Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

BiggestBoof

88
Posts
A member registered Nov 30, 2023

Creator of

Recent community posts

I like the boxing idea, but I think you should definitely disable boxing gloves from damaging each other. Without that, it is easy to just spam attacks. Thanks for the game!

Really cool game. I would love to see an expanded version of it that goes full "BABA Is You", and there was already some hinting towards that with the destroy key word. But more keywords would have been awesome to me. I also wasn't super sure what this had to do with the scale theme?

Either way, really innovative game! Good job!

The game was super cute, and I appreciated the effort put in to change up the graphics on every level. The axolotl was also a very cute touch. I think that while the game was good, there was a lot of missing potential. Like, I think it would be really cool if the environments played a greater purpose beyond theming. It seems like a perfect environment to have things get more interactive. Like maybe jumping on a shortcut opening up a new window you can use as a platform.

Thanks for the game!

I felt my sanity slipping. Good game. :D

I liked the concept, but could never figure out an effective strategy to win. I tried to just run away, to avoid growing too big, but there ended up being too many to effectively run away, and if I killed anyone, the growth made it extra impossible to run away. If you see this comment, I'd be interested what your intended strategy for players is.

Either way though, had fun, thanks!

The game is cute, with the art probably being my favorite part. I think if you found a way to add some more sound effects it would help the gameplay a lot. It feels weirdly empty when there is just one song on repeat. I also never really figured out how to use the puffer ability effectively.

Interesting game. Gameplay was only okay, but despite that it was one of my favorite theme interpretations, and I think if there were some more variety, I'd get way more into it.

I had a good time. I think I got all the cake slices I could at 6, but I couldn't figure out what to do with the tall tent looking building. I seemed to be blocked off from entering it, and I had more cake slices than the sign said... which might have been the problem? Maybe I needed exactly six. I tried to use the spring to get in the top, but I didn't get anywhere close to high enough to get in that way.

Either way, I think my main advice is to make objects communicate better with the player, like adding some form of animation or sound effect to crumbling platforms to let you know how long you have left. And to also work with making the controls feel a little better.

Still, fun game and I enjoyed myself, thanks!

I had a great time. Good design, good execution. I think my only complaint is that sometimes it seemed to be irresponsive, and I'm not sure why (I still had enough energy to attack.)

I also seemed to get warped back to the title screen after I got two the man after the training dummy. I don't know if that's intended.

I loved the variety of attacks and enemies. Great game!

Seems to be broken.

The concept art looks cute, but obviously the game posted is significantly less than that. I am curious how far you actually got on any of this?

I might have missed something, but in the games current state, it doesn't feel like there is enough feedback for the player to solve the puzzle. Whenever I press a button or pull a lever, I ended up desperately looking for a graphical change or something in the description of the room or the events that changes, and I couldn't find anything. So, I mostly ended up randomly trying things without progressing. I did eventually end up in a bridge room, but I didn't know what I did to achieve it.

I liked the game a lot. Very cute, and I love the type of games where you eat and grow. My only complaint is that it isn't really intuitive which objects are hazards and which are safe. For example, the mice seemed like primo cat food, but they just make kitty die. ;-;

I like the idea of using a music theme for scale, but this needs some more polish, as of right now, hitting the notes doesn't feel very good, and things are significantly out of sync.

I like a lot of the concepts, but the game is too hard right now. It seems like currently it is just a coin flip if the customers catch you placing the secret weight, because even if you start right when they turn away, they might turn back before it lands. Additionally, I don't feel there is enough time to figure out the weight of the customers object.

I think the game has potential, but definitely needs a little bit more work.

A bit of a mix bag for me. There are a lot of small areas where you paid attention to detail that I liked. Having characters update their dialogue and having an overworld were really nice choices to me. However, controlling the character never felt great. I think it's because there isn't a lot of feedback to actions. For example the lack of sound effects made most actions feel really empty.

You seem like you have potential, but still need some more practice. Keep up the good work!

One of my favorite games of the Jam! I gave it about 4 plays until I beat it, and had a great time. I think my only complaint is that some of the choices you are offered don't seem to completely make sense to me. For example, there is a section where you can buy cursed cards, and they never really seem worth it to buy. Although, maybe I'm missing a super cool strategy where you would want to buy them?

Either way, great game!

I don't think we had too much scrapped. There were a few pieces of polish that we wanted to add to better communicate some concepts to players, the most major one being warning people that the starting/balcony cube needs to be upright before returning to it.
Oh! The other big one is that we had an enemy that was similar to a top with blades, that we made for the Egypt area. We never fully implemented it, despite it being very close to completion.

I think the two major ways I'd approach it is through:

1) Changing up the weapons so their projectiles travel differently. Maybe change the lazer into a flamethrower that is close range, but hits a bunch of enemies at once. Or maybe have one gun that is objectively the best, but has almost no ammo. Things like that can change things up a lot. Other than that-

2) I think you were spot on about varying the challenges enemies provide. I'd design weapons that you actively think are fun and with great feedback, and then make enemies while thinking how they'd interact with each weapon type.  In the flamethrower example, you can have a swarming enemy with a ton of low health weapons the flamethrower hard counters.

Anyways, I don't play a lot of shooters, so my ideas are probably not the best, but that's the best I got as far as ideas go!

The game was solid and polished. I liked the gun upgrades, everything meshed together, and unlike many gamejam games, there were no glitches or bugs I could find! I think my only real complaint is that, right now, there isn't a ton of depth to the game. Most of the strategy is point and shoot while slowly walking backwards, and the different weapons don't really make you need to alter that strategy. Still a great game and I made sure to give you a great score!

I made the game explode with a few million damage, and that is my favorite way to end a game. :>

It was a very fun game. I love deck builders, and I also love how you need to slowly filter cards out of your deck for better ones.

A really cool game. The highlights to me are the audio and art, as they are really pleasing and relaxing, which is good for a more passive game like this. That being said, while I don't think this needs to be a super active game, it could use a few more chances to add agency. The three options given currently don't allow for too much variety in strategy and gameplay.

A really good game, and one of the best of the jam. I played all the way through and had a great time. I loved the upgrade mechanics. My only complaint is that I think the scaling theme could have been a bit stronger.

Did your team make all the pixel art yourself? I was curious.

I enjoyed all the silly voice lines. However, most other things needed a lot more polish. I think the area you should probably focus on the most is making the movement feel better.  As it is right now, it feels a bit sluggish and floaty.

Thanks for the game.

Puzzles were good and graphics were very cute. I loved the don't start button. The main thing I think could be improved is the controls. Right now the scaling circles feel too far, and moving the bunny feels too slow. It could also use a longer or more songs. The repetition in music drove me crazy a little bit in the middle. Despite those complaints, it was still very good!

A good maze game, and I like the dialogue between scenes. However, I'd get rid of the shaking animation robot does between frames. The shaking is a bit painful to my eyes. More importantly though, I'd provide the ability to zoom out on the maze, or give a zoom out at the start so that we can see where the end of the maze is. Without that feature, there is a lot of rng in solving the maze.

Looks good, fun puzzles, and incredibly theme appropriate mechanics! My only complaint is that some of the physics can be glitchy when you grow an object.

I liked the graphics and the overall feel of the game, and the exploration vs fuel management is fun, if a bit unforgiving. There were some features I couldn't figure out how to use, such as repair, and I never was able to find the first set of resources. I'd also suggest making mining more automatic- having to click and hold on every individual block is a recipe for carpal tunnel O.o

Looks like a game with a lot of promise. Interested in seeing what this would look like with clearer instructions and a bit of polish.

Cute game. I'd recommend you look into making shaders and particle emitters to make the fire look better. It will help avoid the look of overlapping sprites for the fire.

The mechanic of having to chart the maze yourself by manually testing the walls is an interesting mechanic, and it is fun for some time, but it quickly overstays its welcome. In a game like this, I think it is often helpful to only make a few levels, and spend the rest of the time working on polish. Because it is a genuinely fun mechanic, just not for a super long time.

I also most curse your name for making me walk for like 10 minutes to get to Jupiter only to give me a dead end. Only a monster would do that!

(1 edit)

I thought that purposefully using the dialogues as stun windows where cops could catch you was an interesting way of expressing the vulnerability of the act. However, I think it would have been better to put fewer cops, but make them more imposing and threatening if you get caught. As the game currently is, you can just clear the map of police first, and then move on. It seems like this is intended to be more of a stealth game, so I think that would be more fitting.

A really cool and innovative game. I think my only real complaint is that I think it's a bit too easy as is, and would have enjoyed a bit more of a ramp up in difficulty.

Is there supposed to be something here? The itch.io page seems to be empty.

The individual elements of the game are cool, but it's also obviously a situation of having some overly ambitious scope. I'd love to see what you could make with a more limited scope.

Right now the sprites seem to be stretched. I'd work on fixing those and I think it would help the game a lot.

The game legitimately feels like it has potential. A lot of things like the firing of the gun feel really REALLY good. However, in it's current state, it's just too buggy, as I ran into constant issues and getting stuck in the wall. I hope you're able to fix these up because you have a lot of good going on.

I figured out how to turn the protagonist into a strobe light, and that counts as a jump scare for some people.

This game appears to not work, even on Linux.

Hi, got the following error.

Error

The following features required to run Godot projects on the Web are missing:
Cross Origin Isolation - Check web server configuration (send correct headers)
SharedArrayBuffer - Check web server configuration (send correct headers

Right now the webgl version can only be played inside of a small window. There is also some inconsistency in movement speed that makes me feel motion sick.