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squ00sh

309
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A member registered Jan 07, 2021 · View creator page →

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Just wait until all the levels and finishing touches are in!

Thank you!

Hi all! Was just setting up my account to receive payments for the first time and was reading through the guide on Accepting Payments and Getting Paid. In that guide, it lists the PayPal fee as $0.30 (USD) + 2.9% per transaction. But when I went to the actual PayPal fees list, it looks like the rates have gone up to either $0.49 + 2.99%, or $0.49 + 3.49%, depending on the transaction type. Am I misreading, or does the Itch.io guide need to be updated? (Hoping for the former ;P)

thank you!

Hey! Love all of your artwork, it's some of my favorite stuff out there. I'm a little confused about the sliders and HP bars in this pack--are they meant to be used as animated sprites? It seems like it would be easier to separate out the different elements (e.g. slider grabber and slider background), this would play better with the UI systems in game engines like Unity or Godot.

I don't know if I will ever have that many people together in one room lol, but I'm  glad you're still working on it!

Thanks for playing!

After chatting with the sad sacks in the gray level, visiting the money grubbers in the bunker, and climbing to the highest high place, I finally did what I wanted to do: follow the light blue bridge on the right side of the screen until the end, just to see what was there. Truly, this is who I am.

I really admire that you created a small but meaningful experience with such a simple set of tools.

Really cool, impressive amount created in a short period of time. Fun, simple mechanics combined with some enemy variety, art and music working really well together. I wish you could alter the direction of your throw after you've already started charging up, if you make a mistake you lose a rock. The game is balanced enough that it doesn't really matter, but it's a feature I'd like to see. Nice work!

Yeah the enemy behavior needs work, the colliders and hitboxes are a mess and you can easily get into these weird situations where someone is standing on somebody else's head and won't get off, or boxes a player in. Anyway, glad you liked the basic mechanic, and thanks for playing!

Thanks for playing! And yeah, I nearly didn't finish, so I appreciate that. There are for sure some physics collider issues that need to be worked out, among other things. And I ended up putting a lot of focus on art and game feel, so I'm glad that came through for you.

Loved it. Truly fun take on what is now a classic mechanic, with a little commentary on the importance of journalism to boot. ;) You've already provided a pretty exhaustive list of things you'd like to add, so I don't think I have anything to contribute there. Just really enjoyed the combination of basic gameplay and upgrades. Great game.

Of course! And also, totally get that this was a jam and a lot things don't make it in under the deadline. I love the idea of the crying out SFX when the Earth is destroyed. I hope you get a chance to add that in later!

Oh no, a math game! Actually not too hard, math-wise, although I had to think to figure out the prime factors for the larger numbers. (It's been a while since I was in school!) Simple mechanic with a nice twist that kept it fun, music was on point, I loved the little wagging jet trails behind the enemies. Very cool, great one-guy game.

Thanks for playing, yeah there are some bugs and it's really more of a mechanic than a full game right now. But I'm glad you liked the choice of assets!

Thank you! I loved your game, btw. Just left a long comment.

You know what, at first I was really confused by this game, in spite of having read the instructions. I think it was because I didn't realize the darker resource icons next to the forge, etc were REQUIRED resources, and I was confused that they disappeared when I dropped that resource there. But I read some of the other players' comments and figured it out, and then I had a blast! It became almost like Tetris, where I was trying to game out which building needed resources vs. what was coming up on the carts, trying to maximize delivery and waste as little motion as possible. That was FUN! (I agree with some people that there is too much ore coming down on the carts, I ended up just piling it all on the side of the track for later. But I also only played on Easy mode, so maybe that changes at different levels.) Great job!

Glad you had fun! Thanks for playing!

Thanks for playing, and I appreciate the detailed feedback. I agree with all you've said, and there for sure some animation and physics bugs. I plan to keep working on it after voting ends and hopefully turn it into a game that actually justifies the mechanic.

actually genuinely annoying, not "hehe." definitely not playing your game

How cool, a text adventure! I enjoyed exploring through all the different menus and experimenting to see what would happen. (Spoiler Alert: I shot the teddy once and returned the teddy to its owner once. I never did figure out what to do at stall 3.) Personally I was a little but confused at times and might have liked a clearer sense of direction, and maybe the option to bail out of any one stand at any given time if I felt like it. (I think I got stuck in a menu in stall 2 once or twice and had to navigate through more menus to get out.) Music and visuals were appropriately carnival-themed and complemented the experience.

Kinda seems like you've been spamming a whole lotta games with this same exact comment. Last minute attempt to drive more traffic to your game?

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A fun space shooter with simple, easy to pick up objectives. I actually really like that there's only one kind of gun and two powerups. I appreciate the (probably?) realistic physics of momentum/inertia in space, but it was a little frustrating that my thrusters seemed to struggle and take a long time to help me reverse direction of movement. Also that getting hit by an enemy added so much additional momentum. So yeah, biggest gripe is that I wish the controls were tighter. I also lost track of where I was in space in relation to Earth, so maybe a minimap or just an indicator to help point the direction back would be helpful. Finally, I wish the starfield in the background were a little more prominent. Granted I was playing on a crap monitor, but the stars were so dim that I didn't really get a sense of relative speed and couldn't tell how fast I was going in any direction. But I loved blasting those aliens, and the music and blaster sfx were good!

edit: like some other commenters, I thought it was cool you could accidentally damage earth yourself. That's a nice touch and additional degree of difficulty.

haha apparently my instinct was to aim for the head, I wasn't trying for anything special and am not a trained sniper assassin, I swear

You know, I kept building battleships and turrets cuz I figured there was going to be a climactic final attack. Sounds like I just missed it lol

Thanks for playing, and glad you enjoyed it! Yeah it's sort of just a mechanic at the moment, but I'd like to keep working on it after the jam so there will ultimately be more enemy types and a greater distinction between each of the playable character's strengths and weaknesses. Cheers!

Oh yeah, riff away! I love that idea of a watering can, that gives the player some more agency and another thing to keep an eye on. I bet that would work great in a game like this.

Neat! This was a chill and pretty complete-feeling RTS. I was a little surprised there were only like three or four enemies that attacked the entire time, before I realized I was only on the first level. Still, just building bigger and bigger ships to ferry people from station to evac point was a meditative and oddly satisfying experience in and of itself. I didn't have time to play further in one sitting, but I though this was a pretty impressive project for a jam game. Obviously I would have loved some SFX, but maybe after the jam? Nicely done!

Finally getting around to playing your game! I love the idea of building by day and combat by night, I think that's a really exciting premise. Also thought your story was novel and interesting. I don't think I'm telling you anything you don't know, but once I started playing I was completely lost. In addition to the known bugs you mention on the game page (no cost indicated for buildings, no health for buildings or enemies), I had no idea what each building type was for or why I should build it. Also was unclear how to collect more money to keep building. It feels like a solid start to a game that will be really cool in the future.

Not bad! Basic mechanic is fun and addictive, and it's clear enough how to play without instructions. The controls were a little less clear--eventually I figured out I could use the mouse, but some keyboard input would've been cool. This is a personal preference, but for a game like this I would have liked faster/tighter movement for the player character. And this game REALLY needs a bangin' soundtrack.

Neat idea, once I figured out how to do it. Explanation of controls was a little confusing and at first I didn't realize it was a couch co-op game. But once I got the hang of moving my player it became fun and pretty addictive. This game is DYING for some ethereal synth music and sound effects, please add some in if you keep working on this after the jam.

This is just great. Simple idea but you polished it up nice. And if this is your first game, I can't wait to see what you do next. I mean, there's a tutorial section, dialogue, a progress bar... seems really sophisticated. Also appreciated the punny sense of humor. Obviously it's pretty challenging--or at least, I thought so while using a keyboard--but I imagine that was on purpose. You should be really proud of this.

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Intensely ambitious story-driven experience with beautiful art and a nice combination of cute and creepy atmosphere. Pretty successfully tells a story about how hard it is to grow up, depression, and overcoming inner demons. Totally understand this is a jam game, but navigating the different areas and figuring out what to interact with and when was often confusing and a little frustrating, and interrupted the flow of the narrative. But also, sometimes helped create a sort of psychedelic experience that seemed to really fit the theme! Pretty amazing project, gratuliere!

(edit) also meant to say that the control scheme is confusing, because you can only do some things with keyboard and others with mouse. For example, seems like you should be able to advance dialogue with keyboard as well as mouse.

Appreciate that! Also I just played yours, which felt like a similar idea but in 3D and much more polished haha. Maybe I'll steal some of your ideas :p

What a cool game, and so finished-looking. Had a little trouble until I realized I could just hold down the left mouse button, that was a game changer. Excellent array of enemy types and powerups. I was only able to play the browser version, so that may have caused some issues, but the camera/crosshairs movement was laggy. It also seemed like the hitboxes on the enemy were smaller than I expected and I kept missing when I aimed above the chest. But really, a fun and addictive game, congratulations!

Nice! Thanks for playing! I agree, the game needs to be adjusted so that it feels really necessary to have all three playable characters and make them work together. It's not there at the moment, but I'd like to keep working on it after the jam.

Fair enough re: cycling through enemies. TBH I don't play a lot of tactics games, so maybe this is a standard feature. Either way, clearly a valid creative choice. Congrats on finishing college! And good luck with the post-jam development on this game.

Fun and quirky, love the challenging gameplay that also feels simple enough to make you want to keep coming back for one more try. Also, fun to watch the bear's but wiggle lol. The controls felt a little counterintuitive to me, I think I would have preferred that you only move/accelerate when a button is pressed, rather than stepping up a throttle that then has to be stepped down. Seemed like there was a weird lag in the camera follow, especially when turning without forward motion, that was kinda disorienting. Cute, simple game and a creative take on the theme!

Just like the old movie Zulu! This feels pretty sophisticated in terms of the number of systems working together (story elements, objectives, various interactions and combat), which is really impressive. I loved the satisfying gunfire and the meaty stabbing SFX, I just wish there was some music or ambient sound in the background. I have to admit it took me an embarrassingly long time just to figure out how to leave that first room, which was frustrating and almost made me quit. Maybe, with more time at your disposal, a slightly more detailed step-by-step tutorial to walk you through getting to the ammo box on the other side of the base would be helpful. Finally, I appreciate that there is a (probably realistic, since they were single-shot rifles) cooldown time between shots, but it was frustrating not to be able to even move during that period. Overall, nice job!

Oh yeah, no those are great ideas. I had definitely planned to add a wider variety of enemies, including some that could shoot from a distance or follow you up a ladder, but time caught up with me. I like the idea of one of the bots being more of a shield/defensive unit, that's cool. Thanks!