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Boomuroom

60
Posts
1
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A member registered Aug 30, 2025

Creator of

Recent community posts

Thanks for playing. We have been talking about fleshing out the game more after the jam. I'll let you know it goes anywhere.

It doesn't load for me.

Wrong game, but the wizard thing was still pretty cool.

Really well polished game. It was a lot of fun.

Really cute puzzle game. My girlfriend will love it too.

This is one of my favorites from this jam. I enjoyed it a lot.

I think you have some kind of leak though. After playing through once, when I started another round the game got progressively more laggy to the point I couldn't play. Doing a page refresh fixed it.

Very nicely put together. It was a little laggy, but that might just be my computer being bad. Music was top notch.

Only piece I didn't like was I felt slidey after using a dash. It was a little tough to control.

Very weird game. I like it.

I think the UI could do with less clicks to do things. It felt a little excessive to click combine on both items I was putting together. After the first combine, the next item you click should combine automatically.

Very cool idea. I got stuck early on with the box and the key. It looks like I have two item slots, but I can't figure out how to grab the key and box at the same time.

This was cool. I loved the songs and atmosphere. I'd like to know what the other two endings are, but I barely was able to get the low faith. We shall see though.

It was a cool idea that I had a some fun with! The art fits with the theme so it is cool too.

This was amazing! The bosses were all interesting, intuitive, and creative. The gimmick with the health bar was cool and I would love to see it expanded on if you were to work on it more. The art was nice and I liked the character designs they were simple yet cool. The music felt right at place it never was in the way of immersion while adding to the game.

Thanks for playing! Our main inspirations were Portal and The Stanley Parable. We tried to put a little of each into our game.

If you don't want to download the PC version, there is a web version available here. It is the same game, but some features like reflections don't work on the web, so it won't look as nice.

I had a lot of fun with this one. The puzzles got challenging real quick. I had a hard time determining what the depth of some of the transparent blocks were and could not get my brain to figure out the WASD because it was rotated. I'd get it right for a while then get them flip-flopped.

Really nice use of the theme. This was a fun little puzzle game. I think there is a missing collider on the first platform that you jump up to. I fell through the bone pile and ended up inside the platform. At that point I think you are stuck and have to change  channels and fall through and die. Either that or there's a hidden secret that I wasn't smart enough to find. :)

Hi. I had the same trouble with it. On the game's description page they include instructions for how to change channels: "Use the remote (switch TV channel) with F key. (CIRCLE on DualSense controller)". That switches you between what things are tangible and which are not. 

The controls are a little strange and the first time I defeated the mummy man I was not able to capture him and got stuck in the arena. Other than that this was a fun little game. The story of horror movie monsters coming out of the TV is cute.

This was a fun game. I like the puzzle aspect combined with reverse trick or treating. Very unique.

Great work!

I am impressed at how much you got done in the jam. Three mini games is no small feat. The enemy projectiles on the first one did not seem to work except for the blue enemies. I also ran into an issue on Gold Digger where I paused the game then returned to it. I was able to move the character during the pause screen. Once it resumed the blocks passed me by and stopped spawning which left me just standing on an empty arena.

Those issues did not stop me from enjoying your games though. I really enjoyed Gold Digger. It felt like it had the most depth (pun intended). I also liked the use of the TV as a means of simulating an arcade. Very clever idea.

Thanks for playing. I'm a big fan of procedural generation, so I had a lot of fun with this one. There is a 30% chance to get a pumpkin statue on each tile that is off the main path. Sometimes you end up with more and sometimes less.

Hi. Thank you for the feedback. Those things could definitely use more love. The other bar is a "sickness" meter. Eating candy fills it up and it drains slowly over time. Once it is full every candy you eat can make you sick. Once that happens you are slowed, cannot run, and your energy regeneration stops. I had a full-screen effect to show it instead of a resource bar, but I found that doesn't work on the web build and I didn't have time to figure out how to solve that. Oops.

Great game. I loved the story telling through game mechanics. I got an error after finishing what I think was the last ritual. Either way, I had a lot of fun and thirst for more.

Funny idea and the animations are very satisfying. I was surprised by how short it was though. Cute little game. Nice work.

I'm a fan of the hand drawn art style. It's cool.

Very creative game. I really like how it feels like we're kids playing with ants to see what they'll do. Having a voice over was a nice surprise too. I think its the first game in the jam I've seen with that.

Fun idea. I wish there were more waves/levels. The clone mechanic is really cool.

Simple, concise game. It hits the theme perfectly. Doesn't feel too short or too long. Very nicely done.

I haven't thought about SkyRoads in over a decade, but immediately recognized it when I started playing. Such a nostalgia trip. I wasn't good at it as a kid and I'm still not good at it now! :D I appreciate the callback to my childhood.

Really cool game. Kind of feels like Slay the Spire. I was a little frustrated with the reward mechanic. I had a setup I like but when I beat the boss it required me to replace an ability with a new one. I would have liked to keep the same setup I had and skip the reward. Otherwise, really great game!

Thanks for playing! I had bigger plans for speed mode, but time limits got in the way. What is does right now is increase enemy movement speed by 20% and increase the biscuit value of everything by +1. Collecting biscuits and bouncing on enemies gives 2 each and the "Risk it" option gives 6 instead of 5.

I had planned to make a variety of these and offer a handful to the player at the start of each level as different ways to incentivize increasing risk for more biscuits.

This was a lot of fun. Very hard. I didn't finish it. I'll have to come back and play again.

Movement is pretty buggy. It seems like the game has two things that say where the player sprite should be. Player movements seem to be based on where the player was last, but it ignores when the player sprite is repositioned after taking the stairs.

I like the idea of the game and would like to see where it goes if you work on it more. Also, I think I'm #20 for you! Yay!

Very cute game. Loved the bakery theme. I struggled with the pink squirty gun because I ran out of bullets (wheat?) pretty fast. The green one was fine. I am not good enough to make it with the bread stick. Donuts spawning donut holes was hilarious.

This was an interesting game. I think it would go a long way to add sound effects for the weapons to make them feel distinct. Very cute art style.

Really nice game. The only issue I really had was the controls for getting on stairs was frustrating and stair movement speed seems much slower than the rest of the pace of the game.

Kind of felt like a Pokemon game. I had fun with it until I got locked in a battle. The world felt a little too big or player too slow, but otherwise I had a lot of fun. I wish I could have seen the rest of it.

Really cool game. I'd probably buy something like this if it were fleshed out and multiplayer to dig on the beach with friends.

A couple pain points:

* As others said, the lag. I'm sure that's something that can be fixed.
* I had to order items with a bag otherwise they'd bounce off into the ocean. It would be nice if they had reduced bounciness when getting air dropped.
* (Not really pain) You are allowed to take the items from the tutorial into the rest of the game which lets you skip most/all the progression

I liked the skeleton model. Very nice. Nearly gave me a heart attack when I took it back on the boat and it arrived standing up right next to me!

Interesting game. I think there is a collider on top of the cookies that prevents you from jumping on them. I got stuck on top of them a couple times. If you feel like dipping your toes into shaders, there is a really simple combination you can do using Shader Graph to make your portal look much nicer.

Have 5 Nodes in the graph:

* SampleTexture2D - RGBA(4) connects to the shader's Base Color input
* UV > Rotate - Out(2) connects to SampleTexture2D's UV(2) input
* UV > Twirl - Out(2) connects to Rotate's UV(2) input
* Multiply - Out(1) connects to Rotate's Rotation(1) input
* Time - Time(1) connects to Multiply's B(1) input

Have 3 inputs:

* BaseMap - Texture2D - Can be simple texture with straight lines on it. Connect to SampleTexture2D's Texture(T2) input.
* TwirlStrength - Float - Controls how twisted the lines get to make the spinny portal effect. Connect to Twirl's Strength(1) input.
* TwirlSpeed - Float - Controls how fast the portal texture spins. connect to Multiply's A(1) input.


 

This will twist up the texture you plug into it and spin it around the center making for a neat spinning portal effect.

I like the idea of the game, but it needs a bit more work. If you decide to keep working on it I'd like to know when you have it fully ready.