Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

tbleazy

17
Posts
2
Followers
5
Following
A member registered Jun 06, 2020 · View creator page →

Creator of

Recent community posts

I love, love, love the trippy art style you've brought to your game. I wasn't able to play all the way through the end, but I had fun on my first two attempts.

Oh no, I falled!

I like the concept here, but there were times where the goal ended up right next to me. I'd be curious to see how the game would change if the placement of the next goal were more intentional (e.g. placed further and further away out from the player as the game progresses) to let the difficulty ramp up along with the player's progression. 

I had fun playing your entry! I'd be curious to see how it'd play differently if you could shoot at angles (at least in 45 degree increments) to give the player more ways to line up a shot.

Got a high score here of 5000 points! Loved to see that you built this one up from scratch using JS + canvas

This was a fun romp. I'd love to come back to see how it plays with the battle system tweaked to address some of the race conditions that let me blaze through the battles in its current state.

Fun game—I really liked the mechanic for how the obstacles in each stage seemed to warp in and out of existence. The ammo sticking around after missing a shot was also a fun detail!

I felt like the movement (especially when up against the walls and wall jumping) took a bit of getting used to, but after a while I was able to climb walls with ease. I'd be curious to see how the game would play differently if wall jumps were more limited and the obstacle placements in each stage forced you to move around in different ways.

Got a high score of 600 here. I loved the sprites and look of the game. I also ran into the same challenge Simco mentioned with hitting the fire when aiming, so it seems likely worth tweaking or looking into for future revisions.

Fun and solid gameplay! I like the fire and extinguisher dynamic you added to the formula. 

I accidentally took the gem and I couldn't figure out how to or if I could return it.  Oops!

Fun concept and really love the art. I'm looking forward to seeing where you take this concept from here. Also thanks for the tips on using Godot earlier during the jam! 

I haven't seen that dialog box or heard that sound in a few years... fun contribution!

I had fun playing your submission and meeting momma! I'd be curious to see how the gameplay would change if you introduced variable height jumps into the game, but I agree with the other commenters that the difficulty felt right playing through each wave.

Nice and simple sandbox. Is there any combination or sequence of colors that'll give me the rainbow color shown on the cover image? 

So simple and so fun! I also liked the limited color palette. Oh, and that rush towards the end? Most excellent!

I loved the burning dynamics as a way to make for urgency in some of the sections and also as a navigation concept. I did miss some of the jumps that I thought I'd originally make; I wonder how your game would play with coyote time implemented or tweaked further. 

I'm just learning Godot now, too, and I'm looking forward to seeing what you do next with it. 

Fun concept—the movement (turning especially!) took me a bit to get used to, but I liked the different spell dynamics after I acclimated to the movement. I didn't end up using the rock spell though which makes me wonder if I missed out on some aspect of the game or if the spells could benefit from further differentiation? 

It took a few tries, but I finished with a high score of 8250 here. Fun concept and gameplay—free all the foxes!

I'd be curious to see how the game would play differently if there were fewer pauses when picking up power ups or completing spells. I think these would be great for a tutorial or when picking up a new item or completing a spell for the first time, but I wanted to keep the action going as I progressed through each stage.