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Sombrarrow

64
Posts
4
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5
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A member registered Sep 05, 2022 · View creator page →

Creator of

Recent community posts

Thanks for playing! Yeah the timings and buttons definitely need work. We're planning on touching it up a little and putting out a post jam release with a few missing features.

Thanks for playing! Glad you liked it

lol thanks!

Thanks for playing! Were the drinks too loud?

This game is so charming! It somehow makes me feel all nostaligic. Awesome job!

Thank you so much!

Haha, yeah I thought we were being so original at first! I'll check yours out! Thanks for playing!

Lol, Thanks!

Very kind Thank you!

Thanks for playing regardless!

Yeah I was worried about the blind drops, I tried to offset by a last second addition of arrow signs but tbh I knew it wasn't great. Thanks for playing though! I had a ton of fun finding ways to implement the mechanics we made into the levels.

Thank you for playing! We will check it out!

Thank you!

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Sorry you're experiencing that bug. Unfortunately we can't do anything about it in the jam version of the game. Can you send a screenshot?

It's possible the download would work if you don't have a problem downloading games.

Well the ground and walls are supposed to be visible. Are you playing the html build or the download?

The sheer style and creativity of this game. With an absolutely perfect control scheme. If i had one critique it seemed a bit too easy to get great and perfect ratings.

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Gotta have lore for all the freaks on the internet lol. thanks for playing!

What a compelling gameplay loop! I spent about a minute killing the wrong cells, lol but the presentation and polish was top notch! I definitely think more could be done with this!

It's definitely not just you lol. We fully admit the wall jump could use some work. We might return to this project after the jam finishes to polish it up a bit more. Thank you for checking it out!

Glad you enjoyed, I'm glad you liked the levels. I sort of cheated at the end there, the final level even needed a last minute update after we published the game. Thanks for playing!

That's very kind of you! We worked really hard on polish. most of it was polish tbh, and while there are many areas we see to improve (and might) we're very proud of this one. Thank you!

Really glad you enjoyed the music. Our composer worked really hard on it. Thanks for playing!

Glad you liked it!

Thanks. Had a lot of fun making his sprites.

Great execution and a good exploration of the mechanic. I was a little confused when i had to jump on the block to essentially hover. it felt a bit like i was breaking the game rather than figuring out the puzzle. also no duck payoff.

Thanks so much!

Thanks! The wall jump is something that changed several times throughout dev time. Initially it was literally just the Celeste wall jump, climbing and all, we then paired that down to a more hollow knight style wall hang, then when we decided to incorporate a stamina system that controlled how many times you could wall jump we removed the wall hang altogether. Unfortunately that meant that the wall jump ended up needing perfect timing. We really should have kept a moment of wall hang to give the player a split second to decide whether or not to jump or fall down further. But hindsight is 20/20

Art and presentation is top notch. I couldn't figure out how the attacks were chosen from the inventory though.

The great struggle of a game jammer. You can make a mechanically sound game but not have time to make any levels. I was pulling my hair out trying to make these in a rush. Thanks for playing! 

Our composer is freaking out right now. High praise indeed. Thank you so much for playing our game.

That's super high praise, at least in my book. thanks so much!

Absolutely hilarious concept. I loved the art and name puns. Took me second to get a hang of the controls but once I figured it out had to start maxing out my gym

Lol thanks, felt really silly making them.

Had an awesome time making the protein shake based levels. Thank you for checking out game out!

Great minds and all that. The up/w for jump is a quirk of moose and I growing up playing some crappy old school PC platformers I think lol. Thanks for your review

Celeste is definitely what we were going for. Especially in the music front! Thanks for playing 

Thank you! You'd probably laugh if you saw our sound setups.

Thanks so much! Our programmer worked super hard on it.

Thanks for playing! the wall spikes were a challenge for us for sure. I just couldn't get them right. And we simply do not have time to work on it any more so in the game jam fashion we are shipping as is to meet the deadline before we return to our jobs tomorrow. It does actually have a pretty generous coyote time. Since we were going for a super meat boy/Celeste type of get killed a lot and retry immediately game some of the jumps I implemented basically require jumping after you leave the ledge. Perhaps not ideal but I think It fits the game more to lean into unforgiving mechanics.

-Wolvesbane

God bless brackeys