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Thenri

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A member registered Mar 23, 2021 · View creator page →

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So incredibly creative and well made for a jam game oh my goodness

haha

Nice job, I like that the fist speeds up as it goes, would have been nice to know where i was supposed to go tho, kinda have to at this speed

very meta haha

Very well executed, there's a surprising amount of depth in these puzzles! Great job!

here we did it

This plays surprisingly much better than I expected tetris with wild pieces to be! (probably cause the board is bigger lol) the lack of auto-shift (holding down the arrows) does make the game feel clunky though

Others have already mentioned this bug, but what seems to be happening is that you can rotate pieces *into* the stack (lack of collision checks?), which are counted as well for the purposes of clearing lines.

Okay, I would have liked if you toned down the unreal engine-ness of the game, cause it ran slow on my PC

I second the addition of a minimap, while I get that you were supposed to pay attention to the tiles you go through, realistically you won't see them all (especially later when theres so few ways to traverse)

I like it! It's a very simple top down shooter, and it plays well! As others mentioned, the weapons are rather diverse, and the bullets that go in circles are very annoying

For a game where you're expected to make abrupt playstyle changes, it would be handy to add an audio cue so you wouldn't get caught too off guard, that's all I'll say

Thanks! It feels very weird to hear that, cause from my perspective it looks SUPER rough, especially when I look at the very polished work of others.

When it comes to the rolls, I think it's already a perfect balance of having control over your outcome, but also making things getting chaotic in the heat of the moment, when you got less of an opportunity to focus. But I can still see giving more time to react before an accidental roll blows up in your face.

Thanks! The out of screen shooters were intentional (so it would be a bit of a challenge) and I don't know what you mean, but the colored trajectory when aiming is exactly there to help with rolling, though admittedly I did not give enough info about what the different colors resemble

Thanks! And I get that the reload speed is a tad too slow lol

Was looking for you lot! Your games are always unbelievably polished for what you can do at a short game jam

(You had me at enemies slipping off the map)

Wow, this game looks very nice, the 3d models and plant animations are so well done, but man is the game beyond buggy.  Menu is wonky, plants disappear, the character itself can get frozen, it's hard for me to say anything about the game itself.

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This is an interesting premise, one that could totally have potential if it was delivered with more charm. The opening cutscene is very neat, but although the destruction is there, and the art is good, but the rest of the game could have gone such a long way too if the maps were given some life that would react to the chaos.

The scoring system is another big problem. You lose out on points for burning things down, which feels counterproductive, and as the rest of the comments have mentioned, made it difficult to progress through the first level.

If you want to prevent players from immediately going ham, it has to be clear why they are being punished. (burning down the whole map feels like a job well done, so why is it not enough?) 

If it could have been fully fleshed out, I could have seen it turn into a game where you have to wait for the perfect opportunity to cause the most damage at once, or else you ruin it, but it would require a lot of AI shenanigans that I'm sure you didnt have time for.

For what it is, though, it's pretty well made, it works and it's more than playable. You already show potential as a dev, so keep it up!

Really makes you hold the keys in some awkward ways

The scenery's well made though!

The controls feel very quirky, but it made this game oddly fun?

Also, I think I ran into a bug when restarting too often that made the platforms disappear much sooner. Playing too many times also glitches out the music which sounds actually quite nice

I gotta say, though,  you did a pretty good job for what seems to be your first game! Like the visuals you've done for it a lot! I hope you'll keep it up

Just like what the others mentioned, you really captured the ye olde times of flash. Great job!

Like it! Coding with blocks can really look messy.

Make it happen

Very simple, yet neat concept! The game was very short, and the floaty physics allowed me to beat the last level without having to swap, but for something that had to be made in 48 hours, it's very promising! I do believe you have something you can work with after the jam, if you do wish!

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This is all perfect. It fits the theme very well, the gameplay is very fun with a lot of potential depth, I'll be damned if this isn't a winner!

Like many others, I also hope you'll develop this further at some point after the jam!

Very unique and fun! Nice work!

It's not too gimmicky or anything, but it's so well made! nice work!

absolutely lovely presentation! would be neat to see a fully realised game out of this

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man if this isnt my favorite concept in this jam so far

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Ohhh that might be a bold statement, I don't think my game is that refined  for it to make it there, but thanks, means a lot! I'm aware of the things you've mentioned, but I didnt expect someone actually managing to drop a box over them lol

Great work from yall! The lack of visual feedback (on linking and switching characters) made playing this confusing, but really I love the art and I found it fun chucking the stones around!

Yeah, time was admitedly too short to make the game look how i really wanted to (or maybe i should have kept it simple), but thanks! much appreciated