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fennellsauce

20
Posts
A member registered Jan 16, 2018

Recent community posts

levels feel either too easy or next to impossible. Having your lil dude fall from the top of the screen to the bottom when you finish a level always feels awesome though.

I'd love to play a version of this where your jump height/precision is tied to how much time you have left. (ie: more time means higher jumps but faster lateral movement, and less time means lower jumps but more control laterally) I think it would work super well with the feel of the jumps now

seems like there's a bug on level three where you can't jump if you're on top of the box, but a cool concept and solid execution!

it's a pipe game

You are a good kid

This game asks your browser "how many particle effects do you think you can handle?" right before ignoring the answer and absolutely body slamming a mountain of sticky guns into anything that dares to move.

Game plays itself at about 30k points

At around 100k you'll average about 2fps (I timed it)

at 208535 points the game runs out of memory and gives you a final de-particle effected snapshot of your olympian sized arsenal of firearms

10/10 absolutely adored it

managing a whole team at once was a great idea, liked the concept a lot!

the tether is much too short and the timer drains too quickly

the best "two characters in a platformer" game I've played in the jam so far. theming was lots of fun, and having the two characters have unique abilities works well

the joined together theme has no mechanical significance, but it controls well, and has a fun vibe!

the joined together theme has no mechanical significance, but it controls well, and has a fun vibe!

great concept, solid execution. 

Snowball penguins definitely feel more frustrating than fun though. I'd love to play a version where instead of more penguins, the river gets faster over time and falling over the edge of the waterfall was the real threat, that way the player would feel more in control

Great concept, solid execution.

Feels really bad and frustrating when you shoot one of the ships that's become a pickup and it disappears though, especially since your glued ships autofire. going all the way to the top of the screen to pick up a ship also feels like more trouble than its worth honestly, maybe the green ships could drift down to the player? trade the risk of getting hit with the risk of not getting the power up if it goes off the bottom of the screen.

good concept, clean execution, and level designs that really understand how the balls control (i'd happily play 20 more). 

not a huge deal but a 'run' button would be nice, or less empty space between some of the obstacles

good concept, clean execution, and level designs that really understand how the balls control (i'd happily play 20 more). 

not a huge deal but a 'run' button would be nice, or less empty space between some of the obstacles

solid execution, didn't get very far though :(

not a huge deal but I moved twice when I meant to move once more often than I would have liked, didn't cause any problems for me but it certainly could have

lost me on the second level, but maybe it's just not for me. 

The girl moves too slowly, and waiting as a mechanic is never fun. Also the player needs some feedback for when the ghost is getting too far from the girl.

Left me with a big smile on my face :) absolutely love the game and the graphics, super charming all around

A polished up version of the controls could elevate it to a really great place. But personally I'd be even more interested in a version that feels the same, but has much lower stakes, possibly one that's more exploration focused than arcade-y.

Neat idea, clean execution, loved all the sprites.

if you run long enough the crabs kinds merge into one crab and the attacks get pretty predictable, I'd love to see a version where the experience is less reliable, because the crabs always chase behind, there wasn't really a reason to change my path around the stage

Interesting concept, but it doesn't really feel like the character and core are connected while you play. maybe the cord that connects them could have a specific length, and your character can't move further away from the core than that.

Other than that i'd say it needs just a tiny bit more attention to the little things (stuff like not having quite enough space to land safely behind the core on the first level)

I saw it was your first jam entry, great job on getting it in! You've finished more jam games than I ever have. Loved the art for the character and core, they were cute :)