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Slsv15

12
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1
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A member registered Jul 17, 2024 · View creator page →

Creator of

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This is my kind of game, really enjoyed the concept and strategy aspect! Although it was a bit hard to understand from where the snow was hitting you, especially when you build up a fortres of fireball sprinklers lol. So my suggestion would be to add some sort of upgrade or something that shows the path of the snowflake that hit the driveway. But very fun game none the less, and please rate our game if you have time!

Very cool! The shift from the collecting section to the shooting section was very unexpected in the best way possible! Though the shooting section felt a bit unresponsive. Wish there was some more feedback for when i hit enemies and that they maybe had a health bar. Otherwise great game and concept!

Fun game! The experiance felt very straight forward and I immidiatley knew what to do.  Just loved seeing the collected people forming a tower on the boat lol. The movement mechanic was also quite fun but somtimes it felt like it craved too much perfection from my inputs. I often had to backtrack to collect people i have missed and i crashed around alot. And, yes, maybe I am just bad ..But I feel this game could benefit from people having bigger hitbox so that I don't need to backtrack as much as I need to now. And the moving mechanic being less snowball-y or sections of the level being a bit more forgiving by having more leeway so that I can make mistakes without bumping into a bunch of stuff.

Wow! Very neat game! The ambience and the feeling is very on point. The gray feeling and the constat rain that you can hear hitting the windows really sets the vibe. My favourite although is the concept: the funny lose condition, the fact that you need to cuddle when you hear thunder,  it is just way too cute. But what I feel this game could do better is communication to the player, especially of where the damage comes from. I had a couple deaths from ghost where I did not notice that I actually was recievign damage. And It took too long for me to realise that I recieved damage from thunder lol.

Nice game! Was very satisfying to play, I liked the overwhelming amount of bullets that the player ship was shooting lol. Although the calm section felt a bit boring and consisted of mainly just waiting for the fun part to begin. Maybe you could spend that time preparing for the storm or something like that? Idk what I specificly would do there but I feel like it needs more interest. But in the end of the day this is a one week long jam and I think your game was fun anways!

Cool game! The music, sounds and visuals are very fitting! Though  shooting zombies in the dark felt a litle jank without being able to see them and sometimes I felt like i shold've hit them when I didn't. If you don't want people shooting zombied in the dark then make the health bar invisible until zombies enter the light. But if you want people to still try to shoot zombies in the dark a good solution is an outline shader as Inkbuddy pointed out!

Very interesting game. The premise, and even the reality sounds really quite itneresting but could not really understand what was happenign when I was playing. The thing that this game is lacking is feedback for players actions and communicating what is happening.  Did not mind the programmer art, I think a game can go a very long way even without fancy art as long as it is cleverly implemented :) But anyways great job on getting the submission in!

Fun game! Especially enyed the boss intro, it was very epic. The 2D in 3D artstyle is really neat and definetly hit the spot for me. The fighting with normal enemies felt a litle unpredictible where It was unclear if im going to get damaged or not, but the game was enjoyable none the less :)

Really cool and creative game! Love how the scaling mechanic is used in different ways with the chains, drones and of course the most unexpected of them all: the player. The artstyle is awesome too :) Though if i could give feedback for one thing that would be the ladder mechanic, never quite understood it and it feels a litle bit clunky. (although maybe I am just mad I could not progress after the 'what now?' ladder lol)

Very fun game! Definetly nailed the game feel. Although the text wall when you initially start the game did scare me a litle bit lol. I think the gameplay is intuitive enough that you can just drop the player in to the game, and maybe only show the info when the player dies. This nitpick is the only feedback I could come up with so I think it means that the game is very well made :)

Thanks for playing :D Yeah so originaly the idea was that if you don't properly manage your addiction, you could get some debufs and then you would have to be strategic with when you eat your pastries. Then the fact that you can't store them in your inventory would also mean that you would have to be strategic with where you are to actually be able to eat them when you need to. Well.. we did not have time to fully flesh out the addiction mechanic and so right now it does not really matter when you eat the pastries. But the space pickup mechanic was already implemented and we were to lazy to change it xD.

Very nice game and also clever theme interpritation! Feels very polished. The mechanic with tiles apperaing and dissapearign felt a little confusing at times. I found it hard to remember which button activeted which tiles and some of the levels I felt were easier to beat with just trail and error. (although maybe i am just small brain idk lol) I would maybe color code the tiles that appear and dissapear to make the game less relient on memory and more on problem solving.