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ugkid

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A member registered Apr 07, 2020 · View creator page →

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At first, the controls and my general idea of what I needed to do were a bit unclear, but after I figured those things out, I had a fun time playing this. Played out like a cool arcade game, well done!

This game is awesome. My smile could not have been wider when I saw my first guy who could attack lmfao.

Thanks for trying it out! Glad you liked it :D

Glad you liked it! Hope you didn't get left behind too many times... 🐢

I really like the drum loop idea, and the music goes so hard to complement it. Visual style was also a big plus for me, especially the main character, he is so cool ahahah. My only gripe is the top two layers felt a bit underpowered compared to the kick, which ended up being 95% of what I used to complete the levels. Enjoyable game nonetheless :D

Gorgeous art, and a very cleanly executed rhythm game. One thing I reckon you could improve on, which would really elevate the level of the game is some input feedback. For example, a simple visual effect (the arrow glows or pulses or smthng) or SFX would make each input feel like it has more weight and more satisfying in general. Great job on your first game jam submission!

Was an enjoyable incremental game. The layout felt very clean, with cute art and all the upgrades felt well paced to keep that number go big drive. I think some extra sound design could go a long way, especially for an incremental game like this. Some calm bg music could help set the tone, or fill out the silence when you want to take a break from clicking. SFX when you plant/harvest the plants, or buy an upgrade could really help each action feel more rewarding. Had fun solving world hunger, thanks for the cool game :D

Loved playing this game. I really enjoyed the music and SFX in particular. The speedup of the bg music when you were typing fast felt great, and the typewriter press SFX with the slight variations made typing extremely satisfying. The idea and game loop with the upgrades was also very well implemented, and gave me the "just one more try" mentality. My only complaint (and the most minor thing ever) is that it felt a little unintuitive getting back to the typewriter the first time being introduced to the upgrade screen, and the slow shift when I put my mouse down to type was a little offputting at first. Thanks for the excellent game!

Thanks for playing!

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I really enjoyed my playthrough of this! My favourite parts were the humorous dialogue when interacting with certain objects/rooms, and the ambient noise that really sold the uncomfortable vibe of the game. Some of the platforming felt a bit tricky, but I mostly blame that on my potato of a laptop. Thanks for the cool game :D

That one time I got reincarnated as some guy rating GMTK game jam submissions and played a  fun game that made me see with my own eyes how bad I am at racing.

Loved the idea, and loved the execution. In particular, I liked the design and artwork, and the challenge aspect of racing against my own ghost. The controls felt very smooth and responsive, and the turning angle scaling with speed is a very very nice touch. My one gripe is that although the movement felt good, it didn't really feel like car movement (I think because of the slide-iness of the back wheels?), but that is a very minor nitpick. Great game, had a blast racing against my self!

Thank you for playing! I'm glad you had fun playing :D

I'm glad you liked it! I'm hoping to add more levels after the jam, some of  which will hopefully ease players into the difficulty. Thanks for playing :D

Artstyle is super cool, and the hand drawing the levels in are a nice touch. Controlling the plane felt kind of janky though. Overall, great job!

Quite a fun game! I really liked the animation of the waves, especially with SFX it felt super satisfying every time they came round (except when they murdered all my plants 🤧). Occasionally I was getting hit (but not my plants) by the waves a second or too early, but other than that everything ran super smoothly. Nice work!

Thanks for playing! I'm glad you found it fun :D

Really digging the art style, with a pretty unique concept. Was an enjoyable playthrough!

Came for the freaky chicken, stayed for the cozy vibes.

The vibe and atmosphere of the game felt amazing! The solo co-op brought me back to the trying to beat fireboy and watergirl by myself days lmfao. Sometimes the movement on the poles felt a bit janky (especially trying to jump off of them), but overall it felt pretty clean. I had an enjoyable playthrough!

Thanks for playing! I'm really glad you liked the music and drift system, as they were probably the things I was most proud of ahaha. While I was aiming for it to be difficult, I think I ended up chucking players into the ocean attached to an iron ball instead of just into the deep end of the pool. 😭Definitely a learning point from this jam 🤣

Thats a really cool take on the theme as a deckbuilding game! It took me a while to fully grasp how everything was playing out, but went smoothly after that. I liked the direction and effects of the cards, but some of the fights felt very snowbally, especially when an enemy can stack large amounts of poison early on in a fight. I think some ambience in the background would really elevate the already great vibe your game gives off! Had a fun time playing it :D

I'm not the biggest fan of the tilt on move as it made it a bit unintuitive to aim at times, but I am a HUGE fan of the upgrade yourself and enemy after each loop! Had a fun playthrough :D

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I enjoyed my playthrough of this! Here are my notes:

  • The upgrade system is pretty cool, and I think it has a lot of potential, but atm I feel like the only upgrade that really matters is the +1 dmg upgrade. It didn't really feel like there were any scenarios where I would get use out of having more immunity duration. For speed, I think it is a fine upgrade, but in the context of the enemies of the game (especially the boss) it didn't feel needed as you were always as fast or faster than regular enemies and the boss's projectiles were not that hard to dodge. I really like how you need to scrounge around the level before facing the boss though. 
  • I LOVE THE ADDITION OF THE BOSS! Him getting extra movesets and ramping in difficulty through the loops was also an amazing touch. It's a great final challenge moment, but I do wish that it was more challenging. I never felt like I was "under pressure" or found myself satisfied with cool maneuvers I'd need to do to dodge things. It was more sort of stand back, place my mouse on the boss and move sideways occasionally. Take these words with a grain of salt though, because people who might have less experience with playing games might find the boss just fine.
  • I liked how you did your normal enemies, especially how some of them got buffed as loops were played. The variety of enemies was also a plus. My one gripe with them is you can kind of just ignore them, grab any items and head straight to the boss. A couple ways to solve this off the top of my head are
    • make them deal more damage (one of the reasons I ignore them is because the damage they dealt felt inconsequential)
    • make them faster (this might also raise the relevancy of the speed upgrades)
    • make upgrades in a room "locked" until you kill that room's enemies
  • I loved the artsyle and visual design!
  • Cool and fitting music. SFX were mostly fine, but felt like they could use a bit more oomph

Keep in mind, a lot of the above is rather nitpicky, and I really enjoyed playing! Great job!

Tossing coins at the customers felt so cathartic lmao. I was playing on my potato of a laptop, so things were a bit laggy and it was hard to get a proper experience, but I really like the concept!

I love me an autobattler. Especially an autobattler with a great sense of humour ahahah

What an awesome take on the theme! Was a fun (and exhausting 😭) experience ranging the roos.

It's explained kind of obscurely in level 3, but I should probably change it so it's clear from the start, since it the game basically revolves around the mechanic. Thanks for checking my game out!

I think adding a space bar to the title page could be a really nice touch actually! Thanks for giving my game a go :D

Thanks for playing my game! I'm hoping to add a "best time" feature after the jam to make time-trialling more rewarding.

I spent way more time than I'd like to admit on the driving/drift physics ahah, so I'm glad you enjoyed it :D

I'm hoping to add some more levels and some QOL features after the jam. Thanks for checking it out!

Cool idea executed really well! I love how you have to balance spam firing with the fear of hitting yourself with your own projectiles. Nice work!

Thanks for playing! Glad you found it interesting :D

Balatro inspired gameplay, sushi, amazing art, and amazing sound design. What more could I ask for! I really enjoyed the game! A bone to pick (although a small one) is it feels you are you kinda just thrown in the deep end at the start, but it wasn't toooo hard to figure things out. Overall, a job well done :D

AS A MUSIC NERD, I APPROVE!!! On a more serious note, cool interpretation of the theme, and a clean execution too!

THIS IS PEAK. Argue with a stone wall.

Wow this was as really fun and surprisingly addictive game! I really enjoyed the music and the minimalistic art style, had a blast playing. Great job!

Thanks for playing! I'm glad you were able to get past the unreasonably steep difficulty curve ahahah 😭

I can never say no to a game that allows me to make donuts with cars, especially when they are literal donuts hahahah. It was a fun concept, but the cutting mechanism seemed to only work for the first donut I made. Nice work!