Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

originalnicodr

78
Posts
1
Followers
A member registered Dec 17, 2015

Creator of

Recent community posts

Thanks for the feedback! We do increase the speed at which the spirits fall with time, but maybe we did it a little too easy haha. We also increase the amount of "power" of the "bad spirits" with time.

Checking the column in which the ball is to avoid spawning a spirit there is a great idea, thank you!

This was very interesting! I liked the mechanics so much that I would have loved to tried them out outside of an Bennett Foddy-like framework hahaha. Altho I do understand why you went that route given the controls.

Great submission!

Some really nice juice in this one! Liked how the color shifts between the different sizes.

If I can give one suggestion it would be to let the player push the boxes when they are big enough without breaking contact with them, since if you start pushing and then grow, you have to stop pushing and then push again for the game to register that you are now the correct size.

Also, holy smokes that soundtrack is fire. Specially dig the main menu music. Good stuff!

We actually thought about it, but since we ended up shifting into a design that prioritized control over the ball instead of dopamine-triggering bounciness we decided against it.

Thanks for playing!

An analogous Snake! What a cool idea! Using Snake as our base popped up in our discussions, but I haven't ever thought about it in an analog form, interesting thinking!

If I could give a suggestion it would be to maybe have the projectiles be able to hit your spirits konga and lose them perhaps? Also, I feel like the hitbox for the collectibles blue flames could be bigger. I found myself missing and going back to them pretty often (and no I promise I am not bad at video games!).

Thanks for that little pause between choosing an upgrade and continuing playing, I am sure it would have been very annoying if that wasn't there hahaha. Thanks for working on this!

Absolutely! I really wanted to add controller support as it would have felt natural, but you know how gamejams go haha. Will def go that direction if we plan on expanding the game. Thanks for playing!

Interesting concept! We have tried a ton to come up with an idea regarding scale that gave a good risk/reward relationship, and this one fits great!

I liked the idea of the extra box to get the attention of the clowns, and how it takes longer to trigger. Great stuff!

Thanks for playing! The bug seems to only be present on the web browser version when playing in fullscreen for some reason (html export shenanigans). So feel free to try the desktop version!

This game is oazing style! From the visuals to the music it's all freaking fantastic!

I also believe it was hard to control, but I do like being bold when it comes to trying out new crazy ideas. I am sure future iterations will be great.

Thanks for making this! Had a great time on it.

This is sooo awesome! Funny concept but also deep in a way!

At first, I thought that the idea was to squeeze as much as possible from a house without draining it all so they can continue to give you money in the future when they recover, but I found that draining them all was actually the way it was intended to be played. Maybe this other way has even more depth to it.

The presentation is bloody amazing. The time period art, the music, the UI, everything. The music also has no deal being this good. Incredible work.

Good spin on the survivor formula! I love synergies, and this game is all about them!

Maybe I didn't get so far, but I would have loved to have just one more weapon iteration. Maybe something that works on range.

Surprised by how intuitive you made the whole building system. I am sure it was not an easy task. Thanks for working on this!

That was pretty cool! Loved the simplistic controls and the rules you came up with!

The orange ball seemed to be a bit buggy, but could still finish it.

I really liked how there was sometimes more than one solution. I love that! Also, the pixel shader was fantastic.

Thanks for making this!

That was interesting! No idea who your voice actor is, but they need a raise!

If I could nitpick it would be to get at least something at the end, being a voice line or a revelation to regard the player.

The writing was funny and charming. Thanks for working on this!

That was nice! Cool idea to choose upgrades as if you were evolving. Great work designing the levels around all of the movement options the player could have chosen!

If I had to give a suggestion it would be to add smaller jumps if you pressed the space bar for a smaller amount of time. That would have helped with the tricky sections

Also great work on the music! Thanks for the submission!

That was fun!

If I could give a suggestion it would be to maybe switch the first game from increasing in scale to decreasing instead, so the difficulty ramps up given it's a rhythm game and you have to hit the thing as soon as they pass.

Nice tunes! Was vibing with the music. Good entry!

That was lovely! The duo really won me over!

Would have loved to see more level variation, maybe some small corridors in which the small seal was the only one that could pass through.

And props for the seal trivia and the seal puns! Thanks for working on this!

This is by far the most inventive interpretation I saw of the theme, wow. May I ask what you guys used to make this?

Love the arcade style and how all the mechanics support it, as well as needing to go back to the exit at the end. Meaning that you have to both dig to find good stuff as well as giving yourself options for the retreat.

If I had to give a suggestion it would be to maybe stun the player a bit if they try to hit a block that can't be broken, as to punish them for not paying attention.

I think you guys hit gold with this, and would definitely love to see it expanded in a bigger release. Congratulations!

That was nice! Really liked the idea of a free for all last-standing kinda game.

I am thinking that maybe you could assign and display a name for each robot so it gets more personal after each round, that would be fun.

Really liked the idea of the bolts! Meant that I couldn't just stay behind and watch them all kill each other haha.

Nicely done!

The artstyle is easily one of the best I have seen in a jam, incredible work.

I do wish it was less frustrating to play tho! I love hard games, but the long levels combined with the slow load times made it frustrating in a not-fun way. And I would have looooooved if I was able to move the shuriken around myself instead of hitting it from the ground to be able to plan the make-it-big mechanic better.

You guys clearly have talent, so really looking forward to what you do next!

The bird sprite is lovely! I do wish I could see it bigger tho!

Also 10/10 poop mechanic, I am sure I would also have trouble flying under the same circumstances

All in all nice entry!

Love the 80s horror/sci-fi ahestetic, well done!

I did feel like I was being overwhelmed quite rapidly and could just defend a small corner in the level every time, but that's probably just me needing to get good hahaha.

You guys nailed the feel, and the music is absolutely bonkers. Great entry!

The movement of the fish is splendid holy cow!

I like how you mixed both the shark and the piranha together at some point. I imagine you can do all sorts of fast-paced puzzles with the environment as well.

Thank you for the submission!

What a lovely entry! The art is adorable and the writing is superb.

Thank you for the submission! And Alice can shove it!

Immaculate vibes on this one! I don't think I have ever been this immersed in a jam game before, damn. The characters were interesting and they revealed just enough about the world and themselves that I wanted to know more! Also props to whoever did the audio, it helped a ton in that regard.

I know it's not that type of game, but I am thinking maybe a stamina bar and resting spots would make me feel more in line with the poor guy climbing through the walls. Or something that pushes me mechanically into that kind of mind state. And maybe the stamina bar gets bigger the more you advance through the game to get the message of hope during dire times that I believe the game is going for.

Also, really good work using environmental arrows signs to point the way. I can definitely see this world being expanded into a bigger game that explores the lore of the city. Would love to meet other climbers! Such a great submission, congrats! And yes, you can bet I got all the kittens :D

That was fun! As someone who did something similar, I must say you captured the spirit of Lethal League pretty well!

If I could give a tip it would be to do hitstop only with the characters involved in the action, otherwise if you pause everything it would feel like the game is stuttering. Also, It would be nice to know if the charged attack is already at full power, so the player stops charging it.

All in all had fun making robots explode. Thank you for the entry!

This was awesome! It took a bit of time to understand that I should mine the things that are on the way (even tho it's said at the beginning!), but once I understood that it started to get pretty fun!

I wish there was a way to defend your engine from getting hit besides just putting weapons around. Also, some kind of synergy between weapons positions would have been fun.

I really like the mining idea! It splits the player's attention from having to repair machines to go and earn enough gold to survive. And the fact that you actually have to click multiple times to mine a mineral pile means that you have to follow it with your mouse, so it's not as trivial and gets harder with the speed of the engine. A really clever way of making what could have been a very passive game into something very active.

Thanks for working on this!

Always into interesting new ways of input, so I love to see that being put to use in a jam!

The increase in difficulty was great and the enemies were very neatly designed. The graphics are insanely clean as well.

Great entry, thank you for working on this!

The alien's designs are AMAZING. They have so much charm. I always thought the paper please structure had the potential to be used in more games, glad to see it here!

I would love to have a bigger gameplay loop that punished you or rewarded you depending on how well you did, but it's understandable given the scope of a jam. A skip button once you read it all would have also come in very handy.

At first, I thought that coloring your ship was just visual, which is very neat, but was pleasantly surprised that it also had gameplay implications, very nice!

All in all a great submission, altho the aliens were too bitchy. I did everything right, give me my 5/5! Hahaha. Thank you for working on this!

Okay, I am genuinely impressed. I didn't expect this game to be so tightly designed, damn.

Let me list a couple of awesome things it does, it teaches the player the mechanics well, it recontextualizes puzzle elements based on the current situation, and it even does the first obvious solution wrong + the aha moment. That sync level with the skeletons was pure genius.

I honestly have no idea how you managed to pull this off in such a short amount of time. The only criticism I have to say is how the level should maybe restart automatically once you die, or at least prompt you to do so, or tell the player directly about restarting the level.

This must be one of the most clever games I have ever tried in a game jam, incredible work.

Great use of the theme! It reminded me of Spore, which also came to mind when discussing what we would do with the team, so I am glad someone else did it!

I do feel like some of the stats you can increase don't feel very distinct from each other, maybe making their effects more isolated from each other would have helped. Or adding a number of how much it affects each attribute.

I was always looking forward to what resource the next level would introduce. Great job!

I wish I had this when I studied chemistry in high school!

Joke aside had a ton of fun! Once it clicked I really got into it. Loved how varied the modifiers are between each round. And you even made a card booster pack system! Thats awesome.

If I could give one suggestion it is to signal the atoms in the cheat sheet differently from the actual attom cards. At first, I thought I needed to chain atoms from the same color.

Thanks for working on this!

That was quite clever! 

The music and sound were so anxiety-inducing, I was so scared hahaha.

It is very difficult! Once I got found by one of the numbers it was almost impossible for me to lose them. Maybe being able to see their cones of vision would help me plan ahead.

Overall a dope experience, thanks for sharing!

Well, that was fun! Every spin on the theme of you not being the hero in a dungeon I have seen so far didn't involve collaborating with the hero, so this is a surprise!

The low fps are kinda annoying. If I had to guess I would say it's probably due to the hero's raycasting. Could probably be optimized.

But it was enjoyable. Thanks for sharing!

That was fun! I liked the idea! Felt really good to dodge the hammer.

I don't have much feedback. Maybe increase the points exponentially depending on how long the mole has been out? To push more the risk-reward idea of just being outside a little longer.

The sfx helped a ton with the moment-to-moment gameplay as well!

Overall a really nice game, thanks for sharing!

Well damn, now I feel bad for all the work Lakitu has done with lifting me up in Mario Kart hahaha!

Such a cool idea! And I loooove the mechanic of increasing viewership by recording the action on the track, such a fitting idea! Unfortunately, I feel like I kinda wanted to do more of that instead of picking up the drivers lol. Maybe if the movement was more snappy it would have allowed me to get into the rhythm I wanted.

All in all great concept and would love to see it further developed. Thank you so much for sharing!

That was fun! The sfx and the art are pretty nice! Also great work with the feel of moving the fairy!

It did feel kinda spammy regarding the number of enemies that came my way, and I didn't get to see most of the items because of it. But it's more than understandable given the jam context.

I did like how you start with some items in your trailer. Was really nice to give you some extra help that made sense within the game!

Overall a nice little game. Thank you for sharing!

My god was that fun. That last level got me scratching my head really badly, amazing work!

I liked how polished it was regarding rules. I never encountered a state that the game hasn't thought about before.

If I can give a suggestion it would be to have a go-back action button, but most levels weren't that long to dread its absence. Also maybe having the masks and colors be consistent regarding their move in all levels would be a nice touch (by introducing new colors, that is).

All in all, it was a pleasure to play. Thank you for sharing!

That was nice! Loved the cat's model and the music!

I wasn't aware that you could ask for cupcakes on the fridge, maybe a pop-up when getting close could help. I would also lean on the idea of the Tamagotchi more since it's so good. Maybe make the enemies deceased pets from owners that abandoned them, or put a filter/HUD on top of the screen to simulate the game happening inside a Tamagotchi.

Also cooking cupcakes to make hearts was a really nice touch! And the comments made by the enemies were really fun as well.

Overall a pretty cute game. Thanks for sharing!

The art was so nice! The characters were all very fun to look at, and I loooooove the color palette.

It took me a bit to grasp my head around the surfing part of the game, and it could use a couple of iterations (I could constantly change the wave direction, which I don't think was intentional :P).

I like the vibe of it all. Thanks for sharing!

That was a pretty clever idea! It's very easy to fall into just "play as the enemy" given the jams theme, but playing as the referee was very interesting!

The idea of calling out illegal moves AFTER they hit is great! Has some kind of risk-reward thing to it in which, even if you know the attack is coming, have to be careful to not call it out beforehand.

I guess the only thing I can suggest is adding more types of attacks to call out. Maybe having one which telegraph looks similar to a legal attack to make the player pay more attention to not call out legal attacks could be a good idea.

The animations were soooo smoth, loved them!

Overall a pretty fun experience. Thanks for sharing!