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Whatahooda

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A member registered Jul 01, 2019 · View creator page →

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(4 edits)

That was really fun! I was not expecting to keep items through loops. That was very cool to discover. Reminds me a little bit of Minit. Idk how many endings there are, but I shrunk the bug. If there are multiple endings, it would be nice to have a check list of sorts.

Good job!

That was a thrilling ride! I was totally expecting to fish, not to almost become fish food! The atmosphere was great, and that sudden change in atmosphere on dark fall was well done.

The feel of that car. Mmmm. That's good. You nailed the car movement. Specifically turning. The goofy over exaggerated turn really works. Just all solid.

This was really fun! Throwin' goblins around like no tomorrow was great. Gathering cash, rebuilding, getting more goblins. The gameplay loop is solid. I just had a little trouble with the dwarves. I think you have to throw goblins at them to fight? But I couldn't do it consistently. I'm definitely gonna play more, see how big I can get.

I gotta be honest. I threw my score out the door so I could everything in the office go flying. It was also fun to try and not cause any destruction. Still, the destruction is satisfying.

Understandable, chaos isn't always enjoyable. My goal was for the game to be goofy, fun and chaotic. I didn't have too much time to refine the chaos unfortunately. Thanks for playing!

I definitely feel that grind though. It always feels a little awkward trying to provide some advice or feedback to jam games. Knowing that a lot of people had to sacrifice features or polish just to get the game done in time.

This is really cool! A stressful job for sure. The plant would not survive for very long with me in that chair. The UI is pretty awesome, being physical. One thing I would suggest is to add some kind of feedback when an animation finishes so you can start the next process. Example I could think of was the tube changing vertical position. I was spam clicking to make sure I was doing it as fast as possible XD

Moral of the story, stuff can go wrong even if you do everything perfectly. Maybe. Or maybe life just throws charging bulls at you.

They wanted your pizza!

Woah. That was an experience. I think something went wrong!

In all seriousness, that was very cool. I didn't consider taking a meta route to the theme. This works very well. I would only suggest to balance some sounds. Some are a bit louder and sudden compared to others.

This was very fun! The auto-shooter formula is pretty addictive. The art is good, and the music loops very well. I gotta be honest, I was hoping to stack the orb power up and create an invincible shield of destruction around myself.

Genius thumbnail btw, who doesn't want to look into a game with a cute anime girl as the mascot?

Wow, this actually awesome! The art and atmosphere is so good. I also love the idea of fighting off creatures while balancing keeping your ship at full throttle. Trying to escape to, somewhere... I had a lot of fun with this.

I was a little sad to see that there was nothing that happened when your boat reaches 0 health. Or well, close to it. Still very enjoyable. I jumped off at the end, falling into the endless ocean.

That was very cool, bluffing your way to hero status is very entertaining. The art looks very nice too. I would only suggest adding the ability to move to any point you click. Just so the player doesn't have to zoom out all the way to see every quest. Or panning the camera would also help with that.

Pretty crazy for your first game jam! I tried, but was not strong enough to fight off all the enemies. They just kept coming. Evening keeping up rage wasn't enough. I suppose I need fancier footwork.

Also, I notice Venn36 isn't tagged as a developer. If you go in to edit your game page, click on more in the tab, go to admin. You can add them as an admin to the page, then there's a small box to mark them as a dev/contributor.

A very interesting idea! I liked playing through the puzzles, they were short and sweet. Although I do wonder if the random failure is the best way to go about it. It usually doesn't feel good to lose because of random chance, although it does fit with the theme. It is hard to think of alternatives.

Setting up a random dungeon is pretty cool! You can't go wrong with top down dungeon crawlers, I had fun! One thing I would suggest for gameplay. Perhaps shrink the players hitbox a bit. This gives player more time to react and move away from enemies. It also makes it super obvious when you as the player are hit if you don't have any other feedback. It also tends to feel better when you have some lee-way.

A very good idea still! Having a random debuff/curse you need to deal with through the hole game is an interesting concept.

Ok woah. This is super cool. I love the idea of swapping parts with your opponent to get an edge over them. It looks good and plays good too. I just had a little trouble in the tutorial. The game moves fast, and I died during the "robot countdown" without knowing exactly what to do. I think I got the hang of it, but I was kicked out of the tutorial because of the death(I don't know if it's a good idea to allow the player to die in a dedicated tutorial like this).

I need to play more later, but this is really well made. I'm excited to get better and play more!

I have no idea what's going on, but this is awesome. I fell off the race track immediately, then got to shoot steroids for a couple minutes. I would suggest to try and make it more clear what's going on in the second half. But it's possible I'm not the target audience as I'm not super familiar with Captain Falcon.

I thought I was doing a good job. Then I blew up, noticing that there were 5 rather than 3 systems to keep track of. I would suggest some way to reinforce where all the systems are before or right at the start(Maybe I just didn't pay enough attention, but I did not notice the bottom 2 systems). Especially since you have to start working to not blow up right away.

It was fun to try and balance each system! 

This was a pleasant surprise! You don't expect much from the title or thumbnail. But expectations were betrayed! It's fun to see what you have to do next. Small but interesting and unexpected puzzles. 

Woah, that was actually crazy. Atmosphere was perfect. Everything looked good and consistent. Sound was great. I look forward to the other episodes!

Dang, that was awesome. More cinematic than game, but still an awesome experience. Well done on the atmosphere and feel of it. Short and sweet, I hope tortle lives a long life.

I really like the idea of picking up new body parts to traverse different terrain. Unfortunately I got stuck on level 3, I couldn't figure out how to progress past the second room. 

I managed to die a lot, but I really like platformers! The assets make the game pop. I do wish there were more falling chairs. Maybe if there were more, instead of needing memorize their locations. You can slow down their fall so players have a chance to react.

I did not realize, but the first 48 hours we are allowed to bug fix and add support for more platforms! This makes me happy to be able to fix some things.

This is a really cool idea! Trying to hit your ball so it's close it where your goblin is to make your route faster. A very interesting concept! My suggestion would to add the ability to pan the camera around the level before hitting the golf ball. So the player has a chance to plan their route, or try for interesting paths.

Thank you! I do wish I gave myself more time to test with the HTML version of the game. There are a lot of issues I need to fix that aren't present in the executable version.

A mini map is a good idea. The city is procedurally generated, but should still be doable. I agree, the cars could use some fine tuning to make feel better. Thank you!

Oh my, that's a lot of different recipes. I want to come back to this later with more time. Combination games are pretty fun! Especially when themed like this. I would say the non-safe combination sound is a bit jarring.

I wasn't able to get too far because of a black key. I had no idea how to make it. Perhaps I needed to find a different solution. The main difficulty I see with combination games is finding combinations that makes sense. Sometimes you just can't guess or combine the right items for a black key.

I do want to come back to this though. It just takes time to discover combinations and recipes.

The top right meter is the day duration. I have learned that 7.5 minutes is a bit too long. I wish I could make it 5 minutes for the jam instead. But we live and learn. Glad it was fun!

There is kind of. The game runs for a "day" being 7 and a half minutes. I wasn't sure if I should've made the day 5 or 10 minutes long, so I hit the middle ground. I have learned that 5 would have been more ideal.

When clicking the download button itch warns us about it being possible malware.

I had fun moving around. The movement is too slidy/floaty to be good for precision platforming. But it is good for moving around large areas. Such as you being a small character in a large room :D. The voice was a little hard to understand. As well it is not intuitive to look down for the sword to collide with the rat. I had fun being tossed around though.

I like it! It was fun to shoot the projectiles and wave at the Vorlunians. The look and vibe is nice too. Only issue I had was how creating platforms is a bit janky. Not being "placed" all the time. I did not attempt to rescue all the little guys because of this.

It was still fun to mess around though!

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The game page looks really good with the art. But unfortunately there is no content on the page, so I cannot play the game. The game is now playable, and it's pretty cool!

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If possible I imagine most should port the game to HTML5 to avoid downloads all together. Although I know it can sometimes be a bother, but in my experience is the best way to make your game accessible to all platforms. But porting to the other OSs is good practice anyways. (Although mac is super annoying with its requirement)

I LOVE THIS GAME SO MUCH.

I just have some nit picks where the game can end very easily. I'd love to have a mode where it can just roll out of control with no chance to stop it. As well, there's a chance your only dice is removed, and you're kind soft locked.

I had a lot of fun, especially with the melee weapons! The ranged weapons seem to be too slow, especially in the later waves with so many enemies since bullets don't pierce.

Also, I found a bug/exploit. If you swing with a sword/melee weapon right before it switches, the hitbox isn't removed. So if you do this with the sword, you have an insta kill hit box.

This is pretty cool and well put together! The pros: A good card system, it's nice to choose what you want to do with most cards. The music was catchy.

The cons that are apparent to me: Some of the affects aren't too clear on what they do. And sometimes it feels like you can do nothing but delay your inevitable death.