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Timothy Yabuki

19
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A member registered Feb 20, 2020 · View creator page →

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I imagine it's a technical in engine problem that's much easier said than fixed but I really can't understate how much better the game would feel if the rescaling just stopped you from expanding in ways that would clip you through the wall instead of resetting your size. It takes you out of the game a lot in a game that's otherwise almost perfect. 

Really great vibes for the game. I think the controls are a little finnicky (it took me a while to realize the reason it wouldn't let me place blocks is it hard to be right on the beat), but overall I enjoyed my time!

Fantastic game with a ton of polish. The concept is executed really well and finds a lot of interesting ways to use its unique quirks to drive fun and interesting levels. VCR screen with the bloom effect on the pixels is just enough to make what would normally be pretty run of the mill pixel art visuals pop in a super cool looking way too. If I had any complaint it's that the "Reset size when you hit a wall" mechanic feels a little strict. It makes it hard to just move around the game's gimmick notwithstanding. Regardless, this game is super cool. I'd love to see a full release for this.

Really really great atmosphere. I felt like the game's difficulty doesn't ramp as quickly as I would like and I wish the upgrade choices felt a little more valuable but that matters a lot less when the mood the game provides is so spooky and interesting. Well done!

Fun game. I think with a little bit more polish in the feedback department (standard stuff like SFX, extra visuals to sell jumps, ect.) this game would be fantastic. I did find the difficulty curve a little frustrating due to the slide-y physics but I ended up getting through it to the end. Good job!

Really fascinating puzzle idea. I enjoyed trying to find ways to get colors across levels a lot. I would have liked it if the level transition was a little bit faster so executing a puzzle solution you already understand didn't take quite so long but the puzzle solving itself is neat!

Really really impressive visual work. The gameplay isn't much more than a cup game simulator but damn if it isn't an incredibly pretty cup game simulator. 

Day 11 or 12 seems to be the average for people who play it for a bit so far haha. I appreciate the feedback!

Thanks! I had some concerns about the difficulty, but it seems like even though people are losing people seem to be losing relatively early on they don't feel to upset about it. I appreciate the feedback, thanks for playing!

The game seems like the natural direction to take the ideas of a game like Window Kill into the platformer genre. It has a couple of hiccups and performance issues, but I like a lot of the ideas in it!

Super cool art direction and I like the arcade-y nature of the game. I do wish that the lose condition was a little more obvious early on (I got a couple game overs when the sushi was definitely still on the tower) but otherwise I think the game is great!

I like the concept as I understand it was meant to be implemented, but I feel like there's enough bugs that I can't really play the game as it is now. I'd love to come back and try it again at some point in the future with more polish!

Neat little game! I like the customization options a ton and think that the money/load system is interesting. The random events drip feed of text is really good at adding some amount of suspense to the journeys even if its entirely text based. I do wish I could visually see the changes made to my vehicle so the changes felt like they had more weight, but overall good job.

Fun idea with neat characters!  I had a hard time figuring out that the wants were interactable, but after I figured that out it was pretty smooth sailing.

I'm not sure I know exactly how to reproduce the bug either but I definitely also encountered this bug during my first campaign run at around 4/10. I had to restart the campaign from the beginning because I simply could not connect to the source tile anymore even though it was visually still present. I *think* what causes the bug to occur is putting a 3x3 zoom grid on top of a source and then deleting the source grid but I'd have to open the game again and double check.

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I almost quit the game within 3-4 minutes because I couldn't figure out how to place pipes in the scene, but I'm so glad I stuck with the game to figure it out. After learning how it works mechanically, this has been my favorite game of the jam thus far. I played through the campaign and was really impressed with the depth you can get out of the game. Watching the contraptions in motion moving boxes around is intensely satisfying. The game still needs a little polish. The placement system is unintuitive and even with practice stuff like placing only one pipe at a time or accidentally erasing entire zoom grids were common issues during my run of the campaign. That said I still think the game is excellent.

Here's a screenshot of my final grey box factory, btw.

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I almost quit the game within 3-4 minutes because I couldn't figure out how to place pipes in the scene, but I'm so glad I stuck with the game to figure it out. After learning how it works mechanically, this has been my favorite game of the jam thusfar. I played through the campaign and was really impressed with the depth you can get out of the game. Watching the contraptions in motion moving boxes around is intensely satisfying. The game still needs a little polish. The placement system is unintuitive and even with practice stuff like placing only one pipe at a time or accidentally erasing entire zoom grids were common issues during my run of the campaign. That said I still think the game is excellent.

Here's a screenshot of my final grey box factory, btw.

Neat game with a cool premise! I like the comedy surrounding the impracticality of the comically large swords you see in games. I just wish the level design was a little tighter to sell the interesting parts of the mechanic more. 

Gorgeous little game with a pretty neat premise! The art direction for a game made in such a short amount of time is super coherent and the level design is pretty tight with some neat signposting to find secrets. The controls feel a little bit awkward but I imagine that's kind of the point when looking at the games in the inspiration list. If I had to offer some feedback, I wish that arms not connected to a node felt a little more responsive and that it was a little bit more obvious what the space bar was actually doing when I played the game. I was able to swing around using WASD pretty easily but even though space bar's purpose was described in the controls section I couldn't really figure out exactly what it was doing.