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Smalls The Kobold

14
Posts
5
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A member registered Aug 05, 2024 · View creator page →

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Im surprised this runs so well in browser after the initial loadup! I didn't seem to find a way to consistently remove trash aside ramming into it and hoping it would move, but I enjoyed swimming around collecting a posse of an obsurd amount of fish!

As a fellow level designer, I'll ping up the soft-lock I ran into incase you want to do a diagnosis! I think my flaw playing it was that I simply "removed the obstical" that was the far left piston and upon realising I needed it to reach the exit, and then broke everything trying to reach it again. Not even sure how I would fix this without re-working the entire puzzle as the pistons that need adjustment are already used as diffrent funtions unless you add puzzle peices speific to fixing this issue, which I imagine would count as cheating by the internal design book.!

The first levels really impressed me with their ability to be designed without soft-locking yourself, however, this amazement and faith in the design caused me to get wreckless... and I did end up soft-locking myself haha.  A cute and difficult puzzler either way!

A stunningly polished, well-designed and beautiful little game. Loved the clever use of shapes in the level design based on the movement system, and a part of me wishes it was a little longer just to see what else you could come up with!

A charming and cute game but was shocked there was a win condition! I expected to keep going for much longer with the limitations of 5 train lines and the ability to add new trains! I was so prepared to play this as an endless expansion survival, but thats just a testament to how fun this was!

Cute little train game! Wish I knew that trains come pre-installed with 3 wagons WAY earlier though!

Played this for a chunk of time and tapped out after the dark matter request to win. the scope of a game jam I'm sure limited the ability to manage the universe from 1 location, rather than click-guessing to find the thing you need, but it was a fun premise!

Wave complete. Damage Dealt. 14k. Damage taken. 15k.  Why did the game give me over 100 engines if not to apply it as makeshift armour and spin rapidly while shooting the middle of my body to fire bullets in every direction!

I had so much fun with this, it was genuinely the first game that made me laugh out loud at the sheer absurdity of what it would let me get away with. Missile launchers seem kinda of weak with how slow they move but otherwise, hilariously fun. 9/10.

A major skill issue on my part with this game to truly enjoy it, but when I finally beat the first guy and BECAME them to beat up a new, even bigger ship? I got it. This rules. Such a great concept for this theme.

using enemy design to force the player to use specific sizes to attack them was such a clever design, and implementing the ability to rebind controls and a starting cutscene in a game jam is wild!

A fun and stylistic game! I will note that the consistency of the simulations caused me to skip or restart the same level multiple levels as Bitsy leaps to the flag by themselves, but given the crunch time of a Game Jam, can be easily overlooked for the fun puzzle designs!

A cute little game! My main feedback is how slow it takes to build up, 3 minutes in my options in effecting the gameplay felt pretty small, and upgrading buildings didn't have the feedback I needed to understand if sacrificing buildings was worth the individual upgrade.!

A very unique take on the theme with a very fun mechanic! I kinda wish there were more level and mechanics that itterated on the core concept, but a cute lil game either way!

While difficult, this is a genuine masterclass of puzzle design packed into a polished little game by a team of 1.