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AccipiterChalybs

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A member registered Oct 01, 2018 · View creator page →

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Having to quick shield from multiple incoming attacks was fun, felt kind of like one of the undertale bosses.

I really liked the concept, and the art style was really nice. I feel like the choice didn't feel quite as impactful as I was expecting due to the frenetic framing of it being made in combat (even though in reality the timer is quite long, which makes getting the third ending take a while) [Also not sure if there was a fourth secret ending I missed?]

Nice game! Had a really cohesive art style, and I really liked how core to the game the use of the limitation was, with how many different uses the singular bullet resource had. I think my only recommendations would be to make it a little more clear that after the shop that you'll regain bullets (and maybe how many), and also how much health enemies have left (maybe something simple like fading them out as they lose health). Overall, great job on the game!

Was a nice merge of an Overcooked-style game with the defense theme! Took me a little while to get the hang of the process, but then it clicked and I was repairing blades like a black-smithing machine. That said - and I imagine it was because of lack of time in a jam - but having more of a tutorial / instructions in game would have been nice to speed up that process. Also, the dull blade art was a bit hard to tell the difference sometimes, and I wasn't sure if there was an indication between "ok" and "great quality" weapons. Otherwise, was a fun game. And the "good job" win screen is pretty fun too lol :)


The presentation & atmosphere of the game was really nice: it felt really eerie when you have limited light obscured by shadows and hear the march of nearby footsteps, and really rewarding when you see a small light up ahead & when your candle becomes more powerful.

I think my main critique is that the enemies have a tendency to bunch up which reduces the tension a bit (though one quick way to solve this (e.g. for future work on this) would be to give them random speeds - that way if you're going in a circle, the slower ones will naturally double back)

Great work overall!

Game felt very engaging and polished. There was a nice variety of tiles to mix it up, and I liked that I could mouse over them in game to see what they would do. Art style was nice and cohesive as well.

The main menu is really cool! I like all the different options available, and thought it was really cool when I got to the demony enemies, to just see them swing around their axe as my swarm of conscripts surrounded them. Pretty cool game overall 

Small note for future changes: may want to disable the first start button until you get troops built (because I may have pressed that on my first go and got the game stuck until I refreshed).

I really liked having the narrator messages talking to me based on what I did in the game (and their love of cheese) and the scale gun was cool (e.g. with the floating scale gizmo inside). I did like the puzzles (e.g. having some blocks that would only scale in one direction) but the puzzles requiring pushing blocks with your character physics (it seemed like e wasn't actually supposed to work) was a bit frustrating

Game looks great - in particular the background and the player character, and I really like how it zooms out at the end to show the full structure you've ended up creating. Only real issue I had was the movement felt a little floaty? which was a bit annoying but also did add some difficulty

Very cool game! The mechanic of having to be both sides is really interesting because if you make one too good, the next one becomes impossible lol. Dialogue sounds & text was fun. Only thing was that I had a little trouble making functional battle robots: in particular with the recoil or mismatched wheels, was sometimes a struggle just to get them to fight lol. Maybe making the first round have a more consistent set of parts would help? Or may have just been my bad skills lol. Was fun either way

Really awesome aesthetic!  Game has a great mood, and was fun to explore. I really liked the 'e' tower-ascend helper - the rapid fire ascent felt fun. Only recommendation would be to have more little mechanics for the zones, like the ice ray or the tent surprise, in order to mix up the experience for getting the next object, but with the time limit of the jam, only so much you can do.

The music and minimalistic art really go together well, and the bounce feels nice. Not a ton of content there yet, but feels like it's a good game base

The visual effects and audio for the ratchet mode was really good! Took me a moment to realize the ratchet breaks after you exit edit mode. Also really like the cover image

Definitely took me a few goes before I understood how the game works (e.g. realizing i had to press an extra button to stock shelves with items) but was a neat little game when I finally understood how to play (reminds me a lot of this Pit Droids game I played way back when). Also the cover image is great!

I like the vaporwave vibe of the world and the art of the little guys. I did have a few issues trying to play the game - was hard to click on things / still am not sure if I was able or not to press the buttons on the bottom (do they have any feedback in the world when pressed? or just stat changes?). I do like the general game idea though of trying to manage stats of multiple characters by making global changes that affects the world as well

I really liked the create-a-custom-ship-from-your-enemies idea! There were enough unique ship ideas too that it didn't just feel like adding yet another attack onto my ship. One memorable moment was when I had a long "limb" of the ram enemies that I could swing around like an axe to wreck ships. I did have some performance issues towards the end of stage 2. I also like the random chaos of adding in new parts (and how it doesn't break the flow of the game)... but, in stage 2 in particular, I feel like I was too unwieldy to really make choices? (e.g., decide between focused fire or cover all angles, go for different "builds"). I do quite like the art: it's vibrant but not too in your face and captures that nice retro asteroids/galaga vibe.

Cool game concept! I like how it's a fairly freeform / creative objective but still have a score to back it up. Good tutorial as well... even though, having used Blender so much recently for the jam, the maya keybinds were a challenge lol. Ironically, one of the things that stood out to me the most was the menus - really gave nice underwater vibe... I think from the bubbles and bloom(?) Either way, great job overall!

I really like the idea of completing challenges to open up your server to more players lol - fun concept and definitely a good use of the theme. Intro video was great. I think the art fit the intent well - I like that the grey objects are easily recognizable as destroyable. Really impressive too to get the online multiplayer working for a game jam!

Really cool: like the combo of RPG minigame for selecting attack moves.  Art was really solid: definitely spent quite a bit of time trying out different combos just to see what the attacks looked like

Feels great picking up those gems! Only thing I would have changed would be to make the jump lower so you unintentionally fall in: the delay with the camera already sells you on "wait did I just lose... oh wait gems!" Good stuff overall given the time constraints

Pretty solid, I really like the Dinosaur sprite in particular!