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SphyxDev

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A member registered May 31, 2024 · View creator page →

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Haha that's fair. Also totally forgot to mention in the original comment (I suppose speeding through submissions last day can be tiresome) but the idea is actually really cool! Like you literally "build" to "scales". The art was pretty nice as well. Again, would like to see this fully realized. Good luckkk!

Cool stuff, was really fun building the band and getting to hear the full music!

This one is genuinely really cool and creative, great work! The fact that you pulled all of this out in 96 hours is pretty impressive!

I figured you can actually click on the instrument itself which previews the audio (the icon between the arrows)

Hey, just a heads up, it's pretty sad that the windows version doesn't run, but the rules mention that putting an external link may disqualify you. I hope that does not end up being the case for you, but just wanted to let you know.

Also, as with others, I couldn't quite wrap my head around why I can't build anything, so unfortunately I don't have much of a feedback to give. Still, best of luck and hope you can update this post-jam to fully realize your idea.

THAT IS HILARIOUS LMAO (git moment)

The gameplay in this one is super fun! There is something so fun about swinging an abnormally large hammer (that just keeps growing!) The hitstop and screen shake make it really juicy too. And obviously the counterspin is such a genius idea, great work! I feel like you could make this even more interesting by adding a frenzy mode where you can swing at full speed with no knockback for a while. You could also make this frenzy a way to discharge the hammer's energy. So the hammer would get bigger and bigger, until a meter fills, and when it's full you would go frenzy mode annihilating everything in your way, but that frenzy would also cost the hammer's size. Idk, just a random idea that occurred to me, could create an interesting back and forth. Anyway, please DO make more with this idea!

taxes killed me. multiple times. (very realistic gameplay. also renting your kidneys is a good idea, yeah.)

Playing two boards simultaneously is an interesting idea, kind of like fusion mode in Puyo Puyo Tetris. Though the game feel could be made better with the usual tetris stuff (like counterclockwise rotations, DAS/ARR, wall kicks etc.) but also the entry delay is a bit too long for me. I understand that you wanted to wait for the boards to get balanced, but I feel like that takes away from the possible high speed play you could get out of this game. The way you have to press left/right for every piece to choose the board also feels a little clunky, I would prefer something like pressing tab to change the board whenever I want and then that could affect the next piece that will spawn. (You could highlight the active board and darken the other one for clarity.) In any case, a cool take on a classic, great work!

This is certainly very interesting. First off I ADORE the art style, the classical music medley is pretty nice too. Also appreciate how the characters bop to the beat. There is an interesting game loop here but the lack of feedback made it really difficult for me to fully grasp. Would like to see what you could do with this idea beyond the 96 hours though! (Also that voice acting was way too professional what)

When you said tetris, I wasn't expecting an absolute hip hop JAM man wow this thing is out of this world

Also really appreciate how you took the time to teach the character mechanics fully before throwing in the block placement mechanic

Now you know, there are bananas of different sizes...

Uh that was unrelated, great game

Really creative take, the minigames were also really fun! (The one about taking a break was particularly amusing.) I'm sure if you had a bit more time you could polish this even more, but nonetheless, the art style is very cool!

I'm Shift, Shift the Tanuki! Gotta go big!.. or something idk lol

Cool game, liked the aesthetics. The camera was a little weird even with the controller (also with the mouse it rotates WAY too fast), and the character controls felt a bit sluggish at times, but nonetheless, pretty cool! Congrats.

Thanks! We'll definitely reconsider major things like the role of Bat and whether they follow Boo if we develop this further (which we probably will)

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Thanks! We had some interesting ideas that we sadly couldn't fully implement in 4 days (for instance, we were gonna have objects that behave differently to being scaled up, like a balloon that goes flying). It is very likely that we will expand upon this idea since there is a lot more that can be done here, so we will keep you lot updated!

Really cute, the art style is very on point! I especially love how she gets all nervous when everything is about to tumble down. The japanese text to speech voice gave me a good laugh also. Great work!

let's goooo good luck

Haha that's fair enough.

Thank you!

That was so funny lmao. I was like "wait, did I hear something?" and then all of a sudden I was standing on top of GODOT itself with ma bois

What kind of wizardry is this?? The sheer quality, amount of content and polish in this thing is unbelievable. You guys did an amazing job, congrats!

(Also please just polish and release this as a mobile game lol, it would work so well there)

RATS. THE RATS. WE'RE THE RATS.

he protecc

he attacc

but most importantly

METEOR STRIKE IMMINENT

(no bnuuies were hurt, i promise)


on a more serious note, the game didn't seem to provide too much of a challenge (besides spamming space) and bnuuy takes its sweet time eating those carrots. also the browser version didn't play for me. besides that, gud gaem.

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I couldn't spin the T :p

Fun idea! Really cool art style, too. Though I think it's being held back a little bit by the game feel, which is perfectly fine for a jam game. Still, really polished regardless, great work!

The gameplay loop is actually really fun! The "scale" theme is integrated really nicely too, you start as a tiny fungus and then suddenly tanks are coming for you. Really like the theming too, which is quite reminiscent of PvZ. Oh and Mark played this on the day 2 stream if you missed. Best of luck!

The gameplay is fun! (Admittedly, it is just math but I had fun anyway...) Oh also Mark played this on stream if you missed it (the day 2 stream on GMTK Live). Cool stuff, good luck!

Why were they my enemies? I dunno, but I kinda got jumpscared with that cutscene.

Really cool, genuinely surprised at the amount of content you managed to fit in! Great execution of the idea too.

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Thanks for the detailed comment! We actually considered Bat following Boo automatically, but to achieve something good with that we would need some kind of pathfinding, and so decided it was not worth the time. (Also the first level with Bat may not have worked if we did that since they are supposed to be on different locations)

WOW. I was not expecting this. Easily the? most creative submission I've seen. Took me a while to figure out what it was about but as soon as I understood what was going on I loved it. The beautiful level music really sells the vibes for me. Would LOVE to see a full version of this game with the same quality of artwork. Genuinely, please don't waste this idea it is amazing! It's just a shame that this one hasn't caught the eyes of many people.

this is actually a horror game

also, i crushed myself

Very clever of you to incorporate mental stability as a game mechanic.

I put the tomato too hard and it made weight go whoop

idk this game was way too funny for some reason

Awh, designing the game with your kids is really cute! Since you wanted feedback, I will try my best to give some. As for the design, I think instead of the color changing automatically as you destroy enough enemies of a certain color, it could be a lot more interesting if we got to change OUR color on the go to fit whatever enemy comes our way. I think this way because we need to destroy all colors of enemies anyway, so the bullets growing in size is merely a matter of time (rather than something we achieve strategically). Also color blind people may have a hard time differentiating between the colors, so giving each color of enemy a slightly different design could help with that.

Another point, while I should have expected the tank controls, it does feel a bit weird since it's not entirely clear where the player is going to go when pressing W at any given time (my eyes don't look at the player, they look at the enemies most of the time). And the top part rotating independently adds to that confusion. So maybe you could make it more visually clear where the player is facing? Perhaps even a simple arrow in that direction could do, or you could update the artwork to be more clear.

Anyways, great work, and best of luck to you!

Really clever take, I like it! (Yes I also came from the stream..) Mobile games have messed a lot with drawing based mechanics like this, and this is surely a unique take on that too. Great stuff!

i did it... but at what cost?

(spoiler: some mice may or may not have been hurt)

i did a thing (don't mind the lone pixel on the top right, he's minding his own business)

oh what? oh yeah yeah cool game and stuff mr shelfman

Really dig the 3d anime art style! (Along with the scale and all, reminds me of Bakugan Defenders of the Core, was that by chance an inspiration?) The PvZ style tower defence looks interesting, though for a jam game perhaps the waves could be faster. Also keeping track of all the lanes at once is a bit difficult, perhaps you could have some kind of alert when enemies get close. In any case, really cool submission!

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Brilliant idea, really good execution, amazing art! Really well made, congrats!! You could easily turn this into a full game.

This game looks like a trumpet from afar. (good stuff.)

Took me a while to understand, but once it clicked, wow this is really fun! Also gorgeous art, really well done! (48 hours too?!)