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A member registered Jan 26, 2018 · View creator page →

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The Top 100 is based on the average ratings that each game got. It's not based on popularity or the amount of ratings you get.

The results are planned to be revealed at least 1 hour before the stream.

You should know btw - the final 100 ranking score wont be shown until on April 9th, so right now your current "ranking" is based off the filter you chose. The final ranking is based on the averages of all the scores you received!

This was a pretty cool experience, I think the lasso mechanic could definetly have been utilized more than what it is so far. As it is, it's pretty much just a slower way to attack compared to shooting. But I love the way the lasso spins and the way you can aim it over at enemies. I wish there was something where you lasso them and throw them around, rather than just pressing right click to damage them as youre tethered to them. But otherwise the graphics and music was neat, despite the lack of sfx!

This is a really great submission! The controls are really good and so responsive. I had a few moments where I get stuck to walls and what not, but otherwise it really felt good to move and jump around. So good, in fact, that I thought I could chain a double jump into a wall slide...it's a really great feeling character controller. The level design is so neat as well, and I'm definetly going to try out more when I have the time. The only thing that felt unpolished was how getting hit by enemies didn't make it clear I took damage, so I found myself surprised by having low health. Overall though, such a fun entry, and feels so good to play!

It's a very good concept that really fits with the theme of thinking outside of the box. The puzzles always made sense to me after some time thinking of it. I think it's really harsh to crash the game when the player gets it wrong, cuz then I gotta go through the whole set up and opening the game up and clicking continue. A simple reset would have been nice. Otherwise though, solid entry and I like the art style too!

This is a really cool game, I love how fast the action starts off right away. The camera was a bit too spinny and fast, so it was kinda dizzying, but once you get used to it, the gameplay is pretty neat. I was surprised by how short it was! The art was really great too, I love the direction of it.

very funny and also very very fun to play! I wish the fog wasnt as high but I got used to it. It was also really cool to pick up weapons and shoot at the guys in general. I liked shooting at a guy and taking his weapon, just cuz the game feel for that was very nice. There were some glitches for sure - for example, if two guys died by a door, I straight up could not go through it. Nice game!

Thanks for playing!

I was inspired by the Wall Merge mechanic from The Legend of Zelda: Link Between Worlds, and I followed a video by Mix and Jam where they recreated that mechanic in Unity. From there, I imported it into my code and modified it to suit my needs. It's not 100 percent perfect, but it works well for the jam setting.

This is legit one of my favorite games for this jam, this is so so good! It took me a bit to get used to some of the UI stuff (in particular, i didnt understand I had to hold the E key to put money in the box to fill up the quota) but after a bit I totally got used to it. I pogged when I saw the upgrade screen and had to come here to write a comment (i was about to write about how the player speed was slow but then i saw the upgrade and went for that right away). overall, such a fun game and i really like it, some UI stuff was unclear but its really good otherwise and just a small nitpick, no other notes from me

Really fun and really great art style! I was surprised when itch.io showed me the install size was like a gig LOL but now i see why. The gameplay and animation are really smooth and good, and I was honestly not expecting it to be as hard as it was. I made it through the wall jumping section and thought that there was no more power ups, but turns out there was! There's def a good chunk of content in here and I'd love to explore more of it. I think some more checkpoints would have been nice, for example I got to the part with the paper craft town, but then when I died near the top of the castle, I got sent allll the way back there, so that was a bit frustrating. But overall it does feel nice to play, and I quite like the wall jumping. Some values on it could be tweaked to make it smoother, but thats for stuff after the jam. Overall, fun game!

Its a very interesting concept and one that I can see be expanded upon - for example, the theme of the game (in my eyes) seems to be about labels and the way people put them onto others. The protagonist has a label put on her as the quiet one, which she accepts. Then, she sees a physical manifestation of those labels onto other people - but whats interesting is that those labels are the ones she made, so she's sort of repeating the same thing others do to her, but is able to see them and manipulate them. It made me wonder if the protagonist is as insightful as she is, or if she too is just participating in a cycle of labeling others and putting them in a box. I think this is slightly touched upon in the story but I do like how it goes in general and would be intrigued to see more. The art is really nice too, especially with the month long deadline. Although I would have liked to see the label halos in game too! If you decide to continue this, that'll be really cool! It's a neat twist on the life is strange eqsue power system.

Really good and simple concept that really works well. I like the way levels are subtly designed to teach you the mechanics, especially with stuff like the trampolines/bouncy gel things. It really works! The art is also really good too, it reminds me of early IPhone and flash games and is very appealing and clear to look at. I think the only problems I had was that the character had pretty slow acceleration, so it would feel sluggish to move through the game as the character, even after getting used to it. But overall besides that nitpick (which could easily be fixed) i really like the feel and vibe of this game. I was surprised to see how many levels there are! Great job!

As always, the concept for this is really cool. I seen a lot of games do file browser stuff, but I like how it works in here a lot. It's a cool mechanic for sure. 

I run into the problem of eventually just getting lost not just because of the puzzle, but because there feels like there's quite a bit to manage. So I'd find an object, I read it, and then I have to make a mental note of it as I walk across the maze. The sprites and nice, but I dont know which sprites are decorations and which ones are obstacles. And while I'm trying to figure that out, I end up sort of forgetting what the object I checked was all about, and then eventually I go to the monitor and it tells me what it needs, and I think I have an idea of what to do and will go from there. When the main mechanic works, it really works and does make me feel smart for figuring out how to move things around, but I do feel like the mazes fight against the player quite a bit. Next time ill be sure to get my notepad ready LOL

The concept is really cool in general, keep it up! and I'd like to see how you expand upon it in Soul Decode.  What you got here is a puzzle game briming with a lot of potential. I think its beyond my own personal liking but I really do like the beginning sections when it works super duper well

Also, small note: It seems like I cant play this game properly on the itch app, but that could be because I have sandbox mode enabled. Something is preventing the file explorer from opening.

This is a really well made game, I love the art style and while the controls took some time to get used to, it was fun to move around in the level. Speaking of which, the level design is really fun, and I love the way the level guides the player towards going a certain way and to make the player think outside of the box. 

The game does throw a lot at the player all at once regarding the controls. At the beginning, I got a bit overwhelmed with all the tutorial prompts while also being thrown into the middle of the action. I also agree with another sentiment on here that the controls are a bit stiff, and to put more words into it - movement feels quite slow, and I think its because the acceleration towards top speed (without holding the X button to run) is pretty slow, only to end up reaching a slow top speed. But thats just me speculating and after playing with just moving around for a few minutes while writing this comment.

Overall though, I do really like this game, and I'm leaving a comment to let you know that I do intend to play through the whole thing because I do like the feel of it despite some quirks and the level design. And oh my god, adding in a level difficulty, cheats, speedrun mode...this is quite the full fledge game. feels like something id find online and play for hours if I was younger. You made something really amazing here!

This is a really well made game, I love the art style and while the controls took some time to get used to, it was fun to move around in the level. Speaking of which, the level design is really fun, and I love the way the level guides the player towards going a certain way and to make the player think outside of the box. 

The game does throw a lot at the player all at once regarding the controls. At the beginning, I got a bit overwhelmed with all the tutorial prompts while also being thrown into the middle of the action. I also agree with another sentiment on here that the controls are a bit stiff, and to put more words into it - movement feels quite slow, and I think its because the acceleration towards top speed (without holding the X button to run) is pretty slow, only to end up reaching a slow top speed. But thats just me speculating and after playing with just moving around for a few minutes while writing this comment.

Overall though, I do really like this game, and I'm leaving a comment to let you know that I do intend to play through the whole thing because I do like the feel of it despite some quirks and the level design. And oh my god, adding in a level difficulty, cheats, speedrun mode...this is quite the full fledge game. feels like something id find online and play for hours if I was younger. You made something really amazing here!

This game reminded of those old mobile adventure captitalist like games, especially with the art style too. The art in general is really great and very clear, and I love the sounds and the animation of the buttons and how it all works. Everything felt great!

I found so far that my strategy was to always just attack, then swap to heal, then attack again, because for whatever reason the mobs attack just never gets me if youre quick enough, although that may have been intended design. Something about it felt more like an exploit though. I also had no idea what Charisma would do for me, so I would often just ignore buying items from the shop that gave me charisma - and thats on top of not wanting to shop because I have to pay to enter in the first place.

 I think what felt even more bad though was that I didnt really know that you had to manage the Gamer alongside with the Knight, so I thought it would be okay to repeat the strategy I had of just spamming between Fighting and Healing, but then I died and had to start all over . . . man, that put a damper on my spirits. i feel like there should have been like a courtesy save or something when switching over to the gamer side, because the knight side took me a long while 

but otherwise the game really gave me that same addictive feel of other clicker games as well. Its really well built and besides some balancing things, the idea would make for a really cool and meta clicker game about managing two lives at once and having one impact the other. Keep it up! 

This game reminded of those old mobile adventure captitalist like games, especially with the art style too. The art in general is really great and very clear, and I love the sounds and the animation of the buttons and how it all works. Everything felt great!

I found so far that my strategy was to always just attack, then swap to heal, then attack again, because for whatever reason the mobs attack just never gets me if youre quick enough, although that may have been intended design. Something about it felt more like an exploit though. I also had no idea what Charisma would do for me, so I would often just ignore buying items from the shop that gave me charisma - and thats on top of not wanting to shop because I have to pay to enter in the first place.

 I think what felt even more bad though was that I didnt really know that you had to manage the Gamer alongside with the Knight, so I thought it would be okay to repeat the strategy I had of just spamming between Fighting and Healing, but then I died and had to start all over . . . man, that put a damper on my spirits. i feel like there should have been like a courtesy save or something when switching over to the gamer side, because the knight side took me a long while 

but otherwise the game really gave me that same addictive feel of other clicker games as well. Its really well built and besides some balancing things, the idea would make for a really cool and meta clicker game about managing two lives at once and having one impact the other. Keep it up! 

Great art and great writing! Thom-I mean, Hiroshi-san, as odd as he was, has endured his way into my heart. The story is very funny, and I love the art style as well. I also like thinking more about what Hiroshi-san would want to say, thanks to the great set up to his character at the start of the game. It was quick and very understandable!

It was a shame it was short but I can imagine making sprites and arts just takes lots of time! I'm also still intrigued to see how the choices will go in the future, because as it stands, it's still a visual novel game where you have to pick a right choice, just with a twist in how you think about it. Which is still fun in its own way! I'm not really a visual novel guy though, so Im biased in the way I think about the mechanics.

Cant wait to see some more! It's a great and appealing game!

Great art and great writing! Thom-I mean, Hiroshi-san, as odd as he was, has endured his way into my heart. The story is very funny, and I love the art style as well. I also like thinking more about what Hiroshi-san would want to say, thanks to the great set up to his character at the start of the game. It was quick and very understandable!

It was a shame it was short but I can imagine making sprites and arts just takes lots of time! I'm also still intrigued to see how the choices will go in the future, because as it stands, it's still a visual novel game where you have to pick a right choice, just with a twist in how you think about it. Which is still fun in its own way! I'm not really a visual novel guy though, so Im biased in the way I think about the mechanics.

Cant wait to see some more! It's a great and appealing game!

This is a great concept for a game! Each game played very smoothly and without issue, even if they were hard. But once I got the hang of it, it was fun to play through each one and figure out what to do. The art style is also super great as well, making everything very clear and visible and understandable just from a glance.  

There are some times where, once you play through a lot of the games, it becomes really hard to keep track of which upgrade went to where (I was playing the jumping minigame and I was so focused on jumping that I completely missed where the upgrade I got went, for example). But it was still easy enough to find my place and to continue on. I haven't beaten a game yet due to this, but eventually I'll sit down to focus and try to beat at least one of them

Great job once more! The juice in this game was amazing too, I love it! Besides some QOL chances, this is a really great entry in general.

This is quite nice for a first game, congrats on making it! I love the vibes of it and I enjoyed the main mechanic and figuring out how to get through the levels. It was pretty easy, but a lot of the time in Game Jam games, its easier to make a hard game than an easy one, but you struck a perfect balance here.

To dive in deeper, I was surprised that running and interacting with mechanics at all - you only ever interact with the door, and theres never a reason not to run, so it left my fingers pretty cramped. I also found the scrolling with the mouse to be pretty janky. In some areas, like the first one, its super sensitive and the deadzone for moving it seems to be pretty small in the center, so combined that with the  scrolling, I got some dizzying moments playing through the game. Luckily it was short, but if it was any longer I wouldnt have been able to play more unfortunately. Some rooms dont have that issue though, so I'm not sure whats up.

Overall though, its a great start for a fun puzzle game. It reminds me of something like Mario vs Donkey Kong on the DS, where you solve puzzles by moving objects around. I think if you focused more on those puzzles, the game would be better off, but considering the month long time frame, you'd probably lose a lot of the art style too. But hey, now that you got a good base of a game, it'd be cool to expand upon it more.

I was quite excited for this entry, because hey I made a stealth game too! So I was intrigued to see others try the concept.

The main gameplay mechanic is brilliant. It really fits well with the theme of thinking outside of the box. There were a few times I was like "what do I do?" but then I remember the main mechanic and I feel cool for utilizing it. The addition of the scroll wheel to help adjust the field of view is a nice touch too. The level design was very fun too, the concept of doing multiple tasks for a higher score is very good for this type of game.

A problem I had with the game was that it was hard to keep track of how the level was layout outside of the box, and I would have to guess at where the boundaries are/gonna be. I think if the outlines of the level were still visible when freezing the borders, it would make it a lot easier to plan out where to go next.  I also had a frustrating time with the 3rd level, due to the way the guards are too far off screen and seem to notice you a little bit beyond their cone of vision. In general, I rather just go to a game over state right away when being spotted, because all I can think of to escape is to run around to find an exit. The main mechanic of stopping to freeze the border requires the player to stop and think, and it's pretty hard to do that when on the run. 

Also, I think that marking all the guards should have just made an exit appear instead, because I wanted to get the lore bits, but I end up having to choose between finding the guards or the lore bits. I had a moment where I marked all the guards, but didnt realize I marked the last guard and was booted out of the level, and I really wanted to find that intel folder!

Overall though, the game controlled great and was very fun to play through, I'd love to see more expanded upon with this concept, because as it stands its a really fun stealth game! I def have a lot to say about it because I love stealth games like this ahah but I hope you dont think I dislike it, I love it lots! If you expand upon it more, I'll be happy to see it.

Great fun game - it gives me a lot of classic sonic vibes with a bit of Wario Land 4 (even if that wasn't one of your inspirations). I love the art style of the characters and I enjoy the movement! It feels very good to go fast when you get the hang of it, and it feels like a proper platformer.

I think one thing that could be improved is visual clarity and some of the level design. 

While I enjoy the character art I think the clarity of the level itself takes a while to get used to. The red on top of dark red background sort of make things a blur to see. Despite the tutorial, it was still hard to tell that I had to run into certain things and hit other things as well. 

For level design I think it can kind of rely on funneling players into one straight path that can be hard to do. I do see alternative branching paths here and there, but it never really felt like one was the easier/slower path. I think for inspiration, besides classic sonic, I think you can look into something like Antonblast, which also has a similar "hit objects to go faster" vibe.  

Overall though when I was able to get in a flow state and get through a part of the level, IT FELT SO GOOD and I felt really cool. When it clicks, the game really clicks together and it can feel awesome. I love the moveset, in particular how you can do the crash bandicoot dash thing to immediately get speed. It's a cool design choice because it can be risky to do so in a tight space, but it rewards you with a lot of speed. Congrats on getting this game done!

Really cool game! I really enjoy the feel of it - especially in terms of spamming the dash move. I love me a good dash move, and knocking into walls is fun on its own right too. The items are very fun as well! Overall it's a great dungeon explorer type game.

I think in terms of theme it does fit (Being the sword, transforming into items, controlling the sword direction independent of the player character, etc) but I don't think the mechanics fully convey that. Don't get me wrong though- the mechanics are really good and feel good to engage with, I just don't think the "controlling movement with WASD and controlling the sword with the mouse" is a unique way of conveying "you are the weapon", because that's just basic twin stick shooter style gameplay.

However despite all that - it's a damn fine game that feels so good and juicy. I wanted to engage in all of the rooms, fight all of the enemies with the tools I had, and discover more of each and every room as I played. It was fun, fast paced, and combat was really satisfying. I'd love to eventually see more as it goes on. Congratulations on a job well done!!

This game stood out to me greatly when I first saw this way back when. I commend you for trying your best in creating something so personal! I've been there before and it can totally be very draining to make something based off that experience. I also applaud you for being very open about how it affects you.

In terms of the theme, I can see how story wise it really fits in, both in terms of what's in the game and what isn't.  The dialogue choices were hard to pick through, in a good way, because damn does it seem like there really isn't anything to say in such a hopeless feeling situation, which I think was what you were going for!

If you ever do continue this I hope you can find a good balance of using your personal experience as part of a story while combining it with other aspects of story telling that you personally like. Great prototype! Genuinely excited to potentially see more of this idea/similar ones.

This game idea is really cool! I haven't seen a lot of visual novel-esque dialogue heavy games in this jam, but I love this idea. It's very approachable and the gameplay loop is addicting. I like how there can be multiple scenarios with different choices, which makes each playthrough feel so fresh. The art is really neat too - I can really tell a lot about the characters just from a glance!

If I had to nitpick, I would like to see after a choice is picked up how much of each bar is filled up, probably out of 100, so that I can have a more better idea of whose closer. But that's really about it! I love this!

This is a really cool prototype !! I really like the dark atmosphere of the game from the moment the title screen appears. I love how there's a lot of work put into the early love of the art style. I also love how the character moves and swings around, it really reminds me a lot of classic Zelda and really captures that game feel nicely! The enemies were a nice challenge to fight against and were a lot harder than I anticipated, which created a lot of tense moments of trying to get in the right range while also backing up so i dont get hit. Having items is a neat cherry on top too, and makes me excited to see more to use!

Although I like the combat, I think it leans too much to classic Zelda styled combat and could be quicker. For example the dodge roll is really cool, but its slow and you can't act out of it afterwards, so I don't use it a lot. I think it should be a lot shorter than it is!

I also think another thing that slows the combat down is the sword swings freeze frame everytime it hits. Its tense but it can get tiring. I also am wondering if there's a way you could add variation to the last swing, for example-like maybe it could do some knockback or something. 

I also didn't really know what most of the items were for besides the potion, as the descriptions weren't really clear. But it is cool there there is a system set up so that you can have items used on the fly!

All in all I think this game has so much potential to become a really cool top down action game set in a really grim atmosphere. I'm really intrigued by the world building thats set up and I can't wait to see more of it!


also breaking pots is so satisfying and fun as always >:)

How did the story make you feel?

- You know, I like to think I handle a lot of this pandemic zoom culture a lot better than I have before. i gotten my sleep schedule fixed up, my home life is separate from my work life, and i know when to take breaks when needed. i also just gotten use to being prepared for zoom in general, such as, you know, making sure my laptop is plugged in and what not. so a lot of this game was like "is this what other people go through?"

its okay that everyone doesnt feel this sort of dread from your game. like i said, my problems with zoom is wholly separate from others, but i still understood what you were going for with the tone and the visuals.

How did the art and music affect your experience?

- it was nice and simplistic, although since its all white it feels a bit too bright...not unlike how zoom doesnt have a dark mode! so thats a good thing.

How did you feel about the choices?

- they were pretty normal choices. people tend to struggle with what to do when in a zoom call, so it makes sense that sometimes the choices presented can be mundane.

Where do you expect the story to lead?

- my inevitable demise. 

Other feedback?

- good use of renpy! would love to hear more chilling unsettling music and sound effects. maybe an actual lecture? an air conditioner providing the only sound? people typing? go wild. 

-also there really isnt a lot of zoom in this zoom game. when people are on zoom youre stuck staring at the brady bunch rows of videos and whatnot, and it can be quite draining. maybe incoporate that more

thank you so much for your kind words- def wanted to go for a very crazy story with a meta twist! twist is the important word here, of course-as it stands, the change from mystery to fantastical can certainly feel rough.

good luck with your tabletop rpg work!

yessss this project was just an excuse for "here are some songs june likes"

i love that phrase- one single meta joke reference abmoniation. thats what i strive for a lot of my stuff to be! im also glad you got a lot of the references, lol

thank you for the UI suggestion-its one of those things you dont notice if youre a developer on the game. good eye on that front!

im really glad you reccomended this post-dont tell naomi (oh whatever shes going to read this anyway) but i missed out on watching this video that she assigned us to watch. thats on me for missing that, oops.

thank you very much!

wow this made me really sad and i loooved it. and you know what, despite the bugs, it kinda worked in favor of the tone? like everything in the protags world is just breaking apart because of this divorce. it made me sad in like, a really good way that i didnt expect. it made me relaly want to fix things.

the world was really crazy to me -like, the job thing about having to be good in the eyes of god was intruging, because it feels like values of an older world, when i initially saw it as a more modern one. your writing is top notch, as always, and im really happy that this got made.

wonderful job! thanks for the sad feelings haha :'}

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I really liked the changes made to this game to make it more compact. The part at the beginning explaining the world clicked with me well, and i understood the rest of the game in a snap. i actually didnt even ask for more explanation, i just "got it" right away. having Mana as a foil/interactive person to talk to was also nice as well, so that it didnt feel lonely. 

i echo kaz-there isnt a way to fail, but the resist part shows promises of somethign cool going to happen. i was actually expecting a button mashing minigame to start up at that moment! still really cool, and the ending hyped me up for even more. 


wonderful!! i hope what happens in this project influences more of your own world going forward.

this was very fun-it felt like i was going to a little party, and it was cool to compact that kind of experience into a choice narrative game. I was so upset i couldnt see gatsby! upset in like, a good way. as in i really wanted to see more of this! 

the dialogue is very fun to read, and each character is so distinct from each other that I can imagine what they look like, even without having a description. for me, i still see tobey maguire as nick, and that will never change.

wonderful job!!

very intersting idea of using a "think" option to consider what choices to make. Although in my case i thought it was a lot faster to just pick the choice and then rewind if i didnt like it. Maybe disabling the rewind button would have helped? some more incentive to use think would be nice.
i like the set up and the characters though-it felt very of the time, and the scene you chose to portray worked great thanks to the choices dictating the action


wonderful job!

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hi-it was really short, (i got up to the part 

my bad, i guess the choice just didnt load up in time to continue. What a quirkly little adventure I just went on! I really like how you played around with text fonts and stuff, although it did get messing and unappealing to look at when talking to the calendar. perhaps that was the point?

waiting for stuff was something i wasnt a fan of- there isnt really good indication sometimes that i should be waiting, especially since text wasn't being typed up. still lead to some very interesting puzzles though!

wonderful and whimsical job!