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Cakestorm

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A member registered Dec 15, 2019 · View creator page →

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Nice game! I really enjoyed the puzzles; they were made up of such simple elements and yet they were remarkably tricky (hurt my head a lot). I liked the little quotes between the levels as well, always appreciate seeing Camus referenced in a game haha! Really fun little puzzler, great job on getting it made!!

ask them here if u have any :)

nice game! the crt lines really did complete the look, they were great! and i loved the little dots left behind after you moved as an aesthetic addition - my only wish is that they stayed around longer so i could draw crude silly things with them. the drifting movement felt great too! it was really great just flying around in space, i had fun!

really cool idea! i have a soft spot for big numbers with regards to space and time so this game was perfect for me. it took me a few tries but i did eventually make it to lightspeed (only took a few billion billion years) i appreciated the redshift effect at high speeds (is it redshift? i didn't take a level physics) which was cool! and the missiles were terrifyingly well made - those dastardly accurate ones kept hitting me just as i got a new personal record :( it was a really cool game though, i didn't know i needed more relativistic games in my life until now!

i have learned today i would not make a very good sheperd. aside from that, though, i had fun! i loved seeing what hazards each season had to offer and the game looked just beautiful! i'm grateful the number of sheep was reset every season too - i wouldn't have liked to go into winter with only 2 sheep, so thanks for that feature!

i loved the tension! this was really fun - i especially liked the lasers only mode. and i second the comment about the music, it's great! reminds me of all those old flash game soundtracks, and i always like being reminded of flash games. great game!

nice game! i really liked the idea of moving along an infinity symbol, that was creative! and it got really fun having to dodge all those bullets as the game went on, particularly as i was being harassed by a monkey with a typewriter - it was brilliant bullet hell action. i ended up with a score of 1440!

thanks! i'm glad the gaemfeel still came through - it feels wrong not having all my particle effects and such readily available to add into godot! soon i will be powerful again. and i'm glad the bnuninis (official plural) were threatening enough as well! they do unfortunately have a habit of falling out of the map if you don't load the next room for them

COMPSOC JAM! community · Created a new topic hello!

welcome to the community tab!! ask away ur questions here

Thank you! Yea, the perfect zeroes are a bit of an unfair bug (sorry!), but I'm glad you had fun anyways! And you got so far - don't think I ever made it to 40m gold myself!

Great game! I really enjoyed the big boss fight feeling - felt very souls-like. Especially with the music. And I definitely appreciated the infinite lives too, it made the game much more accessible (though that may have been my fault for playing on a laptop trackpad!). The ending was fun too, very impressive stuff (though I won't spoil anything for any aspiring players out there ;) ). Nice work, I really liked it!

Yea, the new friends were kind of just there to make things a bit more interesting - though maybe friendship is a reward in itself(?)!

Woah - I honestly didn't think it was possible to get that far. I thought the potion minigame would wipe anyone out beyond ~round 22, but that's been disproven! Congrats on your world record. And I'm glad you had fun, thanks!

Thank you! Well done on getting past round 20, that's great! And I'm glad you liked the artwork, it was fun to draw!

Thanks! The potion minigame might get a little bit difficult, yea - I'll work on rebalancing that. But I'm happy to hear that you liked the game, thanks for playing!

Nice game! I really loved the chaos of it - there's nothing quite as satisfying pushing your opponents off the edge of the world. Repeatedly. Even though it's the football stage and you don't get points for it. And I loved those little crowns you got for winning!

Well done! I'm impressed you got that far - would have loved to see that happen live, there must've been some fast reactions!

Woah! That's impressive! If only there was a way to actually leave the dungeon and cash it out. At least the next person to come along will find a nice 21 million gold lying around!

Thank you so much! I'm glad to hear you enjoyed it, I'm always happy when other people like my games too :) also, impressive speedrun time, good job!

Neat concept, I really liked the try things out -> fail -> try again gameplay loop; it never really felt like I was failing, since every time I did I learned more of the level! I would've loved to see more to the game too, with more level layouts, obstacles, even multiple paths to the end, though what there is now definitely proves the concept! The sound design was something I particularly liked, since it added a lot to the ominous factory vibe of the game - and the sounds coming from different directions in the scene was a great way to help with visualising the level. Nice work on the game, it was a fun experience!

I loved this; it was a great idea turned into a great game! I liked how the concept of enemies not moving unless you look at them led to some interesting puzzles, particularly as new mechanics were introduced, the puzzles never felt repetitive because of that! The difficult curved up just right as well, and it was always hard enough to make me feel clever when I figured it out, but not too hard to feel frustrating, so great work on balancing that out. The aesthetics and feel of the game were brilliant, it was nicely polished and the sound effects and graphics made it fun to just play around with even without the puzzles; it was a well crafted experience! I'd love to see more added to this game, more mechanics, more environments, more of everything pretty much - it must've been a good game if I'm asking for more of everything, so congrats!

Nice game! I love your take on the theme, running a pub under a protection racket - it's an interesting idea, and it led to some good game mechanics too! Balancing money, reputation and beer along with the increasing requirements was nice and hectic, though I would've liked a bit of time between days to catch my breath and think a little, say for example having a screen that showed me how I'd been doing through the day, when the inspector would come etc etc. That being said, I can't imagine having to deal with the mafia is a stress-free job, so this definitely conveys that experience well! I'd love to see the idea expanded upon, there's a lot of potential for a great management game here, so well done on getting this made!

Thank you so much! I'm so glad to hear you liked the game. And it's also really nice to know that the page design was appreciated too; it's great that the time spent polishing that didn't go to waste! Thanks for the comment!

Ah, the idea for the theme was that you were supposed to remain ignorant of all the extra effects and UI stuff appearing on screen, because they made it difficult to see and play the game - the idea sort of evolved from the theme, though, rather than adhered to it, so I can see why the link isn't very clear! But I'm happy that you had fun with the game, thank you for the feedback!

Thanks for the comment! You know, enemies spawning below you was a bug that plagued me in development, I swear I fixed it about 3 times whilst making the game and it kept coming back. It wasn't even that difficult to solve (or so I thought), so I don't know why it was such an issue. Sorry it somehow found its way into the final build, but I'm glad you still had fun!

Thank you! Sorry about the UI not coming up soon enough - I was considering making the health always visible at least, but went for the most minimal design I could instead, so I realise now I probably sacrificed too much readability from the game doing that! Glad you liked the rest though, that's great to hear!

Wow! And I thought I caught all of the integer overflow bugs. Very impressive!

Nice work! You were spot on in saying this was a chill casual game; I liked how quickly I figured out what to do and how to do it, and it definitely was a chill experience doing so. I liked the gentle difficulty slope at the start of the game as well, how the dice spawn rate gradually increased (or at least felt like it did!) until I got the hang of things. It would've been nice if it built up even more beyond that, I can imagine a screen basically filled with dice being fun in a sort of chaotic way, but I understand that'd probably conflict with the chill feeling of things, so it's alright how it is! The graphics were very nice and simple, particularly that title screen, I really enjoyed how the greenish-blue colour palette worked. It might've been cool to see different palettes too, though - maybe as a reward for getting to a certain score, or collecting a certain powerup? It would've been cool to see the game in red or purple as well! It does still look nice as is, though, and with the chillwave music the whole feel of the game is very nice - I enjoyed the experience, so thank you for making the game!

Nice game! I have a soft spot for games that let me catapult rocks at things like this game, so I enjoyed the experience! What I particularly liked was how fast I could end up throwing things - I had a lot of control over how far I threw the rocks, which was great for those countdown bombs where I wouldn't throw them too far, but it was also fun to throw things out at max speed as well, so thank you for giving the player so much control over that! The variety in projectiles was nice as well, and I like how each set had their own sort of playstyle - rocks for just dealing damage, ice for stacking debuffs, and explosives as a high risk/high reward sort of weapon. I would've loved to see more strategy like that in the game; it was great fun to try out each set of projectiles and see how they synergised with one another! And it would've been great to see more content that you mentioned in the devlog too, they're all great ideas! I also liked the graphics of the game, since they were aesthetically pleasing but very readable as well. The enemy designs were also well done - I wanted to see more enemies in game mostly to look at any new designs they'd have! Well done on making this game, it was a fun little experience with a lot of potential for future development!

Brilliant game! If your game is fun enough to get me to have a second try at it, then you've done a great job in my eyes! I love the mechanics of this game; it's much more interesting than just a standard kart racer, with the property purchasing, and that idea works surprisingly well for a racing game too! I liked that you could still buy properties off your opponents as well, it made the first playthrough a lot easier once I figured out what I was doing a bit more. The variety in properties was also great to see - it would've been great to be able to tell what each one did at more of a glance, but they still all felt useful to purchase! The physics of the game were also very fun to play around with, especially once I got used to the floatier feeling of the game, and those speed boost ramps were great fun to go flying off of. I loved the graphics, the combination pixel art/3D look is always nice to see and the dice theme was worked with well in both the gameplay and graphics! The only thing is that the properties looked a little out of place, but it was still easy to tell them apart from everything else, so that wasn't too big of a deal. Well done on making this game in 48 hours, that's an impressive feat!

I've never seen a 2D-sidescrolling-randomised-tower-defence game before, but you've managed to pull that idea off very well! What I particularly liked about it was how the dice's effects hurt both you and the weirdos - it made for some pretty strategic moments where I would have to think twice about throwing the die somewhere and potentially blocking off half the map, or risk losing some fruit because I couldn't fend anyone off if I didn't throw. And I'm glad the enemies were pretty pacifist when it came to targeting me; I was causing enough damage to myself alone! The presentation and graphics on this game were awesome, I really enjoyed how fun it all felt with the colourful palette and goofy little effects (especially that Bang! explosion!). And rolling the dice was great fun; not only with the brilliant animation but with the sound effects as well, it made just throwing the dice on their own fun, so that was great! Good work on this game, I really enjoyed what you made!

My favourite part about this game was how the gameplay evolved over time - I started out just trying to fill the board with as many things as possible, then it got to a point when the board was full and I had to hope to roll 3 of the same item, and by the end I'd got most of the items maxed out and there was less chance involved - it's interesting how an early, mid and late game came out from those mechanics, and it was definitely fun to see that! The main mechanic was also very fun, I loved the idea of a randomised match-3 sort of game, and I loved the big numbers too. I would've loved to see that expanded on - maybe not just adding more levels of items, since collecting 729 orbs to get to level 6 sounds a little tedious, but seeing the numbers get even bigger and more impressive throughout gameplay would be great. I still do like the progression though; I did enjoy ending the game doing hundreds of points of damage. The variety in enemy graphics was also a nice feature. Maybe I wasn't paying enough attention, but I don't recall fighting the same enemy twice, so that was impressive! Well done on making this game, it's a really interesting execution of a great idea!

I definitely understand the review fatigue thing, especially if you're writing them this in depth, don't worry about it! Thank you so much for all the feedback too - I definitely agree with the map feature as well, sometimes backtracking took a while, and when playtesting it was sometimes fun to just look at the Unity scene view and see how far I'd come by zooming out, so it would've been a great feature to be able to see that in game. As for the rest, though, I'm very glad you enjoyed it - particularly the grind, I was a little worried in development that having to build up to the next level would take too long, so it's nice to know it didn't get boring! - and I'm very grateful for all the feedback, thank you!

It's great to see that you like exponential growth too, I'll have to check your game out! Also, I'm glad you liked the power spikes too - initially they were way feebler, with the snakes only at 600hp, but that quickly became way too easy in testing, and the idea of massive power spikes and lots of zeroes was pretty appealing too. And I'm glad the endless dungeon exploration was appreciated as well, it was definitely easier than making something by hand! Thanks for the feedback!

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Thanks! Actually, initially, the enemies left you alone because I couldn't muster up the effort to implement something like A* pathfinding for them to follow you, but as it turns out it wouldn't have been fun at all to be constantly chased by high-level enemies, so it turned out alright the way it did. And it's great to hear that you enjoyed just playing about with the game - I always love games where it's fun to just press buttons and move about, so I'm glad I did something like that with this game! Thanks for the feedback!

I loved the super-high damage numbers too, I'm glad you felt the same! Initially I think I underestimated how massive a few multipliers could get, but then realised that actually I liked the numbers so big you couldn't figure out if they were in the millions, billions or trillions, so just rolled with it. And I guess it paid off, so I'm glad you liked it!

Aha, that's certainly impressive! And, actually, adding in-game places to buy things was planned, but unfortunately that was too ambitious of an idea, especially considering how quickly you became massively rich. It would've been cool if well balanced, though, like you said! Well done on getting so far in the game, and thank you for playing!

I'm so glad you liked the squigglevision too; that helps to justify the concerning amount of time I spent on that! One day I'll figure out how to automate it and add hundreds of hours to my life in the process. Thanks for the comment!

Those were some really unique mechanics, and they worked very well! I loved the fast-paced strategy feel of the game, particularly on harder difficulties, where I had to check the faces on the enemies, scan the board for the best matches, weigh up if being damaged was worth it, all in the space of a few seconds - it led to some great gameplay where mistakes weren't too punishing and strategic thinking paid off, so that was excellent to see! I'm also very grateful for the easier difficulty, it made understanding the game at first much easier when I had time to think a bit more. The aesthetics and graphics of the game looked great, and I loved the readability; thanks for not only making each symbol a different colour, but a different shape too! It made reading things at a glance way easier. It was also very cool to see the enemies' damage types shown on their faces, rather than just some UI feature, I love elegant little features like that. And the sound effects were also very well done, especially the little tick when a second passed, and the music was a good fit considering the pace of the game. I really loved the idea for this game, and how it was excecuted, so well done!

The theme for this game was really interesting - the fishing was certainly more interesting than just shooting generic space enemies, and the whole aesthetic and feel of the game all worked well. I liked how you paired both randomness and strategy with the upgrades and dice system particularly; it was great that I was in control of the outcome of the rolls, which was a very nice change from a lot of games where the randomness could get pretty unfair. Trying to find the best arrangements of dice was great fun too - my favourite was probably stacking negatives to get an occasional 10 bullets! And the fact that I didn't even have to shoot the dice if I liked the powerup I got added to that as well - the randomness felt like a tool, so that was some great game design there, thank you for making that fun! The graphics looked great, the abstract space-y theme was readable and was an interesting aesthetic, especially with that lighting, and the UI was readable as well. And the background was great, very pretty, and I kept spending too much time looking at it rather than the enemy bullets headed towards me. Very well done on this game, it's both well built and (importantly) fun!