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TheWorldsCutestGamer

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A member registered Jun 23, 2019 · View creator page →

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A very well designed card game. The rules are simple but allow for a level of complexity that can make for some interesting decision making by the player. Figuring out your cards and trying to determine what your opponent will play leads to some moments where you're discarding and hoping to draw into that perfect card still in your deck. That does point to discarding being your main mechanic for control over the state of the game. I'd love to have a little bit more ability to either reorganize my cards or even alter the suits of my deck. It does occasionally lead to some frustrating moments where a card I'd want to be up first ends up being played last. Aesthetically the visuals and animations are solid and fun with good clarity on the cards, mechanics of the game, and the current round. Even without a tutorial it was fairly simple to determine what was happening and how to win. My only complaint there is that the font used for the '5' made it look a little smudgy and like a weird '2'. The sound design for the cards was good, and the music loop had me grooving a little bit. 
A simple game, with good mechanics, that was executed very well! Very impressive for 48 hours and I'd love to see this concept expanded upon. 

Cute short little game! Liked the gradual build up with the animals to the big ol capybara. The art and sound was nice and there was nice hecticness when the game really got going. It would be nice if there was some indication of where cannonball shots were going to land as well some indicator of which item you were about to pick up. As well the game seems to let you move at double speed if you're moving at a diagonal. Really enjoyed my time with it!

Neat game! I liked the concept of upgrading the sandwich with the ingredients you find. The platforming and level design was very well done, allowing for some good tight timings and interesting decisions even with the limited number of mechanics. The enemy AI definitely felt a little frustrating at times, causing me to have to wait for an enemy to move far enough away so that I would just pull their aggro immediately. Overall the game could use a bit more clarity, definitely slept in the toaster once without any upgrades and got softlocked. Curious to see where this game goes with more expansion. Can we one day make a full sandwich?

Fun game! I really enjoyed running around spinning my gun waiting for the zombies to line up to get the perfect shot. I'd normally tie it into with saying something dumb with myself. The mechanics really lend itself well to feeling like an action hero and I think you can expand upon that in a lot of ways with some really cool trick shots and the like. The sound design was nice if not a little jarring from the UI, and the style of the animation was fun. The overall lighting of the game however was definitely a bit too dark imo. I spent my first run wandering around and didn't even find the staircase till my second just from being unable to see much of my surroundings. As well I ran into an occasion where I just ran out of ammo due to none spawning for me. Seems unlikely if you're getting big pierce chains on the zombies but definitely something that can happen. Maybe offering some sort of melee option if you have full style meter that can replenish a portion of your clip? Others have already mentioned the misaligned crosshair and it seems like you've already addressed it. Outside of that I think this could really benefit from having a stylized UI, something in the vein of a DMC. That would really tie the benefits of the style meter into a more immediate response to the player watching a combo build up with more and more style. I did enjoy the game and I think you've got the bones to make something really cool here.

A cute concept with some interesting mechanics. Would be curious to see how you might expand upon this in the future!

A good game with a decent amount of difficulty. It takes a bit to get a handle on the controls but you can start moving pretty well once you get there. I think giving the first few levels a bit more of a tutorial style focus would be helpful in easing the player into the movement of the game without having to reduce the overall difficulty of the game. Besides that when I tried to corner some shots I was a bit surprised seeing them hit the walls so maybe shrinking the collision hit box that checks for walls on the bullets. Outside of that I think the level design was smart, the visuals and sound were nice, and the game expands upon itself in a smart way leading the player to more interesting situations as the game progresses

Neat game with a well executed concept. Having to maintaining multiple locations at the same time certainly adds a depth of strategy and planning that you don't normally encounter in tower defense games. I wish the player was more incentivized/required to open up areas up front. Unlocking the towers is certainly useful but having to determine the best way to pace oneself through the game can be a little daunting. Though this could be remedied with some ability to increase game speed, so that way if you fail you can get back to where you were more quickly. Overall an interesting and well designed game. Loved how the story tied into the enemies you were encountering

Very cute and clever puzzle game. As other reviewers have mentioned the clarity on the rules seems to be an issue, probably since this is most peoples first exposure to Truco. After thoroughly rereading the tutorial a few times I was finally able to start piecing together why I was losing the first round over and over again. It would be helpful to have some more information elucidated by the in game UI. E.G. How the Manila is affecting the ranks of each card, and whose currently winning each round. I think the structure of the puzzles you've designed are very good and require the player to really understand the game you've made. I think speeding up the animations would also be nice, but I just like a snappiness to my card games, it might not fit the vibe and tone you're going for with hanging out at a local bar. Once I figured out the rules I was having a great time. Also the visuals and sound design are top notch.

Good game! I like the central concept of evolving the weapon that gets passed down from character to character. It can be frustrating when you lose a life by getting passed onto a guy with 2 health but I like how each potential host has a different stat line, really makes you want to adjust your build based on whose currently wielding you. I think there's a lot of cool ways you can expand upon this too. I enjoyed my time with it

Really well made and polished. The art, sound, and animation are very well made and really contribute to churning through your items. The UI is fun, non-obtrusive, and very informative which is ideal for a game like this. The core gameplay loop is very good and the concept is solid with a lot of room for expansion post jam. Also making the player remove a portion of their kit part way through is an interesting concept that I like. Since it's already pretty well polished I'll mention a bit more of the nitty gritty on what I thought from the two runs I played.

The difficulty scaling could be bumped up quite a bit, definitely seemed like there were whole rounds where I was just clicking through to the end. You seem to be able to make a pretty strong build pretty early on so having some higher numbers required near the end of the round would be nice. Both of my runs ended with me, having to leave to do something else rather than actually ending the challenge. In a somewhat contradictory point, the number you need for the start of the round could stand to be a bit lower. There were times where I was barely making the cutoff after losing my board between rounds. While I think that's important decision making towards what you carry over, it did feel a little bad to think that I didn't have a chance to grow configure my strategy afterwards. Maybe even displaying the next required Target at the end of the previous round would help with that.

The buffs seem to lend themselves to only specific strategies. It really seems like if you're going for one kind of strategy you've locked yourself into just playing that one for the whole run. Some weapons offer a decent  (e.g. the Katana) but I found I never really felt the need or temptation to switch up my strategy for something that looked good in the shop or include anything that wasn't directly part of the tools that I had buffed. It kind of made the shop phase between rounds feel a little lackluster. Maybe offering randomized buffs based on the area you're in that could target different weapon groups so that when you're back to a base set of weapons you feel more inclined to pick something else up in the shop.

Some items could also use a visual feedback, such as the Dice. Would be nice to know what their multiplier is after they roll versus having to scan the damage numbers on the weapon attack. Particularly if you have multiple dice affecting one weapon. As well in the space between rounds the visual design is a bit more cluttered so it's a little more difficult to figure out which of your weapons are which to choose what to take to the next round.

Outside of that, I was playing on the Web Version and there was some performance hitching at the start but it resolved itself in the second area. I imagine that wouldn't be an issue with the Desktop version. As well I encountered one bug where the Start Next round wasn't working, it happened after I had swapped some weapons around. I was able to get it working again by pausing, clicking out of the window, and clicking back in.

Besides that an incredibly well made game with a lot of inherent strategy and replayability. I'm excited to see where y'all take this!

A cute concept and a cute game! The visual aesthetic and the sound effects really tied it all together. The movement and shooting felt good as well, though I kinda wish my fingers had a little more range

Very good visuals and sound design. Also conceptually I think it's a very cool idea. I had a lot of trouble getting the game to work, there were certain cases where I would start the first round of combat and the enemy would go first and then I would be soft locked with no way to take my turn. When the game was working I was having a great time though, I think the push pull battle of attrition against the enemy lineup was a lot of fun. It took me a bit to figure out the mechanics, and it seems like when you misplay you get overwhelmed pretty easily but finding out the right strategies and playing them out is a lot of fun. I love to 50% bonus my Cyborg Ape

A cute game! Loved stacking up all my weapons one side to just create an arm of destruction. 

Great game! Once I had pieced together how it should be played it was a lot of fun flying through each room swapping weapons and taking out everything in my way. Also appreciated how all the objects in the rooms seemed to break, like I was leaving chaos in my wake. Abilities were fun, though I wish the right click abilities had a bit more wildness to them, felt like that would have fit the tone of the game better. The visuals and sound really suited the atmosphere, and the player UI was also great.

A fun game! Very quick and intuitive to pick up and play, and also nice innovative take on the genre. Just flinging myself into hordes of goblins is a lot of fun. I'd say adding a stronger visual feedback for when you take damage would be very helpful especially when you're rapidly flinging yourself around to deal with a big group. I'd love to see this concept expanded upon a bit too!

Very fun game! The mechanics for the bombs really felt smooth and managing to scrape by to the end was a lot of fun. Each level also built upon the last really intelligently and it kept me excited to keep making progress to see what I'd have to deal with next. I really enjoyed it! Thanks to the King!

Thank you! I hadn't even considered mouse sensitivity so I'll be keeping that in mind for stuff we add

Thank you for the feedback! Definitely gonna add in some more tutorials to that starting area

Appreciate the feedback! Definitely wanted to tie in a final boss into the game to really cement in the jams theme and John Lick's character but we ran out of time. I'm glad you had fun playing it!

Thank you! Glad you enjoyed it!

I appreciate the feedback! Definitely some stuff we'd like to polish and add into a finalized version.

Thank you!!!

Thank you! I'm glad you liked the challenge levels!

Thank you! Gabriel and CQ are incredible at putting out 3D assets, and they put together a great pipeline for asset creation in the short span of the jam. I didn't even have time to implement and place everything they produced

Thank you! The pipes are actually not grappleable in the game so that's not on you. I wanted it so you could grab them and then start grinding but didn't have the time to implement it for the jam. Gonna be sure to add that when we put out a more polished version! I appreciate the feedback!

Ooh! I appreciate the heads up! I'm glad you enjoyed it! 

Cute game! I like the concept and the various upgrades you can get. There were certainly some times where I felt like my character wasn't aiming where I was pointing, but I did like that I could use the mirror images to take advantage of the slots i wasn't actively using. I felt like that added a whole additional layer to the strategy

Fun game! Good controls and nice difficulty ramp. Really felt like there were moments where you could enter the flow of the game and really get into it, especially near the end. There were times where it was difficult to see beyond the player model though, which made it hard to parse what was coming for me on screen. As well it took me a bit to get the right angles for the cuts, which made it feel somewhat frustrating in my first few attempts. Overall I really enjoyed it, I think you did a great job!

Cute game! I really liked the drawing mechanics as well as the visuals of the vine!

I like the concept of the game! Scouring through the documents as fast as you can and the setting really makes those parts of the NPCs much more interesting. My one complaint is that the font choice was kind of difficult to read at times, especially when you're trying to find stuff quickly. Is a fun game to play though!

Cute game! I think there's a lot of potential with the movement and would love to see what it's like when you've got a bit more time with it!

Nice game! Had fun putting together my little spider web of tesla coils and then running through the crowd with the melee tower on my head

Good game! When I realized I had so many different weapons to choose from it really made it more fun to take on each encounter. There were some issues with slowdown in certain sections. I really liked the overall atmosphere and vibe of the game

Very cute game! I loved the movement and mechanics for the bird. Also seeing his little roll was very cute. Definitely took me a second to realize I had to take the same phones multiple times. Also the quality of the art and animation was spectacular. That animation at the end was good.

Cute game! I liked the movement and the enemy designs, played solo and had a good time just rolling around. The tutorial was also very well done. I also had some issues with the map generation, where the first two times I went in, there was no special rooms? So I assumed that each map was just the grey rooms. I also never figured out how to get upgrades? I poked around and looked through a few maps to see if I had been missing something, but never found it. I assume that's on me though. But I did enjoy it! Good game!

Cute game! I really enjoyed this expansion on the katamari formula and the overall vibe of the game as well. There were definitely some moments where I was still intuiting things that I found a little frustrating but I think the game does a great job of slowly introducing you to mechanics as you need them. As well there was never really a point where I felt the physics were getting in the way. I think probably my favorite moment of gameplay was attempting to build a ladder of objects so that I could get those higher up balloons with my sword. Great job! Oh also there's a bug where I couldn't jump when playing on gamepad

Very cute game! I really loved the intricacy of the platforming and how the different scents you got would then alter the music. Made for a very focused play experience. Had to pay attention to quite a bit to do some of those jumps. The art was also gorgeous and the level design was pretty novel. Great work!

Really enjoyed the game, was fun to see the colors change over time while trying to balance my meters. I also enjoyed how it went through your lifes journey at the end, really tied the central concept of the game together for me. Great job!

A cute short puzzle game! I really liked the art and the mechanics of taking over different things within the body! It felt a little difficult to navigate around as some of the objects but that did help encourage exploring and interacting with random things to see what would happen. Good job!

I really enjoyed the game! The art was very nice and the way the text mechanic integrates itself into the story and the visuals is top notch. Especially feeling like I was just thrust into the situation after being reincarnated, made me feel just like the character. A very novel and well executed concept. It did take me a few tries to get it to run properly in my browser though. Would love to see how this gets concept gets expanded upon