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SAWD Games

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A member registered Nov 04, 2022 · View creator page →

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Cool concept! It did seem like it kept getting harder as reach got further, making it more awkward to grab the handholds.

Cool idea and nice looking game. After a single run there just wasn't a compelling reason to keep going though.

It took me a little bit to realize what this was all about, and as someone who has been involved in MMO development, it's all too hauntingly real. Ending segment especially reminded me of some Private Server experiences. Really nice.

I found this pretty entertaining until level 4, where I found one blocked path and every other path I tried to take resulted in falling through the floor to my death.

Whew! The control and camera took some getting used to, but I did manage to scale it all eventually.

Cool game, but very difficult and a little finicky.

Player movement feels very good, I got as far as the Kilobytes then couldn't keep up with their movement and got killed.

I downloaded, but can't find any file that actually runs the game.

I like the portal/size puzzles, I've seen a couple of games like that this jam, but this is the first one to be top-down, adding another dimension to the puzzles. The movement could have used some animation to smooth it out a little.

I got up to around 3 million, always fun to gobble up the smaller numbers.

I zapped my way through the map but couldn't figure out how to escape.

I like the animated background. The only way I was able to survive more than 10 or 15 seconds was to just walk off screen, the amount of enemy bullets is insane.

The game said I lost, but still let me keep playing and get to the door. I tried again and won, not sure what I did different the second time.

well, I got to the end. After a few minutes the game mostly just plays itself, the enemies don't pose a lot of threat. Cool creature creation concept.

Being able to upgrade the enemies is a pretty cool idea. I got an early super jump and bounced to the end.

That was pretty fun, I would have kept playing if there were more levels.


Really cool game! Nice mechanics and level design.

I had a difficult time locating the garage at the end, I was expecting a normal door. Some of the navigation in the dark can be a little difficult. Cool story twist at the end.

Voice acting is good, and graphics are very high end, causing low framerates unfortunately. The ending locks your view direction and happened while I was facing toward the kitchen, so all I saw was a shadow and had to reply for full effect.

I got stuck outside of the level somehow, not sure if that was intended.

Some of the lighting effects were sort of distracting, like there were objects that were being covered up entirely by the darkness and never visible. Nice 8 way movement animations.

I think I found the ending. Getting the most out of this might require some drugs I'm not on.

This was a pretty fun idea, surviving a monster town in a car makes for a cool VS-like game. I will say that you should either have more upgrades or a shorter time limit. I maxed out my car at around 3:30, and now I'm just waiting for the game to finish. The framerate has dropped pretty hard at this point so it will probably take a while to see the end.

I played a couple of times, looking for something I could interact with. Never managed to figure it out, and got caught by the creature.

I like the oldschool low-rez 3d look. Very cool.

Running around summoning minions was pretty fun, I wish they were more durable though.

There are some cool ideas here. It might have been nice to be able to see the victim's pathing and time, as well as get an idea of how long each scare will take to execute.

I had to replay a second time to really "get" it, but very cool overall. Liked the old CGA colors, took me back to the DOS days for a few minutes.

This one is pretty entertaining, great voice acting and cool puzzle premise. Had a good time playing it and chatting.

This was a lot of fun, and there is a whole lot to it for a 3 day game, with plenty of good looking particle effects, and some nice music to boot. I would have liked to see a better indicator of which plots have which upgrades, but overall excellent game.

The web build didn't work, and the download version didn't show my mouse pointer, making it very difficult to figure out how to click the play button.

This was pretty fun. I wish I could have actually defeated the wasps, they took those rocks like a champ. The bouncy game title was great as well.

I would not have been able to figure out X was the interact key if I hadn't looked at the game page. Also you could use some barriers at the left edge of the woods, it is possible to fall off of the level there.

This was pretty fun to play. Would have been cool to get some upgrades, like additional knives to throw.

I chuckled a little when I first Ecco-the-dolphin flipped out of the water after getting some speed increases, and full on laughed when after a few more speed increases I could just fly around outside/underneath the map to really explore. What was the third upgrade, "Pickups power" supposed to do? I never managed to find any pickups to power.

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There is a surprising amount of content here, the build into dependence is very slow, and at first feels beneficial, interesting design.

I do think your audio effect for dialog needs to be changed or toned down, I had to turn the volume off after a couple of screens.

Art all looks handmade, which is nice as well, makes for a relaxed atmosphere. ;)

Thanks for playing, glad you enjoyed the game.

The retirement plan doesn't actually require any grinding, once you have max air and the net guns you can look down and see the three mega treasures at the bottom that the net guns will be able to reach. Collecting the mega treasure allows you to afford your retirement. :D

Interesting story here. I thought I found the killer, but it didn't seem like it at the end, so I was a little confused. I also never quite understood what the different colored hearts meant after certain dialog choices. I saw mostly red and blue, but one was yellow. Does that relate to the different endings somehow?

I think this game could use some more direction for the player. I spent a while swimming around different areas, killed a few sharks (once I figured out how to equip the harpoon anyway. 

Adding mouse wheel to the controls at the beginning would be a good idea), and gathered some trash, but it seems the crafting system is not implemented yet. 

Ultimately I could never quite figure out what I was meant to be searching for, so I repeatedly swam around and murdered sharks until I ran out of oxygen.

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You have a really nice atmosphere, the creepy forest has a good look and the shadow guys were pretty creepy, especially early on, when you just see glimpses of them through the trees. There did seem to be a pretty narrow range of where the light would affect the enemies, when I was too far or even too close, I had to adjust my distance to defeat them. 

I didn't quite see the purpose of the matches, I was hoping to be able to light up the fireplaces I found along the way, but if it is possible I could not figure out how to do it. The fireplaces might have made for good checkpoints as well, as shortly after crossing the bridge I defeated the enemies nearby then died anyway for some reason, and a close restart point would have been welcome. 

The movement and collision mechanics could use some work as well. There seems to be a lot of momentum on even the smallest movement, which combined with some odd collisions, made navigating through the small cabin area very difficult. The awkward movement and mechanic also made it impossible to get up the steps into the cave, I had to find a ramp to the side, as trying to jump up the stairs was very frustrating and always ended in failure. Also, for any first person game, I like to see options to adjust camera sensitivity and invert the Y axis.

Overall this is a very cool base and horror setting, and the environment is well-designed and intuitive to navigate, your game is only held back from being a truly great experience by the controls.

I got to the artifact and reached the ending in a very frantic rush on low difficulty (and low graphics, anything higher was too system-intensive). The game page and screenshots show a crossbow, but I must have missed out on finding it, I just used the knife all the way to the end.

Graphic style is pretty cool, would like to see more weapons.