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srslylawlDev

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A member registered Jun 07, 2020 · View creator page →

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Surprisingly difficult as I can't change the mouse sensitivity - but I understand that there just isnt enough time in a gamejam like this for accessibility settings.

Still, fun idea and solid execution!

Thank you!

Yeah, it turned out to be way more difficult than intended.
Also agree with the movement - while its precise it gets very tedious very quickly to cover larger distances.
Definitely could use some iterating :)

Oh yeah, a coop or even versus mode could be sick. Thank you!

It turned out to be way more difficult than intended - so you're absolutely right!
Playtesting a bit would probably have gone a long way.

Thank you!

Very cool and clever idea, having scale as a kind of resource. Love the casting animations!

when the music kicks in 😳👌

love the cat sounds, very charming!

very stylish and polished!
unfortunately i didnt really understand the building - is it ok to only approximate the shape? the perfectionist in me felt like everything i did was wrong

Love the art, very smooth animations. love the chill lizard mood

none of this makes any sense at all - love it

ridiculously tight and responsive movement, satisfying slime animations. great job!

really, really cool idea, well executed and polished like a finished release, only a bit too easy - still really impressive for a 7 day project!

bought it on steam, great game guys, good job!

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Thank you!

Sorry to hear that there are issues with the viewport for you - would you mind letting me know which browser you are using, and what your screen/monitor resolution is? Also - did you play the game in the itch.io randomizer frame or directly from the game's itch page (without the randomizer frame)?

Edit: resolution was fixed to 1920x1080, so it was probably too big for some browser/monitor setups. its now way smaller by default and should scale correctly in fullscreen.

Thanks, really glad to hear someone likes the messages! :p

Only in a Roles Reversed gamejam can there be such a thing as a remorseful rich person, truly immersive 10/10

Very good, but the controls are somewhat confusing in the beginning, as almost every movement also pushes the avatar (which isn't the case for the later levels).
I think if you'd add just one simple puzzle in the beginning where the walls are not enclosing the avatar (and thus it's more obvious that you're piloting the walls), it would be immediately more intuitive from the beginning. 

Other than that, great presentation, puzzles  (really good balance imo) as well as a lot of levels for only 48 hrs.

Great stuff, good work!

Tightly tuned, but also took me a while to realize I'm supposed to not press W while being boosted to conserve "inertia". I think there's a fuel-efficiency game also hiding somewhere in there.

Slightly disorienting was the camera often clipping into the models during the start/end of a level. Other than that, the last level was way too easy in my opinion, but I'm assuming it's because of time constraints so that's fine.

Bonus points for using a non-mainstream game engine!

Cool idea! Levels are interesting and clean.
My only complains are that it's a bit slow-paced and that the bullets are rather hard to see (dark on dark background). Good job nonetheless!

Really hard to react to the character, especiall since the pipe movement ramps up.

Perhaps an indicator on the character on where he wants to go next, or some adjustments to how far the pillars are apart could make it less frustrating.

Pretty cool! Rarely see RTS games nowadays so always glad to see one.
Controls are VERY intuitive, tutorial was really well implemented.

Theme and artstyle work together really well. Good job!

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Really funny idea, great shitpost. I feel like there are some more potential jokes in there such as him being really good at lifting/pressing stuff but the level never requiring you to lift anything.

Good stuff!

Very cool and funny concept!
The only thing that frustrated me were the sneaking sections, as the guard's patrol paths are very tight, in combination with the relatively slow sneaking speed, and them spotting you even when they don't see you pretty quickly if you don't sneak.

The idea is great though, and visually really well executed. Sound is very moody too! Good job!

Cooldown on the blocks is veery tight but fair.
Tim's movement is pretty good, not too floaty and relatively easy to predict.

Good execution!

Had me hooked. Get it? Hooked?
Love the improv-feel, the gameplay itself gave me strong flash-games vibes (golden era of browser games, change my mind).

Game might be even more fun in the winter, will try it again in a few months (its a diet thing).

Crazy polish! Looks really good! Puzzle mechanic is fun too!

Game-breaking bug though that I've found is that I think ceilings count as ground check, as I was able to just float on the ceiling by holding space - bypassing multiple sections. But thats completely fine for a gamejam!

Cool idea! Very difficult though as like others already mentioned the camera movement makes placing blocks very difficult.

Pretty cool!

The spacing can be a bit finicky at times, it feels more like I'm solving the puzzles through trial and error than by strategically thinking about their solution. Perhaps grid-based movement could help - assuming thats not intentional.

Good job!

Excellent butter smooth movement. Also very distinct visually. Unfortunately didn't find a way through the level 4 door. Also, collecting all the ammo and seeing the abundance of health packs made me feel very well prepared and probably made the game a lot less scary as it could have been. Still very cool though!

Has to be the weirdest concept I've seen this jam. Strangely satisfying though, especially the popping sounds. Could use even more visual juice, really fun already though!

Very strange and moody, but in a good way!

That intro though! 10/10. Music really on point as well. Great piece of art, well done!

Being able to pull out your phone to play flappy bird is peak zoomer culture and the most original thing I've seen in video games in a long time. Well done.

Really cool! We did something very similar but with frogs and cars instead of 2d platforming/shooting. Using the mechanic for puzzles works really well too!
Also insane polish, well done!

Very solid reversal of the classic tower defense genre!

Really cool!
We played with a similar idea, but the best we could come up with was some sort of idle-game.
Turning it into wario-ware type game with mini games is really clever though!
My only complaint is that the timer for the button mash minigame felt way too long. Did manage to crank out 300 bench presses though, so the hero better watches out.

Good job!

Sorry to hear! The camera pans to where you're supposed to go at the beginning of each round.
Ideally there should also be an indicator at all times, but we weren't able to implement that due to time constraints.

Thanks for the feedback!

Very creative, original idea. Especially with the balancing part. Also very chill and zen, well executed! Could see this doing really well when expanded upon!

My expectations weren't that great during the first one or two level to be honest, but I honestly think its one of the best platform puzzle games I've played this GMTK.

The controls are a bit finicky at times but the puzzles felt surprisingly really good. Solutions were never obvious but also not frustrating (at least to me). The only QOL feature I'd add is a speedup button for when you have to wait for the dummy to come back to where you need him to be.

Really good job on the level/puzzle design! Impressive!

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Here to make sure no chickens are crossing any roads and thereby starting debates on why they did so. 

Solid execution!