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Some-Antics

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A member registered Feb 08, 2021 · View creator page →

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obrigado
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I liked the ambiance that the lighting and sound design gave.

I didn't like how long it took to get to the good part; basically the driving to the cave and walking through most of the cave was dull. Give me more things to do / learn on the way to the main event.

It definitely got me pretty scared (granted I get unsettled pretty easily). I hate to admit that I had to psych myself up to jump into the hole at the end. Overall, pretty good entry, great work. I hope you get your 20 by the deadline.

Super cool and interesting. It's great to see a story-focused entry. I liked the music and the lighting. The feeling of wanting to learn more, whatever you call that, it was pretty spot on for me. I will say, I wanted to be able to click on more things to interact with them, or just have more things to do while swimming around. Also, I found that rather than clicked to continue the dialog, it would seem like the conversation was over, but when I tried to move away, I would suddenly be in the conversation again. Not sure if that's a bug or just how it ended up working, but yeah. :)
Anyways, solid entry. I enjoyed it.

I really like the uniqueness of this one; it was a different take on the theme that I haven't seen yet. Good work.

Addictive progression system, good art style. The random cave generation felt very natural and organic. And there's enough variety to not become boring too quickly.

Some feedback: Firstly, I wish I could have purchased bombs. Secondly, I would have liked to know the breakdown of how much each mineable item sold for, so that I could prioritize which ores to go after. Lastly, I don't know if I just didn't find it in a chest or something, but an upgradeable flashlight would have been a welcome addition.

All in all, great game.

One of the coolest interpretations of "Dive Deeper" that I've seen. Great game. Tons of content to play for only a weeks worth of time. I understood fairly quickly what the game was trying to teach me. Graphics were great and cohesive. Just really polished overall. The only thing I wish it had was some sound effects to add some juice to the insults. Other than that, amazing job.

Absolutely nothing to do with the theme. Lol.
It was a fun, albeit simple game though. I liked the graphics. Good job!

I liked the concept, the graphics and the relaxing vibes. However, it was pretty boring as the game-play boiled down to clicking every few seconds. I also had several strokes where I was sure that I had clicked right when I was supposed to, but it said I was late. idk. Anyways, great job getting a game finished in one week!

Great game! I wish I could aim the projectile to give myself a little breathing room with all the enemies, especially in the beginning. Also more visual/audio feedback is needed when taking damage or damaging enemies. On the positive side, stellar job on the art; the sketch / hand-drawn style is really unique. The music is cool, and just in general the idea of diving deeper to get upgrades is a good one.

Man, what a great little game! The only feedback I have is that I just wanted to play more of it. You did an amazing job introducing new mechanics in a way that I knew immediately what was going on. The writing was funny and clever. The art was adorable and cohesive. All around one of the best games I've played this Jam.

Wow, what a solid entry. One thing I will say though, is that it is way too easy to just cheese almost everything with the 2 ranged characters, since the enemies don't notice you until you attack or get close. But that is my only real gripe with the game. The music sucked me in and made me feel very cool. The character attack animations were super well done. The amount of content along with the level of polish is pretty astounding. Great work.

Really awesome to see 3d games. I enjoyed having to explore each level to finish them. I only wish I didn't have to completely restart when I die. Shooting mechanics and movement felt really solid as well.

Often it was hard for me to tell what I hit when I died. Slowing the action down at the moment of impact can really help players with future runs. Graphics and animation were great. The gameplay was a little same-y after a while, but what is there is quite polished for a week of time.

Wholly crap that was fun. I would say the health could use some balancing (I always left the health potions), but man that Heat mechanic had me sweatin' when I couldn't find the exit for a while.

This was interesting idea; I liked the concept of limited movement tied to oxygen level. It took me a while to realize that the camera was moving around the scene. Maybe add more background elements so it's easier to tell? I liked the graphics and the swimming animation made me chuckle. Great job.

First, some suggestions. 1) Make the collision boxes of the everything a little smaller than the actual sprite, and make the timing a little less tight, so that when the player gets hit, they don't look like the got cheated. 2) When making sprites for your game, make your character at the scale you like, and then while making the other assets, keep the player in the same file for comparison. That way, your pixel art won't be at different scales.

Now, some praise. Congrats on making a complete game in a week! Your content felt just the right length. Your difficulty curve was well done, and even though it was a little difficult, the levels were nice and short, so I didn't have to start a huge section over again. You did a great job introducing mechanics 1 at a time. And the boss fight at the end was a great surprise.

Dang, who new simple arithmetic could stress me out so much? What a creative concept! I did feel like the game moved a little fast sometimes; often, the levels would just solve themselves before I was even able to take in what the goal number was. But altogether, what a great package! Simple to understand and control, great animations and sound design.

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I liked that if I got going fast enough, I was able to damage enemies and break blocks. I usually like to play games more slowly, but the mechanic incentivized me to go faster and take more risks, which in turn made it more fun. Could definitely use more polish and variety, but still, great job.

Hey, thanks so much for the feedback. And thanks for playing!

Oh. haha. I totally saw that, just didn't know it was a button. Good to know. :)

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I'm not super into horror games, but I found this one pretty interesting. I really like the simplicity of the idea. The crunchy sound effects were *very effective at getting me when I died. It took me a minute to understand what adjusting the movement speed did. (I just kept dying immediately over and over till I got it). So maybe adding more of an explanation for that, or some more obvious form of feedback. But other than that, I liked it enough to keep playing it over and over again.

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The art is nice. I felt the gameplay was lacking. I just lost all the money, and then didn't have anything to do but restart. Still, it is pretty impresive with the amount of content that was built in a week. I also like the audio; the background noises were a nice touch.

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It's really hard to come up with feedback for this one. Everything is just so well put together. I would say the combat mechanics could use a little balancing. After getting the explosion power, I found out I could just spam it and I wouldn't have to move.

Other than that it was great. So rare to see a complete, 3d, fun, highly polished game made in a week, with narrative and voice acting to boot. Hats off.

I love the hand-drawn art style, and the movement mechanics were pretty varied and interesting. That said, this game was buuuuugy, and confusing in some moments. Still fun to try out though. :)

It's hard to tell what is background, and what is a wall that you can't swim through. I also couldn't figure out if I could damage the enemies or not. The swimming controls were unique which I liked, and the art chosen was really good as well.

Unique concept and very intuitive. Could have used even some simple sound effects. Fun to play until it started playing itself near the end there. Really liked the graphical style. I can't believe it only took you 8 hours.

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Really great sound design. Pretty unbelievable how good it is. Also, the graphics and atmosphere in general is really well done. For me, the "tasks" you do as the inspector just feel like padding. So I would suggest fleshing those out a little more to make them feel more real, rather than just a reason to get the player out of the elevator. But seriously though, props for the great game.

Pretty fun gameplay, quite a lot of content. It does get repetitive after a while, especially needing to trek all the way back to the surface to get upgrades, with nothing interesting to do on the way. All the same, well done.

It was a little dull near the beginning, and my goodness I had 2 music tracks playing constantly, so I just muted the audio after a while.

But, it was fun to see what the caves had in store for me as I completed levels, and it was decently long.

Great movement and shooting game-feel. Very fun to mess around with for a little bit.

Amazing! Tons of little touches that made this game so perfect. The historical art, but with fish people. All the clever dialog, fish puns. An absolute delight.

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Wow, what a cool concept. I really like "Hades" and "Crypt of the Necrodancer", so this was a fun find for me. Finding where the beat fell was pretty difficult, and so sometimes I would just sit there until one of my inputs lined up and I could move/attack; after a few minutes I got better at it though. Also I was able to walk right past Cerberus for some reason.

I really liked the unique paper-cut-out look to the sprites, the music, and wholly cow, voice acting in a game jam game?! Great work.

I really liked the mechanics that changed as you go deeper; great use of the theme. I loved the flash light, and the juicy effects like the bubble trail. I wish we would have had the idea to add that to our game. The progression was a little slow at the beginning. But overall, one of the best game's I've played so far this Jam.

Most fun game I've played so far this Jam. Super simple, and pretty unique from what I've seen. Also, I really like you you rendered the graphics; no rotated pixel art sprites. This game deserves more attention. "chef's kiss" out of 10

Great game. I found the emerald shop keeper dialog to be very funny. The game has a lot of charm. My feedback: the game seemed a little slow and tedious, especially at the beginning. But again, it was still quite enjoyable.

Very cool grapple mechanics. Graphic and sound were on point. I especially loved the expressive character animations. The only critique I have is that I couldn't see below me very far. I ran into a lot of spikes that I didn't know were there, and it became frustrating pretty quick.

Biggest flaw in my opinion is the lack of any feedback when hitting enemies; I actually didn't know they could be damaged until I got bored and was randomly shooting around with the uzi . Even a quick sound effect would have done wonders.
Great job overall. Music was great. Fit the aesthetic, and made me feel cool. I liked the movement speed upgrade as well.

I'm glad you liked it. :)

Thanks! We definitely plan on continuing development.

Thanks! We added the dancing trash to collect as an optional challenge, so that players could choose their own difficulty, in a sense.