This is a delight!
jonah-srg
Creator of
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A killer game here. The sprite stacking/rotation of the ships is super clean and readable, while leaving plenty of space for shooting and dodging. The ripples and shadows in the water really emphasize the depth of the perspective. The small play area and floatiness of the ship feels very arcade-y, the comparison that comes to mind is Defender. The dash crash homing attack feels sick. The music has no right grooving so hard. And a classic multi phase final boss. Excellent all around.
Nice, this rules. The first few puzzles are pretty straightforward but the raising/lowering walls make for some real good puzzles. Reminiscent of Patrick's Parabox. Having the goal as unlocking the warp and navigating to it is cool, feels different than other sokoban games I've played lately. Hits the recursive theme nicely. Job well done!
Love the visuals and sound here, the flipping between channels works nicely. Since the "play area" of the TV screen is so small, it's like it's even more low res than 64x64. Detail on the TV set is nice as well. Couldn't manage a speed higher than 1 or 2 but I ended up making it fairly high. Nice job!
Very fun bite-sized tactics here. The rock-paper-scissors interplay of the different attack resources is fun, and it makes it meaningful to assess each incoming enemy and weigh all your offensive options. Love the art style and music. I've been able to get to the penultimate floor but haven't beaten it yet.
Very satisfying progression to this deckbuilding action game. There's an offensive element to clearing waves, a movement element in avoiding bullets, and a defense element in keeping the gravestones safe. These are well balanced, and each stage gets progressively more challenging. The interplay of the attack types and movement of the ghost feel a bit like Vampire Survivors, but articulating each attack and aiming at foes makes this much more engaging and fast-paced.
The art and haunted TV set vibe are excellent, and the sound design based around the flickering static and interstitial story bits on the TV is awesome. The final boss is a great showdown. Well done as always!
I recently wrote up some thoughts on my recent jam entry for LOWREZJAM 2022. Link is below:
https://squid-related-games.itch.io/gaadfisk/devlog/424799/inspiring-inscrutabil...
In it, I talk about how GAADFISK is being built around the concept of inspiring inscrutability: When, in a game, you don't know what you're doing or what's happening around you, but feel compelled and motivated to do whatever you can regardless. This lens likely has a number of problems, but I am finding it to be a fun experiment to design GAADFISK around this idea.
I mention a lot of new ideas for the game in the devlog, but it's so very early and I'd really love to hear more feedback about what works or what doesn't. Feel free to leave feedback below about your experience. If you haven't played the game yet, I'd recommend playing just a bit before reading the postmortem.
Very lovely game. There is something serene and foreboding about the sun and the gamma snow. The static noise and pinging sound of the particles adds to the uncertain feeling. The heat wave visual effect that grows as you become irradiated works really well. I enjoyed adjusting the panels to create a wall for safety, and then jumping up as high as I could on top of them. Very well done.