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Ethan Penney

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A member registered Sep 03, 2020 · View creator page →

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Glad you enjoyed it! 

Thanks! Glad you liked it!

Thanks! I wonder if there's a way I could lessen the curve of getting good at the movement?

Thanks! Glad you enjoyed it!

Glad you liked it! And I think it takes some practice - if I were to expand this I would add some helpful aiming UI. Just a simple line would go a long way I think! 

Just a heads up, two known bugs - I ended up with the wrong version of the script that manages the worm segments, so they seperate a whole lot more than they should be able to when the worms are at top speed. And level 4 can not be accessed from the level menu, only by beating level 3 (which is a shame, because I think the giant worm is fun)

This rocks, amazing style, great gameplay, adorable little guys. I would give my life to upgrade their house with a little plant. 

Simple, but fun! The descaling of the fish felt not super responsive, but that may just be me! And the vibes are amazing :)

Love this, super cool way to play with perspective. Makes me motion sick but in a way that I still like. 

Art, sound design, and mechanics all rocked. If my brain wasn't so small and smooth I could play for hours :)

Interesting! Wasn't sure how to control it, but I liked the different concepts you had, with the thermometer upgrade and the different level up options. Could use some polish, but fun!

Cool game! Definitely gives spelunky vibes. I like managing the inventory for each run, and your art was nice! :)

Interesting game, I like the concept of protecting a specific item / block rather than it being pure hp based. And I think if the blocks had more affect on the aliens - more stopping power and some durability, this could be super fun! Good work :)

Super cool and strange aesthetic, fun controls, and I love the random events with the watery eye, different types of enemies. As you mentioned, maybe balanced in the favor of the player too much but overall I had a good time with this! :)

I also had issues with the scale, so I wasn't able to play much. It looks cool though, and I like the idea of being the guy who manages the response to big disasters rather than the guy in the mech! Cool stuff :)

Could only get a few bread sticks going, but overall a decent game. The style was really great, and I could see it being made into a bigger game with more polish. Good job :)

Had a small issue where I had to zoom in the page to see the full game, but that's fairly common. Super fun! I'll confess to using an autoclicker to get my production insanely high. This was a good time, simple, and looked very charming. Loved it :)

Very good style, and I like the concept of the game. Making complex machines that are then shrunk down into regular sized components is a fascinating way to deal with the issue of scope that comes up in a lot of the late game of these types. Not sure that it was working correctly - I wasn't sure how to get started and make my machine work. Still, a great concept and good vibes! :)

First of all - I would die for Munroe the snowman. This was a delightful little game! Simple, but definitely interesting and could be expanded upon. Very good way to convey that I needed to be a certain size, with the platform that had a shadow of a certain size before the barrier. I like little in-game alternatives to traditional UI like that. Good stuff! :)

So this rules - super fun take on brickbreaker. I adored the camera pulling back, I adored the addition of new mechanics - all felt smooth and natural. And there is just so much you do to expand upon this. Awesome stuff :)

Good attempt! Submitting anything and trying is better than nothing at all! Having a small team can be a huge boon if you give it some practice and hone your skills. Imo the point of a game jam is to learn, so I hope you learned something valuable during your process :)

It happens dude - good on you for submitting something anyways! Based on your description, the idea seemed pretty cool! 

That was fun! And the vibes were immaculate. Intro song was obviously fire. I like the idea of there being a build phase and an action phase - I would like if they were more correlated. Also, I wasn't sure how long the fight phase would go for before I got back to build phase. I had a great time with this one, good work :)

Glad you enjoyed it! Thank you! :)

This is a fun concept! The perspective shifting was cool, and I think the objects behaving differently with different sizes was a very interesting concept that could be very fun. Also, having the lamp enemy show it's health through brightness - I love UI integrated into the game world. Very cool :)

Short and sweet! Some classic "key/lock" gameplay. Definitely a good start and a good concept. I think bringing the camera back a little while you're enlarge could be a nice quality of life addition. I think you could definitely do some fun stuff with the growing/shrinking - especially if you made the potions one time use, so you'd have to think carefully and manage resources. Good stuff! :)

I unfortunately wasn't able to get past the car level, but the vibes, art, and gameplay were great! Good work! 

That was fun! A neat concept, and good humor. I can see the mechanic being expanded for a lot of different puzzles and applications. One note, mouse movement bugged sometimes. I'm not 100% sure it was the issue, but you may want to check out Cursor.lockState to ensure the cursor stays where it's supposed to. Good stuff! :)

Super fun concept! Felt like I was shrinking a little too fast and it was impossible to keep up (could need some tweaking, or could be a skill issue lol). Loved the idea of making enemies bigger to kill them, and could definitely see this expanding (ha) into a bigger game with more uses of the idea if given more time. Good work! :)

Progression was fun and satisfying. If I'm being honest, I didn't love turn speed as a mechanic that could be upgraded, but maybe with some tweaking it could work. I just didn't like having what felt like a core movement option being restricted, but that might just be me! The vibes were good, I liked the progression of the objectives releasing enemies. I experienced lag as well, but you already seem aware of that and it's a jam - some bugs get through. Good stuff! :)

Gameplay loop is just so fun and addictive. Simple, but something I played for a solid 10 minutes. And the upgrades felt useful too - I wanted to collect that XP to get another upgrade. Good stuff! :)

This is so cool! The shrinking / growing being a projectile, and being able to swap sizes was super interesting and I could definitely see this being expanded with a ton of levels. Controls weren't always intuitive, and the goal not always clear, but overall I had a great time :)

A very simple idle game, which makes sense for the theme - idle games / tycoon types are all about growing in different scales. 

The choice to have the purchasing of houses be a threshold rather than actually deducting money was probably a mistep. You can't always give the player what they want - you need conflict that the player can solve. 

I liked this game's vibes, and really enjoyed the mechanic of running around and moving towers. It felt very frantic and fun moving the only tower I could afford around in the early stages to get it to the right sides, and moving my towers out of the way of enemies to stop them from being destroyed. The slow accumulation of coins added to this feeling, which I thought was great! And it felt very satisfying when I was able to get on top of things enough to get a more expensive tower. 

I also got an error when using the potion on the second-most expensive tower, but it's a short jam - some bugs are bound to make it through.  I could definitely see this being expanded upon with more time. 

Overall a fun experience :)) 

Thanks so much! Glad you enjoyed it!

hi! What you're describing may be a bug I haven't encountered, but in an alleyway near the spawn location you should be able to find the glasses that help you progress! 

yeah, that was definitely a fix that got put on the back burner due to time constraints haha. If I hadn't run out of time I think I would have set the camera positions further away and put the text on the top layer so it was easier to see but kept the visual style I was going for. Thank you for the feedback!

This game rocks! I love the challenge of not only quickly identifying the correct color but getting perfectly matched into the background! Feels very fun and intuitive to play, definitely a good time!

Interesting concept, I like the use of the 2D lighting system to show the radius of the enemies awareness. One of the later jumps took me a while to figure out as it's the first jump that requires the dash and seems to require you to dash right away and dash again after the cooldown, and I couldn't get past the enemy right after it. So good overall, the level design could use some tweaks though!