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Snek

214
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A member registered Jan 06, 2019 · View creator page →

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This was really pleasant to read :3

A really cool visual style paired with some good writing! I really enjoyed this :3

Sehr interessant

I wish I could! I just spawned and immediately and permanently the camera would try and rotate to the axis above the dude

The visuals were absolutely great and supremely haunting! (Especially the sunflower closeup at the beginning genuinely freaked me out)

Personally I found the ending to be a bit jarring as a comedown from the rest of the presentation and tone of the story. Especially getting no resultion on Violet's status was a bit disappointing, since she was framed as the one character Oliver is accepting of- as she also doesn't presuppose what's best for him- so I'd have loved to see more of her

But I think this is also a prequel to Siren's Call (which I haven't played)? So those constraints might stem from there idk

Overall tho, a really slick, short-and-sweet VN with some good themes about mental illnesses :3

This was a really fun puzzler! The world and environment design are so good, they'll definitely stick in my head for some time hehe

The scaling felt really smooth and intuitive too, good job!

My only gripe was how dark some areas were, with even just slight screen glare I was basically running blindly through a black void lmao

The characters were so cute and the 3D environment was stylized really really nicely!!

Without the description the game would've been impossible to complete I think, but that's fine for a jam.

The writing was really good too, and yea. Nice!

This was pretty fun! I think I got a bug however where the camera would continually rotate and that made it pretty unplayable sadly

This is really nice!! The scene transitions were really polished and the sound and animations were pleasant too. The base movement felt really smooth and enjoyable as well :3

Some areas could have been more polished, such as breaking through walls even when you're next to them (or explaining that in the first place), or showing how many upgrades you have (the jump and dash ones felt fairly week too tbh). I'd also consider auto-completing the level when you hit the exit since there's no real reason not to? But that's personal preference I guess lmao

The choice to put a timer on the levels and make it so you start at the beginning again when you lose once makes for a fairly frustrating experience initially. But combined with the randomization of rooms and upgrades, this made for a pretty compelling mastery-based gameloop after the first restart!

Overall, I really really enjoyed this~ Great entry! See you at the yuri jam lmao :3

A really cute game with clever puzzle design! I sadly got stuck around the castle but yea.. I liked this :3

This game is fantastic. Elegant visual and sound design, a lovely and simple tutorial, and the artwork for the different classes of celestial bodies was just fantastic!

Sometimes It was a bit difficult to escape a gravity well or to consume enough things to keep on living, but yea. I enjoyed this :3

Fun little game that reminds me of old flash games!

Losing instantly when a block falls is pretty punishing, but it's fine! So yea, solid entry :3

It's a simple game concept that's held back by its controls. The amount of invisible walls, narrow FoV, and lack of directional aerial control during jumps just made it frustrating to play

The sense of style in this was really cool. I really like the inclusion of the height counter at the bottom!

Sadly I just didn't know where to go after getting the charge jump upgrade, so I quit the game then. Also, the upgrades could've done with more visual polish than a standard grey cube.

The controls themselves felt a bit floaty at times and I especially found it frustrating that I'd sometimes bounce off of edges and slide off them.

You have a great sense of style and the jumping felt good. Sadly I at some point just didn't know where else to go, so I didn't manage to finish the game :(

Sick art style, cool puzzles. I'm bad at puzzles, so I didn't reach the end, but it was a well-polished experience.

The only piece of advice I have is that you keep other keyboard layouts in mind, as the Z tooltip maps to Y on a qwertz keybaoard

This game is dripping with style and humor, I really enjoyed the presentation, and the gameplay too.

I just wish it were a bit better telegraphed when enemies were about to hit me, and it's annoying to lose my chimichangas when I die

The game is cute and has interesting mechanics! At certain points it did feel very much like "waiting around for stuff to happen", and the controls felt a bit finnicky; maybe some sprites for when you hover over a bunny would've helped.

But overall, really neat!

I love sea slugs, this game is adorable.

The different camera angles were really nice, and the world design was outstanding. It really made me feel small!

At some points I did feel like the level design could've been improved, specifically:

  • The second and third camera angles made me drop down to the starting area on accident several time because it wasn't that clear where I needed to go
  • The blue light after the first drop is so far yet prominent that it seems like I needed to wiggle over to it, when I didn't . Moving the wall closer would've been good I think

But those are very specific points. Overall, I really enjoyed this, and the slug movement itself felt soooo good. This is a really cute and sweet game that deserves more attention this jam :3

Really slick mechanic. I could easily see this as a successful mobile title

This was absolutely delightful. I could feel the love exuding from this lovely little prototype. The mechanics and puzzles were fun, and the unabashed lo-fi production value (esp with the drawings) were what sold me. The still water and default textures are a vibe. Still, I think the movable fork thingy could've been marked to be movable better (maybe with big bro's color)

But yes, I got to the end and felt rewarded, good job :3

THE MUSIC SLAPS, THE VISUALS SLAP, THE GAMEPLAY SLAPS

This is a damn good game, incredibly fun!! :3

Stellar visuals and general shader work. The faces are super cute and the gameplay felt challenging but never unfair or undeliberate.

A beautiful and meditative soundscape. The graphics are gorgeous, the platenary descriptions are adorable, and the music just felt so so soothing. Great job, no notes. :3

The theming is wild and absurd but I'll roll with it!!

The game was quite difficult, I think especially a larger FoV would've helped because I died quite a few times while I was cruising and just ran into enemies and couldn't stop in time. 

The presentation, especially with regards to lighting, was very pleasant and the music is a bop!

Overall, quite the challenging game, and the possiblity of killing yourself by shooting is also a bit frustrating, so I would say the gameplay needed some more iteration time, but the package overall is pretty neat!

This game has a fun premise, I like organs.

After a few minutes the need to spin constantly was starting to strain my hand however. Also in terms of game design, this being the only way to attack made the game feel not very deep, and since you have to kill everything anyways, the mechanic of the killed enemy determining which part of your body gains XP is superfluous too.

A fun concept and premise, but the core loop could've used more time!

A really cool game concept! I resonate with the presentation and the vibe of cosmic horror so damn much :3

my only complaint is that the moon feels too frail, especially after growing in size, and since with the limited movement options it is quite difficult to always dodge everything

The different units and animations and sounds were all so so lovely! Especially the reference to a musical scale is an insanely creative take on the theme that I hadn't seen until now.

It was a bit opaque how I acquired new funds and what the differently-colored health bars meant, but apart from that, the game felt lovely and polished. Also, the quit button being "im 2 scared" and just the language of this entire package was funny and adorable :3

Pretty cool game! The logic seems a bit counterintuitive as I need to lose scale to not get stuck in some parts of the level tho? But I really liked the pixel art and turning effect and such!

This was so fun and cute, I greatly enjoyed the puzzles! They weren't too challenging, but as someone who sucks at both platformers and puzzlers, this was very welcome!

Yes as one other person mentioned, the one jump pad in the piece of the second-to-last level works haha (a bit annoying but that's fine)

If you want to make a platformer again, I'd suggest looking into some practices to make them smoother experiences. Coyote time would've been great here as I felt I dropped way too often when I still should've gotten the jump on the edges.

Overall, a nice little experience that I enjoyed my time with, and I really loved the cyclical nature of the last level leading into the first :3

It took me a few seconds until I understood what was going on but this is truly an insane and rad game concept. The biggest area for improvement is visual presentation imo, because the screen will often have many 0%  scales and it made it a bit difficult to get the hang of things due to overwhelming stimuli.

But mechanically I absolutely love this!!

A really cool puzzle premise! I got stuck twice, once when the cube stopped mid-way through the wall on its way to the first red button, and once when the cube fell out of the map and it looked like it was happening in 3D?

The premise is absolutely insane (positive) and I loved every bit of the presentation!


Sadly I could not figure out how to control the mech at all :(

Fun theme and cute style. I suck at puzzle games so I didn't get past the second level, but you have cool mechanics.

The gravity mechanics are incredibly unique and fun. The theming around delivering fruits was so lovely too, so that whole vibes package was great. I just wish there was a chill mode because the timers coupled with the dependency on the rotation of the planets was really stressful

Thank you, we're really proud of the juice too :3

ALL HAIL CAPITAL!

Reaaaally sleek aesthetic and overall visual design!! Also a lovely concept for a central game mechanic that plays with the theme of scale neatly :3

This is such a cool and clever take on the traditional formula of drop blocks to build a tower.

I FUCKING LOVE FRACTALS!!

This game is quite difficult and even more original. The concept is so damn sick and I love the gamification of such trivial everyday tasks a whole lot.

Sleek presentation, really neat overall!