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spoofshot

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A member registered Jun 13, 2021

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The art is beautiful, and the platforming is nice.  It was almost a puzzle in determining where you could jump; there were parts of what I would normally consider the background that were actually platforms haha.  Although I think the "Role Reversal" theme of being the narrator was tacked-on, the game is enjoyable none-the-less. Nice story-book presentation too!!

Great feel behind the digging created by the sounds and vibrating character.  Once I found out what caused blocks to get picked up, it became an entrenching challenge!  Look for pieces that are more vertical than horizontal, and you'll get farther.  It's a great, quick game! 

Neat game, switching between two characters, causing two different responses from enemies.  I'd like to see where else than can go puzzle-wise.  Short and sweet, glad to play this!

Hah, I didn't have any indication of the Role Reversal theme for a bit, then "No, U" happened haha.  Nice feel to the gun with the metal clings and firing noises.  I like the several enemy ideas too, the minion spawning one was my favorite.  Good work!

Good game, it handles well and the special attacks add flavor to the defense.  I'd love to see another enemy type if you made another version.  Nice job!

Lol, superb title.  The music and water noises give a great undertone for the mood.  Although the Roles Reversed doesn't come out in the gameplay truly, the title setup and pan are fantastic. Fish are the worst, thanks for reminding me :)

Doom Eternal has this fun idea that melee-ing enemies showers you with rewards; the playstyle change between firing and melee-ing reminds of that a bit.  Melee is tough when those enemies still shoot at you; you get a short window to melee between shots as long as there are too many of them, but I like the tenseness of suddenly being a shot or two away from death in a tough spot.  I enjoyed it!!

Hahah, I found the secret cat!! So sophisticated! It might be my favorite easter egg of the jam so far.

I'm a big fan of the Limbo aesthetic. The rope pull mechanic is pretty tight too; I'm imagining some Get Over style gameplay from traversing terrain alone with that thing.  Definitely worth the play.

Swapping current movement patterns, nice take on the theme!  The connection to swap mechanic was easy enough to understand, it's totally on us to figure out when we should pull it off.  Well made and good work!

I'm the best apple! Neat beat, and it ran smoothly.  Nice!

I'd listen to that ska band. Amusing presentation and chatter. Although the "Roles Reversed" part didn't come out in the gameplay, the journey is fun; it was a combination of dodging skelleys and thinking about bone placement, and I always love mixing genres.  Thanks for the game!

Soothing, there's something here.  A more fleshed out score system (even arbitrary points) would do wonders for tracking progress.

You mention 4x games here, and into the breach on your review of our game, and can see the influence from games like those on your art choice.  They're beautiful tiles. Good game!

Agreed with a few others, the timeline aspect is pretty neat.  I like how on the last level you just throw a bunch boxes at us and say "Go!"  Simple aesthetics that get the job done.  Glad I played this!

Oh and I forgot to comment: you must have had an impressive algorithm in place to determine how the hero destroy our foes.  It seemed you purposefully allowed the hero attack sub-optimally in order to leave the hero with 1 hp left (if possible).  You built in a lure to make me go "juuust one more time!".  That AI raises this higher

The core mechanic felt good, I felt like I was move a large swath of land with the shaking.  The woodland creatures were beautiful too. 

At first I thought I would prefer to see the moves in advance, but not knowing those moves caused me to plan ahead, which was interesting.  "If I get diagonals, which creatures should I hit?.. oh what if it's a straight and a diagonal".  That planning would reward a first-time victory, but (assuming there were checkpoints) it could also be more relaxing by just having trial and error and a small memory game. 

There were a couple times where I totally missed a single creature by the end, but it was a success anyway, which was relieving haha. Anyways great game!!

I enjoyed the push/pull of damaging the relationship with your trainer and then gaining their approval.  Nice physics work too.  I could also see the potential in content with different arenas and enemy moves.  Cheers!

Hahah interesting idea.  I like that there's different environments too; I could see this being souped up and expanded on with a physics engine.  Well done!

Awh unfortunately in my browser the enemy only shows up briefly before taking the flag.  The music is fitting for the setting though, and the premise is a good!

Nice job. The slime is cute.  Some of the troops just jump me suddenly haha

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It was enjoyable creating routes for the little man!  It was satisfying to learn a few tricks to boast time farther than originally expected!

Allowing the player to place blocks while the scientist ran around was a nice design choice, I think some developers would default to making you set everything up before releasing him.  The real-time aspect not only gave the player a more hurried and exciting feel, but it opens up more strategy to place blocks at opportune times (suddenly trapping the little idiot at a dead end and making him wrap around felt like I cheated the system lol).  Simple, elegant art design too.  Thanks for the game :)

Well made levels.  Some of puzzles gave me a good pause.  The music was quirky, and the themeing was simple.  Enjoyable game!!

It makes me FEEL like a loser... 9/10, a little something for everyone

I knew this concept would be explored; you have some nice features here. Trial and error at first, but you get the hang of it quickly enough.  The music reminded me of the original Lemmings.  Glad I could play this!

(I didn't read the note on itch page at first, but resolved the clipping in the first level by placing a jump pad right underneath the robot, worked from there haha)

Requires a little thought for card order, I like it.  The devil, cards, and background are well put together as well.  Went a few rounds with it, nice game!

Challenging and pretty well balanced, with barely attainable goal.  The variability in monster types and the abilities the hero game made me want to replay it to completion.  The aesthetic was spot on too.  It may me determined to beat the game.  Well done!!

I enjoy the shopkeeper theme.  The narrative of slowly growing the hero party, requiring higher demand on products is a nice idea too.

No worries! It still gave me an experience, and that's worth something :)  you'll also be able to patch it up for the future to see too. Cheers

I'm going to college!! I loved this.  The uncertainty of what ingredients do to damage, durability, and weight makes collecting items and building a fun mystery to suss out.  The down time of killing enemies with your newly brandished weapon is clever too, making you feel more involved with the weapon-making process.  The variability of the ingredient market makes you question what you really need to.   I'd love to a speed run of this haha!

Colorful jungle-style music and buzzing sound effects!  Glad I checked it out!

Colorful jungle-style music and buzzing sound effects!  Glad I checked it out!

Unfortunately wasn't able to download. Dang!

The laugh and eerie sounds at the beginning help set the tone, well done there.  After reading the comments I noticed someone did the same thing I did - freezing one person over and over.  A time-cooldown would be useful to stop people from abusing one ability.  I like your take on the theme!

Switching bodies is a neat idea.  Wish the powers were crazier, but I like the playfullness of trying different enemies.  Like they said, the sounds and music are solid.

The premise of fighting back with your computer is amusing. Certain meters/boxes weren't clear, but that may have been the point. Admittingly I felt a little uneasy, as if something cerebral would happen if I did just the right actions.

I played through once clicking everything as much as possible, I wasn't satisfied. 

I restarted the game, but this time clicked nothing... to no avail. I'm as empty as I ever was.

Do I even exist? Our games even worth it? If I played it a little differently, would I matter more?

Hey, got an amusing conversation at the start at least. You intended to have level manipulation, which sounds like it would be fun.  The song felt Mega Man-esque too!

Nice setting and cute backstory.  Everything went smoothly, thanks for the game!!

Lovely feel, nice and campy.  The heavy bunnies were OP, they were all I needed. Pleasant overall, made me want to try again the few times I failed!  The little powerups were a nice touch to keep the player involved after spamming units at the beginning.

Felt like you were speeding up as time went on, nice!

The audio is soothing and satisfying!  Combined with the doodling art gives a distinguished feel; I feel like I'm playing a game on some yellow notebook paper haha!

There's little aesthetic details paired with the well-formed puzzles to make solving them intentional.  The dotted lines were a nice touch to clearly communicate button intensions, even for colorblind folks.  The spikes had just a little extra color for a nice minimalist boast, and the several boxes representing the exit were easy to deduce in function.

It's a splendid game and I'm glad I played it :)

The levels scale well.  The first level gave plenty of time to realize the mechanics and how powerful your tethering lasers are.   I like that 1) your ship can't be harmed, and 2) the ship still has it's weak weapon; this still entices the player to actively shoot, rather than focus purely on positioning.  As a commenter below said, positioning in relation to level ports and enemies is a less explored and interesting spin on tower defense shooters.  Great job!!