Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

tarrcolt

144
Posts
18
Followers
A member registered Mar 07, 2018 · View creator page →

Creator of

Recent community posts

Thank-you so much! I'll check it out.

I really enjoyed the art for this game!

(1 edit)

Wow. This game feels like an indie darling rather than a jam game. The movement, animation, sound, and game-play are nothing short of incredible! And on top of that the game is surprisingly long as well!

The visuals and polish are on point and thematic! I wish the bomb radius was larger, but besides that well done!

Ya, I definitely agree. The game is kind of a grind from the start to the middle, and I'd probably have less "nodes" if I were to do it again. Thanks for the feedback!

I definitely like how you move faster and jump higher when you lose packages. It's a wonderful game mechanic! Just there seems to be a tiny difference in jump height depending on if you're jumping from a standstill or not, but it's a honestly a really small thing.

This so simple yet elegant and wonderfully executed! The only quarrel I have is I didn't like how your jump height changed depending on how fast you were moving, but otherwise splendid work!

As expected, this game is overall pretty fantastic! The visuals are gorgeous, the polish is actually just ridiculous, and the idea of using machine parts to destroy machine parts can create some really cool puzzles. 

However there was one design choice I really didn't agree with: the queue. When playing a puzzler personally I like to see the whole puzzle at all times. The queue does the opposite of that. In some levels I found myself just trying to spend all of my energy dequeuing to actually see the whole puzzle. In my opinion the game should of just had more space for cards on the table. I definitely could understand this more if the game was a rogue-lite, but not if it's a puzzler with hand-crafted levels.

The game is so easy to grasp and is presented phenomenally. As a player, I was able to have fun and start playing with barely a tutorial.  The polish and the art-style is also really fantastic! I don't quite understand how it fits the theme and I wish it was longer but other than that nice job!

The movement of the game feels really nice and it's simple and easy to get. However the art style was a bit confusing. I wish there was some kind of grid to help the player understand their position, and the 1 bit style of the entities clashed with the green background.

This game has a great concept that's executed super well. The boost feels super impactful and juicy, and the particle work you did also really shows. I also really enjoy the design choice of letting the player choose every level so they can experience all the content regardless of their skill level - it's a great feature especially for jam games.

However there are a couple cons as well:

1) The game was a tiny bit hard to understand at first: if there was some kind of text that described the bars at the top that would greatly help (also in the tutorial level I kept thinking that I had to boost INTO enemies rather than AWAY from them).

2) Developer syndrome, the game was balanced to be too hard.

3) The most glaring issue is that sometimes when I was holding down the thrust I couldn't boost. Simply put: it was super frustrating and instead of feeling like it was my fault for dying it was the game's.

Besides that I had a great time playing. Nice work!

Thank you for playing! I definitely agree the whole game is overturned. ESPECIALLY the first icicle segment.

I 100% agree with you on the dash problem. What I should of done was create a timer when you press the mouse button, however instead I just checked if the player was holding the mouse button. Definitely a blunder on my part.

Aside from a couple of frustrating interactions (such as grabbing the knife at the start), the game was simply put: solid!

(1 edit)

The idea and theme are really cool, however the level was so overwhelming at the start I simply dreaded trying to make it to end. If the game was split into multiple levels or well defined chunks/areas the progression could feel much better.

(1 edit)

I can definitely see the polish put into the game, and the simplistic nature of it's idea is elegant. Nice work!

One thing that could make this game go above and beyond is cranking up it's intensity. Some more dramatic camera zoom, particle effects, and post processing could really enhance the gameplay.

I was unable to pick up the key at the beginning by pressing spacebar and couldn't progress very far. I'm not sure if this is a bug or, more likely, a blunder on my part but I thought I would let you know.

The game's mechanic is fleshed out and using different characters with unique abilities is a nice twist! One tiny little gripe I have is that landing seems a bit off, but otherwise great job!

For one week, the game's 3d environment is extremely fleshed out, so kudos to that! However the base gameplay boiled down to a "fetch quest".

I'll check out your game right now! Here's mine: https://itch.io/jam/brackeys-4/rate/724898.

(1 edit)

The initial visuals look extremely stunning! The only downside is that I didn't really get to experience the gameplay because I couldn't move in the second level : ( .

The game had really fantastic, audio, and platformer movement. My only gripe was that the impact of the time rewinding mechanic wasn't super apparent, but overall good job!

The game had shortcomings with player feedback and gameplay, but the intro and ninja were extremely charming! I think it would be really interesting and cool if you tried to make a full fledged game based on the artistic concept you had going!

Here's my game: https://itch.io/jam/brackeys-4/rate/724898, I'll play yours now.

Wow. This is the weirdest idea for a game I think I've ever seen but somehow... it kinda works? It's actually a really well developed arcade game. There are minor things that could make the game feel better (like maybe more control over where you hit the bomb, and some balancing with the enemies), but overall I'm blown away!

Here is my game Clockwork. A precision platformer about rewinding clocks: https://itch.io/jam/brackeys-4/rate/724898.

Here's my game Clockwork. It's a precision platformer about rewinding clocks to effect the environment: https://itch.io/jam/brackeys-4/rate/724898.

The graphical effects are really nice and I was able to easily get into a flow state with the game. There's a couple of kinks to work out with the enemy and box physics - but overall well done!

Sure: here's my game: https://itch.io/jam/brackeys-4/rate/724898.

Here is my game Clockwork: https://itch.io/jam/brackeys-4/rate/724898. I'll play yours right now.

Here is my game, a precision platformer: https://itch.io/jam/brackeys-4/rate/724898

Here's my game: a precision platformer: https://itch.io/jam/brackeys-4/rate/724898

Here's mine, a precision platformer: https://itch.io/jam/brackeys-4/rate/724898

I rated yours: here's mine: https://itch.io/jam/brackeys-4/rate/724898

Thankyou so much for the kind words!

Here's mine: A technical platformer: https://itch.io/jam/brackeys-4/rate/724898

The game has all around solid graphics, audio, and a great mechanic! The only gripe I have with the game is the lackluster level design, but overall great job!

I rated yours! Here's mine: https://itch.io/jam/brackeys-4/rate/724898

(1 edit)

I rated yours! Here's mine, a technical platformer: https://itch.io/jam/brackeys-4/rate/724898