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CasePortman

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A member registered Feb 16, 2014 · View creator page →

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That’s incredible!!

Hey, absolutely!

Thanks for the kind words Nick and great suggestions! I remember watching the video you did for LUCID with a big smile on my face throughout the entire thing.

Thanks for the great feedback!

As for the volume increase, that’s definitely not intended! Must be a bug in the code somewhere, thanks for pointing that out!

Excellent fun! I truly enjoyed this one, the art and the camera work are brilliantly done! Satisfying movement and progression too! Some of the platforming and maneuvering can be a little tough in the tight, claustrophobic areas. The parallaxing BGs are a nice touch!

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Fantastic entry, one of my favorites!

I really like the feeling and momentum of the player when launched, the ricochets felt really good and the timings/speed are fair. My only complaint would be the one launcher you have to simply drop out of as it isn’t taught earlier in the game - I genuinely thought it was bugged and moving the arrow the wrong way.

Great work overall!

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Truly terrifying once you grab the thing! Great spooky vibes!!

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NOOoOoOooooo!

What a unique concept, loved everything about this!

Loved the joke ending!

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Great entry!! I really liked the beefy audio and the overall feel! I never really felt a need for the jump button so moving that to just reloading without the extra input of DOWN might make sense!

Great game!!

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Super cool idea, art and audio! Loved this little game, it had some nice puzzling elements! I’d love to see an extension / post-jam version of this where I could possess random objects for no particular reason just so I could roam around as an entire table.

Great entry!

EDIT: I realize now I’ve played this twice and commented TWICE.. My brain is truly fried from playing all these games haha.

Villain arc activated! Super cool concept, the music is pretty badass too! The banner on the main page is so awesome.

Art and palette used were unique! Definitely stood out amongst the crowd! Some really tight gaps but navigating through them without hitting a wall felt really satisfying! Great entry!

Absorbing those enemies is so satisfying and very smart decision to include a counter that goes over the maximum so no soul is wasted! I really love that palette too! Awesome job!

Ooh, that was fun. Definitely spooky!! Great job, you nailed that horror vibe well.

Great concept! The fear of sailing along and not knowing what horrors are beneath you is something that terrifies me in real life, this really captures that! Awesome job!

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Boss was so tanky haha, but I enjoyed my time with this game, great job! Very authentic Gameboy experience!

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Gameplay is simple but effective! A little rage inducing with the slower than expected acceleration of our skelly friend, but other than that this is a nice entry!

This one is insanely cool, fantastic job on capturing that spooky atmosphere. The gameplay is so creative! A lot of passion went into this!

I haven’t, but I think the only reason is the long intro text. If there was a way to speed it up / skip it I might try!

Ohh thank you for this super valuable feedback! I agree with all these points (especialy the [HOLD Z] since that tripped a few people up!) and will use them to better the game in the future!!

Absolutely, you’re 100% right with that one. Thanks for the valuable feedback again, I’ll give that a little more thought next time.

Thank you so much! That palette switch was a last minute thing so I’m really glad that shone through!

Thank you! Haha yeah, I always try balance jam games a little more over to the less “difficult” side (even though that is kinda hard from a developer point of view with limited outside testing) just so more people can enjoy without frustrations.

Thanks, I’m glad you got a good spook or two!

I’m so happy you enjoyed it. Those stretchy mouths gon’ get ya! Thanks for playing!!

Thanks you, I had a blast with this jam’s theme. Gotta love an early spooky season!

Oh no! I must have skipped over this on my bugs to fix, damn! Thanks for the feedback!!

If you’re talking about pressing the buttons to open/break things, the action is to hold not mash. I realize this isn’t the clearest thing in the game though (if you skip over the objective screen before the run) so that’s my fault! Absolutely, I added WASD K/L and controller mappings just for that option, I personally use WASD K/L. :)

Nice art, fun gameplay and interactions and overall general vibe! Awesome job!

This is the most gameboy feeling entry I’ve played so far, if it wasn’t for me playing it on my PC monitor I’d have no idea it wasn’t made back in like 1992. Awesome job!

Thank you so much!!

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Thanks! The action is to hold the button, not mash! But thanks for the feedback, it’s not super clear if you skip over the quick objective menu. I’ll make sure it’s way more obvious in a future update!

Some real solid and deep lore going on with this one, if there was a category for “story” I’m sure this would win by a mile! The art and music is great, I especially like the enemies in the battle sequences. The purple palette is pretty unique too.

Super cool stuff.

Tough but fun! The art is really great!

Lovely and squishy (I love a good squash and stretch!) and the sfx work in tandem with that very well! Checkpoints are generous and the game feels solid! great job!

Very unique entry this one, I really liked it. Simple, yet interesting concept and the timer hurries you along. Cool stuff!

Those are some silky smooth animations! The controls are nice and snappy! Super good job!!

That theming contrast was brilliantly done, I don’t want to spoil anything so I’ll just say you certainly got me! All I’ll say for other players, is keep playing..

Very good!!

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I mean, the loneliness is definitely pretty scary! Good luck expanding this.

“Anything is better than nothing”.. absolutely this, well done for getting something out there!

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Yeah, that’s a good idea. You could also maybe just highlight the tiles that are directly next to you. I admire what you got done in only the 4 days you had though!

I actually had a minimap in my game up until the very last minute, I found it took players out of the action a little too much.. including myself!