to the large hitboxes.

I really do like the idea though, but it needs more time in the oven.

Nice art and concept for a game but obviously needed some more time in the workshop.

Shooting an arrow and having to retrieve it could lead to interesting gameplay ideas, especially if you emphasize movement and dodging mechanics.

Good job putting together a playable proof of concept in the short span of development

Swinging is always fun and the music and sound effects were great (although kinda pokemony?)

My only problem with the game was that the physics felt unsatisfying. I was expecting to zip through the air like spiderman, but attaching to a surface constantly reeled me in and letting go of left click made me drop like a brick.

interesting idea, but the execution could use some work.

It wasn’t clear what was going on or that I was losing power as I broke boards.

Maybe you should let the player keep going as long as they have power. Make the power meter exponential so that bad timing has a much higher risk and the player has a much wider range of values that they can land on. This will lead to more varied playthroughs in the number of boards you could break.

2nd frogger clone I’ve played this jam lol.

This type of game is always fun for a bit but if you manage to get a high score it’s kind of demoralizing when you lose and realize the only way to beat it is to spend at least as much time as you did in your last run making up all that ground.

I managed to score 52 but it didn’t submit since I needed a GDevelop account or something

Very simple but addictive gameplay. The art and music fit well together and idk if it was intentional but the popping sound effect also lined up with the music almost perfectly.

Awesome take on space invaders! I really loved the idea but I had some trouble with the gameplay due to the physics. I think the ball should move slower and be a bit bouncier so that the player doesn’t have to do such a strong jolt to get it moving again.

I think the game would feel better if the physics sold the illusion of bouncing/juggling the ball rather than ramming into it

Reminds me of a bunch of old flash games.

It feels like I’m not really interacting with the game though. Since all I can do is click launch and hope my character lands on something until I have enough money to buy upgrades, it doesn’t feel like much of a game.

I think you should at least let the player aim and charge up the cannon with a meter system like in golf games. This would at least make the player feel like they’re more in control.

You should also make the floor bouncier so the player can keep going for longer periods of time to increase the chance of them hitting a bouncy object

That was great! Awesome music, art, presentation, and unique gameplay!

The only thing I can say is that maybe the difficulty curve needs some work as the game is currently too easy. Maybe it’s that the bullets are too slow and easy to avoid.

The only way to get a final score on the campaign leaderboard is to beat the game in one shot, and to kill the final boss (T-Rex) you have to literally make one final well placed shot or you lose.

We had a more interesting idea for the theme involving some narrative concepts and branching paths but we didn’t have time for that

The presentation was very nice however the gameplay could use some rethinking.

Giving the player a single bullet makes perfect sense for the theme, but it’s not very good for gameplay. If you miss a shot you’re basically just sitting around waiting for more ammo.

The most important part of a top down shooter is the shooting, and if you’re not able to shoot it gets boring pretty quick.

There’s a lot you could do to fix this but I think a cool idea would be to have enemies get stronger/faster/bigger every time you miss a shot. If you hit an enemy in one shot it dies instantly but if you miss, all currently spawned enemies get stronger requiring 2 shots. You can shoot freely but inaccuracy will lead to a more difficult time surviving and scoring points.

That probably has a bunch of flaws that I haven’t thought about but it might be an interesting idea to explore

from that epic intro I was expecting some grand open world AAA rpg but was surprised by the simple color matching gameplay lol.

I like the simplicity but I think you could add a lot of elements to improve the gameplay. Like maybe add more enemies and give the player extra points for quickly killing them. Maybe if the player takes too long the enemy attacks.

That was interesting but way too difficult. I think having the character snap to the opposite floor is unintuitive and it probably would have been better to just flip the gravity.

The writing was a bit too much though. Not only was the text hard to read due to the bouncing font, but there were way too many lines. It felt unnecessary and you could have gotten the same effect by writing less

The graphics were simple but nice and I especially liked the main characters strange walk animation

I agree with others that the pacing could be a bit quicker. I managed to kill the 4 star enemy next to the first sombrero wearing skull on the map, but it took a long time because of their little healing dance and shields.

I like how you run out of ammo but I think reloading shouldn’t be tied to a card. Just let the player reload but it costs them a turn of inactivity. If you let the player use all their cards on a single turn, then the decision of when to reload would be important as you might find yourself unable to use your more powerful cards due to a lack of ammo.

This would make the game more offense focused and faster paced as the player could unload on the enemy. You might need to create a more in depth deck building system for this to balance the combat though.

This was a cool idea and definitely one of the most unique entries

You defintiely get points for originality! I liked the idea of using traps to kill enemies, but I found that the actual effectiveness of the traps was kind of lacking. I think the problem is that new enemies spawn in and walk right up to you as the trap is still activated which makes it seem like it deosn’t work. The enemies just clip right through it.

The camera controls felt very stiff and awkward which made it difficult to shoot the switches. I also don’t think the buttons for the traps were positioned properly for you to be able to shoot them. You basically had to put yourself in the way of the trap to activate it! Even though the traps didn’t actually harm you, it felt weird and they probably should have done damage to you.

I also wish you’d implemented the hyplay integration so I could submit my score. I managed to get 3000 and I was very proud of it

Got 2nd place on the leaderboard!

I was having a good time until I got stuck in level 3 because of the snowman. I’m guessing the idea was to kill him with a large snowball/frozen enemy since he’s immune ti your attacks. Unfortunately my snowball fell down to the first floor and there was nothing I could do but run into him and die.

Unique reverse pong idea. I managed to get 6th place.

I think a slight tweak to the physics would make the game feel a little better and lead to higher scores. Currently the ball feels too heavy and the jumps are too extreme.

The concept looks very interesting but I don’t think the game plays like it’s supposed to.

I made an effort to hit other planets but it was extremely difficult to aim the ball, partially due to the perspective but I think also because of how close everything is. Maybe if the planets were further away it would be easier, but as it is everything just seems too cluttered and the ball seems to fly way too fast.

I also found the music and sound effects clashed harshly with each other and were too loud.

The individual pieces of this submission like the concept, the graphics, the music, the UI and overall presentation are all great, but they probably needed some more development time to come together

I got first place on the leaderboard!

That was pretty fun but I didn’t really find a use for the bouncing mechanic. I was never in a situation where I had to bounce out of harms way and there were no platforms or anything to jump onto. The low invisible roof also made it seem even more pointless

I wish there were more guns, and I found the short range of the shotgun a bit unsatisfying. It was also difficult to read the spinning powerup cards

I enjoyed the UI and overall presentation, as well as the fancy itch game page

Wish I coulda shot some piggies but all I had was some nice music and an empty arena

I wasn’t able to log in and submit my score but i managed to get 103.

I like the unique movement but I think the game speed was too slow. It should have picked up speed a lot sooner to increase the difficulty and encourage more repeat playthroughs

For a game like this I think the pace is really important to capture the players interest. If the player has too much down time, they’ll probably get bored and move on.