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snootyjerk

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A member registered May 23, 2020 · View creator page →

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Congratulations on making your first game! I hope you stick with it :) I'd like to see more of Miau - his cape is stylish.

You have a much better grasp of game making at 13 than I did.  I like that the boss has a variety of attacks in different patterns. And pizza in his pocket, I think?

It would be good to add a "quit" button so you can close the game easily.

Very impressive amount of polish and feel for this one! I was surprised at the number of weapons and abilities that you packed in. The visuals are fantastic - simple, but eyecatching and stylish. Excellent boss design, too - each has unique attacks that get tougher each phase, and I never felt like any combinations of attack were unfair or unavoidable. 

I feel like I could cheese the bosses a bit with the fire and the spin attacks. The fire charges very quickly, and it massively increases stagger, so I knocked out the last boss pretty quick with it - didn't really use the ice missiles. I could also chain normal attacks with the spin attack to coverup the cooldown for both types of attacks. But that's not really even a criticism - it took some practice to figure those tricks out, and it look and felt awesome.

Spiders creep me out, but I love them. Fantastic art, and excellent use of procedural generation!

The gameplay is very creative. I think there are some interesting ideas here, but they should be developed a bit more. My main criticism is that there wasn't any strategy outside of "make a web to cover the whole arena". Maybe building the web should make you slower or more vulnerable in some way, or maybe bosses could destroy orbs.

Very cool game! I like the visuals and the style. Making the player split their attention is a difficult mechanic to pull off - especially in a boss rush, where the player doesn't get much practice with the controls. I think you pulled it off, though. I found myself playing it like a sort of rhythm game.

I couldn't make it past the second boss, though. The first phase has this really fast dash attack that hit me every single time - I couldn't tell when it was coming, and it was too fast to avoid. Then, in the second phase, I felt like the axe following me around put me in some unfair positions, where I couldn't dodge the axe, the boss, and the boss's flying fist attack all at once. 
That said, though, this is one of my favorites of the jam so far. Great job!

Great artwork and a neat idea for an attack!

I really like that there are a couple of ways to damage the first boss. I didn't realize the first time around that I could reach his weak point with the spinning attack. I also like the little puzzle of the second boss.

It took me awhile to realize that I was being damaged by shockwaves from the bosses' attacks - the shockwaves don't stand out quite enough.

Great job on your first jam! You got way more done than I did on my first one :D 

Cool artstyle, and a unique weapon.  It's pretty simple, but it's satisfying that you can get a double hit if you're close enough. 

I ran into what seemed like a bug on the first boss. He sorta got stuck in the top-right corner and wasn't able to shoot at me. It looked like the projectiles were spawning, but didn't move. He eventually got out of the corner, but it happened a few times.

Really beautiful! I love the aesthetic - you really went all out in the visuals and the presentation of the game as a play. The first boss in particular is very cool visually. The game feels a lot like a shoot em up (which made sense when I reached the 3rd boss), where you have to constantly shoot the boss while avoiding its attack patterns.

My main gripe is the way the camera shakes each time you throw a weapon. Since I was constantly throwing weapons, the screen was shaking for most of the game.

I also ran into a bug (the wheel remaining on the screen after it landed on "bombs"), and I crashed on the dragon boss after I died and restarted.

I didn't manage to finish, but I enjoyed what I played.

You absolutely nailed the theme! There is a TON of spinning in this game. The "wheel of death" is a cool mechanic that I want to see expanded on. It adds a bit of tension, but it would be neat if your odds of dying got greater each time.

I ran into some issues with the gameplay, though. The boss ran away and fell off the level for a bit (he did reappear, though!) I also got into a situation where 2 machineguns were shooting me, and I couldn't attack without taking damage.

That said, I liked the phases of the boss.  I wasn't expecting the last one, and it made me panic a bit.

Great job!



You absolutely nailed the theme! There is a TON of spinning in this game. The "wheel of death" is a cool mechanic that I want to see expanded on. It adds a bit of tension, but it would be neat if your odds of dying got greater each time.

I ran into some issues with the gameplay, though. The boss ran away and fell off the level for a bit (he did reappear, though!) I also got into a situation where 2 machineguns were shooting me, and I couldn't attack without taking damage.

That said, I liked the phases of the boss.  I wasn't expecting the last one, and it made me panic a bit.

Great job!



Wow! This is something special. This is a creative idea, and you knocked it out of the park. And it feels amazingly polished for 30 days. I didn't beat it, but I want to come back to it when I have more time.

Each of the bosses feels unique,  especially since they seem to get some different attack patterns when played in a different order. And everything just feels good. My only gripe is that some of the attacks seemed to stick around longer than intended. I had some red fish still on the screen when the next boss showed up :P

Very cool game - the visual designs for the bosses make great use of the low-poly style. I also really like how distinctive the phases are - I love how the second boss fight escalates (haw haw) and changes the arena. Shooting green projectiles for health is a nice touch, too - it keeps you in the fight without being too easy.

I couldn't get past the last phase of the tentacle boss, though. I tried for like 30 minutes, to your credit. There's just so much going on, and that spinning attack is super difficult to avoid.

Nice work! I really like the music. The second boss is also cool - I appreciate a fight that makes you use the environment. 

I was kind of unclear about how the first boss was supposed to work, though. I just sorta went up to the weak points and killed it - the cars didn't really get in the way.

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Got room for one more programmer/ designer? I’ve dabbled in Godot but I’m more comfortable with Game Maker. @snootyjerk on discord

I like this one a lot. It takes time to get a feel for the controls, but they make the gameplay more interesting. The visuals are also unique and cool. I had to stop for a moment and appreciate the jellyfish.

I dig the minimalist storytelling - the reveal of the boss was unexpected and very cool (although I may have had a bug - he just sorta froze after his big reveal). The ending overall was a great touch.

The main criticism I have is with the enemies. It seems sort of inconsistent about whether I'm doing damage. Most of the fish don't seem to move on their own. I'm also not sure how you're supposed to attack the pufferfish types without taking damage, although that may be a skill issue.

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I really want to like this one.  I played it to the end, and you all clearly put in a lot of work and it shows. Sophia is adorable, the music and art are great (especially the backgrounds and the world map) and I love the theme. However, I got very frustrated by the wonky physics - especially when dealing with blocks and moving platforms. I kept falling through them, or boxes would fall through them.  Sometimes, when I had blocks stacked on each other while on an up-down moving platform, the bottom block would just fall through. Sometimes, the platform I was standing on kept going up without me when I activated the music block. The jump also doesn't work consistently - like 25% of the time, I get a short jump. 

I also think you could improve the level design. The music blocks were a neat idea and a few of the levels that use them really shine. However, it felt like too many levels boiled down to "stack 2 blocks to reach the note" or just "grab the easily accessible keys and go through the doors in order". Also, some of the later levels felt very simple, like they should have been in the first or second area.

There's a lot of potential here, and I hope you polish it up!

Got up to 1474! Great job - I tried out an earlier build of this, and I really like the improvements. The day/ night cycle is a cool and creative touch that prevents it from getting tedious. I was initially going to complain that the falling snow (ice?) part of the cycle was unfair, but I realized it was a skill issue :D A very well-scoped project for this jam.

You made it much further in your first Godot attempt than I did! Jump height aside, you've got everything you need for a game here, and the simple art style works well for it. I appreciated that F2/F3 made me do a little tiny hop - discovered that when trying to adjust my volume. Good luck in future jams!

Made $11000 in a few minutes! Why do people get real jobs, anyway? 

This was a nice little game. Great job on the sound. The music combined with the gentle "plunking" and the ambient nature sounds were very peaceful and well-implemented.  I also like the fish-art, although I would've like to see them pop up or something when I caught them.

This is amazingly polished for the timeframe. I've got no idea what goes into making a gameboy game, but this was really cool and unique. The music was great, too. I could see it being confusing, but the instructions were pretty clear. Great job.

Great job, especially on the graphics. I love the 2d objects in the 3d world and the camera effect that makes everything "feel" small. We apparently had similar ideas about scales as ammo :D 

Wow! Excellent job. What a cozy little experience. This is such a flavorful game for being so short - I love the touches like the mouse's little bedroom. The art and music are gorgeous, too.

Very well done! The scope of this is massive. I'm impressed with how well the procedural generation works. Even if it doesn't feel like a completely finished game, this clearly took a lot of work and it  looks good and plays well.  And y'all did this in a month - crazy. I hope you keep working on it! 

Great job! This felt like a nice, peaceful break. The style and music captured the feeling of lying awake at night for me. I'm also a big fan of the text animation - did you do that yourself?

You clearly put a lot of time into the mechanics here - I love it. The boost jumps are dope and feel really nice to pull off, especially with the added visual effect. Great music, very appealing graphics - even if they're simple, there's enough polish and flair that it doesn't matter much.

I did call it quits before I beat it, unfortunately. The level that got me was the "wall jump boost to high jump boost" one. I was able to make it to the final jump, but even when I pulled off the high jump, the momentum from the first boost carried me right into the death wall. I'm sure it's beatable, but that's where I ran out of patience.

I'm a sucker for anything with a grappling hook. Everything else is just icing on the cake. But like, you guys went and made an adorable and surprisingly challenging game out of it. I love the visuals, and the narration/ commentary is fun and actually adds quite a bit to the experience. One of my favorites so far!

Dang, this game just feels so good to play. Bangin' music, good sound effects, satisfying gameplay loop, simple but easy to read and appealing visuals.  Excellent job - tons of polish for a monthlong jam.

I see what you're going for with the weapon switching.  It's potentially a cool mechanic to remove the player's weapon swapping agency. But I think it needs some tweaking. I only got to use the pulse gun and the shotgun for most levels, and I barely saw the sniper rifle. I also didn't have to vary my strategy at all based on the weapon. I think it'd be improved if 1. the weapon order was random 2. you have to swap weapons every time you run out of ammo, even if you upgrade them 3. there's a bigger difference between weapon types.  Maybe the laser gun is weaker but sets enemies on fire, or the sniper rifle penetrates multiple enemies.  And, it's cliche and inaccurate, but the shotgun only deals damage up close and makes you get dangerously close to enemies.

Thanks! The graphics aren't for me, either.

Thanks for playing! Hmm... was the powerup attached to a scale that was on your back? If so, that's intentional. If not... something broke :O

Much appreciated! Yeah, most of the art is either from other projects or pooped out with minimal effort. I procrastinated on making better visuals and ran out of time. 

Great game! Simple but a good scope for this jam and well-polished. It does get very tough as you scale up and slow down, but you're also very generous with health, so it works out. Good music, too.  It'd be nice to have some warning when powerups are wearing off and maybe a brief warning of the explosion things before they can damage you.

This was adorable. I want a glitcholotl or whatever he is. I also had an invisibility bug on the last level, where I disappeared unless I was jumping. But bugginess kinda fits the game - I assumed it was intentional :D

Only critique: I made it to the end of a level (I think it was the Win 95 one?) only to realize that I missed something and had to drop all the way down. It'd be nice to have a glitch counter so you know how many you're missing.

I love the concept here - very creative, and a cool blend of 2 classic game types. It was too tough for my tastes, though - the main thing is that the snake's hitbox for eating Guido is huge. I like that it's something to watch out for, but I'd prefer if the danger zone was just his mouth area. I kept dying when I thought I should be fine as I jumped over his head or onto his back. Change that, and I'm into it. Nonetheless, very cool game and nice job!

I think this has potential as a sort of adventure/ mystery game - sorry you weren't able to finish in time.

Excellent game! This is one of my favorites so far. Can't say I've played anything like this before. Art's great (although the resolution was a little funky - had to zoom out to fit everything on my screen), music and sound were good, and you actually had time to make a story and dialogue! I hope you keep working on this.

A couple issues I had: sometimes the elevator would move so fast I couldn't click on anything in time, like when 2 ogres drop on one side. I had to know what was coming and compensate for it, which didn't feel fair. Maybe add a speed limit? Also, sometimes the little imp/goblin guys would go flying when I thought I had just dropped them gently.

Very cool concept for this theme. I wasn't able to figure out how to take advantage of the tilting, but I'm sure there are strategies there. Neat!

Nice little game! I do like me some monkey ball. It'd be helpful to have some visual feedback for the controls - I wasn't really sure if moving my mouse further away from the ball was doing anything. Not sure how the theme fits in, though.

Ps. sorry for putting butts on your high score table. What I lack in maturity, I also lack in impulse control.

Thank you! As soon as I decided I was making a lizard game, I had my heart set on getting those legs to work. 

The world needs more Katamari-like games. Very cool, and bonus points for getting this to run in a browser.

Wow, excellent work. Visually, this is spectacular. It's one thing to make nice models and graphics, but you created an adorable character and themed levels. I love the puzzle-on-top-of-another-puzzle design. Reminds me of the last dungeon in Skyward Sword. I'll admit I gave up on the last one when I died and lost my progress :( I'd love to see this expanded, maybe with a couple of easier levels to get a hang of the mechanics. And maybe don't re-hide the rooms when you die! That felt too punishing.

Some minor criticism - I kept getting hit by traps before I saw them. Mostly from walking/ falling through a door and dropping into them. Also, I liked the movement, but had some trouble getting through the doors. Maybe enlarge them and/or remove the ledge around them?