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Verburner

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A member registered Dec 08, 2016 · View creator page →

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The grappling hook could've used some more work. I'm not entirely happy with how it works. But I'm glad you enjoyed and and actually managed to collect the floppies too :) 

A lot of fun to play and I really love those animations and music. The physics are a bit odd and abusing them (like flying by spamming jump while tethered) seems like the best way to hang objects on the hooks. But nevermind that. I really like the flow of the game

Amazing idea! I would've loved a "wait" button to pass a turn, other than that the concept works really well. 

The rare and threatening 3d gamemaker game! Mom get the camera!
Great game, really lovable artstyle! Cool take on the genre

Trying to figure out where I can and can't go and what has and hasn't got a hitbox was very confusing at times. I beat the tutorial but was completely lost on the first level. The mechanics are really cool though. I like the variable gravity and movement.

I had a lot of fun with this one! Super creative idea. There were definitely a few things that could've been improved for a final release. Combat is pretty clunky and the best way to play is to interact with enemies as little as possible anyway. Also, getting gold was too trivial. Matching a couple of blocks was easy and the only thing gating you is your own patience. But either way: amazing game, loved it

If you really wanna go BIG, give upgrades for reload speed but award them only for good play, like hitting multiple big drones with rockets consecutively :D

It's a fun game and pretty satisfying. I think the difficulty curve could've stayed the way it is, but the player needs to scale along with it somehow. The way it's now, you can comfortably play for about a minute or two and then the enemies must mathematically overwhelm you. By the time it takes to reload, more enemies spawn than you can kill with the ammo you gained.

Plays well and looks great. I didn't really understand what the point of the tank mode was though. It just seemed worse in every aspect than the flying mode

I have a lot of criticism for this one, but I'm gonna say that I really enjoyed this and also gave a good rating because it was one of the most fun games in the jam so far for me!

- Controls felt really wonky at times (yes I was playing with gamepad). After using a weapon that aims, the movement kinda glitched out a lot of times and had me running straight into the enemies.

- Difficulty seemed too high. Enemy strength was reasonable, but healing was just too sparse imo.

- Enemy hitstun felt terrible. You can easily get combod to death when caught in the middle of a pack of enemies

- The visuals were stunning, but also a bit inconsistent. It seemed like 3 different visual styles were mashed together and it kinda broke the immersion a bit for me

With that out of the way, what I really liked:
- Tradeoffs for the upgrades were cool and the upgrades in general felt really interesting and well thought out

- The combo system is amazing. Really had me on my toes.

- The narrative (while minimal) is well put together and super badass

I legitimately thought you cheated and just remastered one of your older games for the jam at first. Impressive work with this. Really like the flow of the mechanics. Well done

DUDE! You call my game's platforming bullshit? By the time I climbed the tree my girlfriend left me and I got evicted. You ruined my life! In all seriousness, amazing game and a really unique and exciting presentation. Also apprechiate you naming an NPC after me. And then making them blind. And an imposter. On the Fortnite battle bus.

Really fun game with a very satisfying feel! My only problem was that I didn't understand why I was game over a lot of the time. I'm guessing that a grass goon spawned right on top of me or something? Or does the game end at a specific timestamp?

It's totally not just you, the game came out too hard. Your experience reflects my own thoughts pretty much. Flying turned out great, drill could use a bit of work and hookshot is wayy too unforgiving and counter intuitive (the best way to gain momentum atm is to make sure to hit at max range, which was not intended). But as far as gamejam platformers go, I think I can be really happy with how it turned out.

Ahh I see

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I got a number from a different screen so there were 3. Then I just set all of them to 9 by controlling them. Then I got another point. Nothing happened except for the first number going back to 0. Was I doing it wrong?

Very creative take with the "big mode" gameplay! It had a suprising amount of depth and good pacing too.

I am aware of a web-only bug where pressing the arrow keys during gameplay causes this. Dunno why.

Game and Watch was exactly the type of style we were going for! Glad we nailed it :)

I am in absolute awe of this masterpiece. Potential jam winner right here. Well fucking done guys

Man, I love strategic roguelike games like this. And it's a really well executed idea too. Way better than my dice game in the 2022 GMTK jam lol. Keep it up!

Super impressive depth, even if it ended up being a bit confusing imo. Trying out the different combos was a lot of fun, but it wasn't instantly clear what the effects did and when damage was being dealt. A bit more visual feedback related to taking and receiving damage would have been cool. Nontheless it was a lot of fun to play with

Gave me serious Hypnospace Outlaw vibes! Amazing feat to make this in 19 days! Genuine question: are there any eastereggs/bad endings in the game, or where you planning to add them but didn't have time? This feels like the kind of game to have some hidden stuff in it!

Woah. Nice catch. No idea how that bug came to be. Thanks for the feedback :)

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It isn't a solo game. The sprites for the character and the obsticles were done by https://thenri.itch.io/ . They just haven't accepted the invitation for co-admin yet. Glad you liked it! I honestly wanted to tone the difficulty down a bit towards the end but didn't find the time. 

Edit: Seems like they did accept but I didn't check the "show as collaborator" box. Itch is really making this difficult '^^

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A well done and nice looking game you got there! The level design was mostly really nice but at some points it was very punishing to miss a jump, especially with the game being generally pretty slow-paced with all the waiting for elevators and pretty slow jumps. I also kinda wished the modes would have felt a bit more distinct. Making one of them about movement rather than interacting with stuff might have been a good idea. Either way, good job!

Wow, really cool game! I really had fun and enojoyed the presentation. I have a few little nitpicks: 

> enemies really close to the bottom of the screen felt a bit unfair

> later basic enemies had too much hp and were tedious to kill

> The rank is a bit unforgiving if you ask me. I didn't feel like i was doing that poorly but still go an F :D
Also, the kill count is kinda useless if there is no way to game-over and enemies don't despawn

Wow, well done on this. Really professionally made puzzle game. I also like how you made it very lenient for the game jam lol. Smart move

Yes, makese sense. The grappling hook mechanics were still wonky in the end. I think I know what I could've done better by now and will look to improve it in the post-jam edit. I'm telling you though: grappling hooks are suprisingly hard to code, especially if you don't work with a physics engine.

Sweet! Really creative thematic with the wholesome diner chef offering you a duel and everything being fastfood + urban critter themed. Presentation is amazing too

Aw man, got really close to beating it! Really good job making this in such a short time. Feels pretty well balanced and thought out!

If I would've had more time, making the game easier was the next step on my to-do list. It can be suprisingly hard to get the difficutly right when you have been playing the game all the time during development, but I was aware that it was a bit too hard at the end. Glad you still liked it!

Heh. That was fun. Nice take on the mode! Really liked the mechanic with blocking off the other slugs

A top down shooter just lives and dies by how the the shooting feels and there are no projectiles or anything in this game, the enemis just die if you click them. It would have felt much nicer if an actual bullet flies towards the cursor (also it shouldn't just go through walls and fire constantly). With a bit more polish it could've been a real fun game though

Nice take on a first person Pacman lol. Not really sure how it fits the theme though?

Amazing! What did you make this with? The Gameboy graphics look really authentic! Took me a while to beat the whole thing. I really liked the sense of humor

Extremely ambitious game! Everything works well. I just found the physics a bit floaty especially in a game that requires some precision to avoid detection. The mechanic of collecting your body parts as bruiser is amazing

I can definitely see what your idea was, and I think it has potential! At the moment you're just doing the same thing twice (trying to guess the statistical "mode"). But I think trying to fit in that word play actually stood in your way when coming up with ideas. Trying to find something specific in the chaos rather than trying to guess the most common number would've felt more detective-like imo

Hey, great game! Took me a bit to get a hang of it and to make out the difference between what a killable and unkillable enemy looks like, but once I got that it played super great! Love the artstyle too. Very polished for a jam game