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Umbrazno

36
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A member registered May 04, 2020 · View creator page →

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A unicycle platformer exists. I can say this to people great work.now. Original. Unicycles are unstable. Nice music. Tight controls, Great work.

Extremely hard for me. I spent more time clicking on enemies than actually placing stuff. It is fun, though and would probably be more fun on mobile (I'm on my laptop). I would suggest an easy mode or a kid mode as an addition that can help people learn it before getting hardcore.

Profound. Definitely a must-play from this jam. I hope all is well with you. Great work. No critiques, I love the transition from falling off the world. The crumbling of the paper is a nice touch.

Started out fun, but then I found out that I could just hold 'f' and they never ener the screen. I did this for like 400 seconds before I finally decided it was time to let go. No high score, though because it glitched and the timer continued after I let them knock down the tower. I could really see this being fun if you just improve the A.I. and maybe add upgrades.

Takes me back to the NES days. Nicely done. I reached a point where it was simply impossible to get them all, but that's RNG, I guess. Cool game for a long wait, if you add mobile controls (I'm on my laptop, so I can't tell if you already have)

Not a fan of mindless clickers, but this one has nice soothing music. I bought so many upgrades, it became impossible to lose. It lasted in autopilot for about a minute. Nice for train rides and long waits

I like it... a LOT. There's so much that can be done with the flip should you choose to expand on it. Also, a feature request: For hardcour parkour fans, could you add an option or mode where the propulsion takes the placement of the feet (bottom) into account more? It would make for some seriously sick flip tricks. I came up with this because I got this wall boost trick I found on the second level that clears the entire next row of platforms. It's just really hard to do consistently.

Great concept. I got no sound. I beat all 8 levels. It was very interesting and fun. I would suggest raising the dotted line since merely crossing it isn't enough to activate the 'simulate' button.

Thanks a million! I'll expand it, Lord willing 

Thanks a million. Maybe I should slow the flashes? I was hoping to give the impression that the power is failing in those environments. 

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This was funny and more fun than I expected a text adventure to be. My only critique is that you didn't base the game around the instability you spoke of in the description. It would be great if you had some mechanic like having damning answers be the only choice after holding it together too well for too long or something like that. Still an awesome concept and funny little session. Please expand.   

  

Edit: upon closer inspection, there IS a stability mechanic. My apologies. It's not as obvious on the first playthrough. I'm sure if you expand the story, this mechanic will shine in many creative ways. Keep building. 

Thanks for the feedback. You gotta be at a complete stop on the green pad in order to finish the level. I e expressed this with icons in level one because I didn't have time to localize

Awesome. Kept me hooked all the way to the last level. Please expand on this.

It's okay once I got the hang of it. I think you can do a lot with this. As it stands, movement can be hit-or-miss sometimes. The delay also makes it harder to time jumps. It was very satisfying to complete, though.

I dunno. Maybe I just need to git gud. Cool artwork,

Cool artwork and design, but the screen suddenly going black with no way to figure out what comes next makes scoring in this more of a luck-based thing. It took away the nostalgic fun. Great for a troll gift, though

You navigate through areas that can destabilize (or outright destroy) the surge. Can you make it to the power cell? All levels are open.  Options available for sound levels. 15 levels total. All feedback is appreciated.   

https://umbrazno.itch.io/power-trippion

This is one if those "okay, just one more time..." games. Very addictive.

Great time killer! No complaints here.

Good concept, but the jumping was a bit inconsistent. It is original, though. It's like a sub-genre of rage games. Keep at this!

Interesting, but rabbits spawning 8 pixels away from the carrot seems a bit unfair

  • There's a pink pause button at the top-center for options and level select
  • You use the arrows to choose a direction for the character to face and move
  • You use the button in the center to go and stop
  • You use the button with the running man icon to sprint
  • You use the crosshair button to place a landmark 
  • One player can teleport to the other player's landmark once one is placed
  • The object is to capture the flag
  • There are three types of switches; one that destroys a block, one that rolls back an obstacle; and one that comes as a pair that must be activated by both players simultaneously  
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Sorry for the unclear control scheme. Here's how it works:

  • There's a pink Pause button at the top-center of the screen
  • you use the arrows to choose a direction for the character to face and move
  • You use the button in the center to go and stop
  • You use the button with the running man icon to sprint
  • You use the crosshair button to place a landmark 
  • One player can teleport to the other player's landmark once one is placed
  • The object is to capture the flag
  • There are three types of switches; one that destroys a block, one that rolls back an obstacle; and one that comes as a pair that must be activated by both players simultaneously  

This game was hard to put down. Very fun and creative.

This was fun and short. I got reconnected, but I still have no idea what the bone does. Was it just just a distraction that keeps the dog from holding the right item? Fun game. You should expand on it and add some lore for kicks.

Relaxing and engaging. My only gripe is that there are some levels where a 3-star rating is unobtainable. You simply can't get 'em all.   

Also, not a gripe, but there were two levels where it told me to try again, but moved me on to the next level anyway.   

I had fun with it, though. Great game. Nice concept.

This is a great concept, but the difficulty curve is a bit steep. What makes it frustrating is that:

  • The buccaneer impedes throws (height adjustment can help vary this a bit; maybe start with him sitting and then have him stand up later)
  • Tossing a bag can most times cause a barrel to fly with it, which feels like being punished for playing correctly
  • The penalty for barrels is a bit high. You make a combo if you can avoid them successfully, but as stated above, that is near impossible at times. The end result is that the punishments far outweigh the rewards 

What makes this game fun is that:   

  • It does feel satisfying to make combos because of how difficult it is to do
  • The hectic commotion of booty piling up keeps my brain working 
  • Getting a negative score happens so often that ANY positive score feels like an achievement
  • I don't have to use my keyboard
  • I've never played a game like this before 

Please continue to expand this game. A progressing difficulty would make a world of difference for this one.

It becomes a money machine once you max everything out and fill the screen with atoms. Definitely great for a distraction while waiting in line for something or at a train stop.

Interesting. I got the Silver ending! Nice concept

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Nice art. The game runs smoothly on mobile and the concise (auto-correct) concept is easy to pick up on without a tutorial. Great work!

Thanks! I'm glad you like it. I just need to fine-tune it some more and add more levels. Lord willing, I'll be on it after the jam.

Thanks for playing. I suppose I'll have to add an interactive tutorial in the future. To summarize: 

  • You use the arrows to choose a direction for the character to face and move
  • You use the button in the center to go and stop
  • You use the button with the running man icon to sprint
  • You use the crosshair button to place a landmark 
  • One player can teleport to the other player's landmark once one is placed
  • The object is to capture the flag
  • There are three types of switches; one that destroys a block, one that rolls back an obstacle; and one that comes as a pair that must be activated by both players simultaneously   

I apologize for not making these things clear. I work a full-time job and was very limited on time. No excuses, though. I appreciate your feedback. I hope you'll try again. 

Thanks for your feedback. The teleport allows one player to instantly move to the other player's landmark. It's important for a couple of levels. The pause button at the top-center allows you to choose another level or reset the current one by choosing it again. I will rework the controls after the jam. The reason I placed them on the sides was to have them be big enough for most users'screens. Thanks for playing. I hope you'll give it another try. 

Please share your experiences here.