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Tim

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A member registered Jun 24, 2019 · View creator page →

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Definitely a good idea! Thanks for the feedback, its super valuable, and thank you for the kind words they mean a lot. I'm the furthest thing in the world from an artist so the bug/jumpscare discrepancy and limited amount of assets was a result of that.

I got ROACHED

Our games are actually pretty similar which is cool. Yours is a little more polished and arcade-y though. Great work!

How do I dislike a comment

Cute little sokoban game with some really clever puzzles! I never felt truly stumped, but some really got me to use my brain, which is what you want! Well done!

Really satisfying and fun little game! Alternating between night/day and defence/offence was really good for pacing. Being able to spend fish on upgrades every few days would have been cool, but maybe that would have upset the simplicity? 

Great work! Some of the highest ratings I've given so far.

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A really impressive amount of work on display here. Sadly I got stuck on the punch-out minigame and had to give up :( There was too much waiting and the dodge window was too slim. I also felt like I brute-forced the papers please bit, as I often couldn't tell what I was getting wrong when I failed.

I see you guys in a lot of jams and you consistently put out high quality work, you clearly work well as a team. Well done and good luck!

Oh, and bulb best girl

Really great art, and the movement was smooth sailing too! A win condition and maybe a little more depth like a boost would have been nice, but, alas, time constraints so I'm sure I'm not telling you anything new.

We'll get you next time

Hehe

Thanks for the feedback! I might make the camera a little snappier too so its playing catch-up less. 

Thank you!

Yeah the difficulty tuning on the bugs was soooo bad, a victim of poorly managed time and a limited pool of playtesters. I'm glad some of the other elements were effective, thanks for the detailed feedback its very valuable!

That was great! Obviously I wish there was a bit more, but time restraints etc. etc. 

It was really cool to see someone do a 3D game that wasn't using the dithering/Obra-Dinn style visuals. It makes you stand out and simplicity and clean-ness fit with echo-location perfectly. Overall the atmosphere was solid, I particularly liked the rain outside that was a good detail. 

Nice work!

Invoice us

I enjoy cruelty and mean-ness

You should add the controls and a brief overview of how the mechanics work in the description, it took me a while to figure out what was going on and that might be off-putting to some people!

Glad to hear it spooked you lol, thanks for coming back!

they got me

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Sorry :( Maybe if you play again they'll leave you alone this time

I think this is a really brilliant and adorable idea, brought to life by wonderful art and some charming writing. 

The gameplay itself has huge potential. I love the light/dark shared resource mechanic and the variety of moves available and enemies to fight is really impressive. However, I think it needs more meat as fights became tedious as the difficulty ramped up and I'm afraid to say I didn't make it to the end.

Don't want to end on a sour note so I'll reiterate that so much of this is just fantastic, definitely a hidden gem of the jam so far and something I'd be very interested in an expanded, touched up version of. 

I like your choice of colours, it definitely makes the game stand out. I also like the movement mechanics- but sadly I am a dog player, and got hard stuck almost immediately. 

I'm curious how the music brings about the theme as you mentioned in the description- mind spoiling it for me because I am nowhere near good enough to get very far in.

I well and truly fucked that guy up.

I'll be shocked if I find a better looking game in the jam- the dithering works *so well*, not only visually but in how it blends with the gameplay.

The tone is kinda sad and funny and just cool, sold by the above mentioned great visuals and terrific sound.  Really well done.

Really fucking bizarre, in the best way possible. The motion sickness just added to the atmosphere!

I gotta say though I found it a little anti-climactic in the end, especially after all the exposition. 

The choice of yellow gives it an old handheld vibe! 

I like the simplicity of the mechanics and think you got an impressive amount of mileage out of them, although there were maybe a few too many that boiled down to dashing towards the door good enough. I'd compress your levels al little too maybe, especially with the limited vision they felt a little too big with too much empty space. 

Stumbling across the spiders for the first time was a great moment, a nice jolt of horror that really shook things up.

I really like the stick mechanic, although I wish I was punished a little more for stepping on them. 

Great + cute + adorable art. The shrinking circle of light and heartbeat were good for building tension, but I think they needed a "climax" such a jumpscare for when time finally ran out. 

As someone with a similar control scheme, I'm jealous of how much better yours works! I'd love to pilfer your code. 

The art is a highlight here, both the player and monster designs are so detailed and cool.

Excellent.

Thanks for the kind words and feedback!

I agree... 👀

I don't want to post my score because it was embarrassingly low haha.

Really nice juice, shifting shapes and using their abilities feels really good to do. The little trail behind the player makes even just moving around feel great. 

My record is 155 but before that it was 117 so I kinda wanna submit that because cars never die, they just go drifting in action.

Like many others I really struggled with the difficulty here. I also wasn't a fan of having to respawn so far before the actual starting line, I often crashed just trying to get out of there. These issues could all be because I am bad though, of course. 

I'm rubbish at bullet hells but the visuals here are stunning and the way you implemented geometry is really cool. 

Oh hey this is actually super polished! The art and music are both so cosy and chill, and the puzzle design is really good for a jam with a nice variety in mechanics that overlap and interact. Blocking a laser with a rock then having to put that same rock on a pressure plate for example- that's much more complexity than you usually get in jam puzzles! 

As the levels get bigger I think the darkness hurts the experience more and more. I simply can't memorise everything in time, so it adds a lot of essentially wasted time as I wonder around the level lost. So my useless, hindsight-driven advice would be keep the levels small and tight! Increase difficulty with density, not mass. 

"3 days until the prom" is a really good take on the theme and doing a dating sim for a jam is great, I love it when people come in with under-jammed genres. 

Not to spoil it for others, but make sure play to the end for a surprise!

Circle my beloved.

A bullet heaven! I think the standout thing here is the enemy designs. They're simple (normal guy, big guy, fast guy) but they force you to react and stay paying attention. 

It's really fun, I did a few runs and my favourite build was stacking bullet split even at the cost of damage. That being said, rounds feel like the drag on a *bit* too long and a few pickups like the odd healing gem or temporary buff would have gone a long way. But hey-ho, it's a jam, time limits and all.

I'll be honest, I never really got around to understanding the multiplier system. I *think* each slot changes how effective the boost is by a certain amount? You guys should clarify that on the game page, I think it'll really help your ratings. 

Overall- Fun game! Great work. 

I can't read the font give enough to post my score sorry but I *think* it ends in a 0!

A fun little arcade game, though my silly little fingers struggled with it quite a lot. Despite the difficulty, it's rather zen? Perhaps because everything moves along with the metronome and the music was so peaceful.

My one piece of "negative" feedback would be that having to keep my eyes on the top-left of the screen meant it was hard to take in and appreciate the absolutely *gorgeous* art the rest of the game had. 

If we made you laugh that's mission accomplished 

The slight mouse and volume issues have been pointed out so I won't harp on about them. 

I would like to add though that the music felt out of place in the gameplay- I would have preferred either silence or something more dramatic and classically Morricone to really nail the vibe of old western movie shoot-outs. The gunshot noise is also a bit generic and in your face and some sound effects for exploding barrels/killing enemies would have been some nice juice. 

Gameplay wise, it's *really* good. The three second wait serves the double function of letting you get a bead on the level and of building tension. While it could be taught to the player a little better, the Purple > Yellow > Red thing is smart and could built upon in an actual game. 

Speaking of, thinking about how this could be developed further gets me pretty excited. There are tons of possibilities that I'm sure you've already thought about so I won't just list them like I'm being visionary. 

Overall, really great work! Good luck in the results. 

It's just my shoddy attention span, I'm definitely not your target audience haha.