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Achie

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A member registered Apr 01, 2017 · View creator page →

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I got skill issue-d as the nights are kinda rough, but overall I really dig what you put down! SFX is nice and crunchy, the spreadshot mechanic is a nice diff curve setting, that said with the fire rate of the first weapon it feels a bit punishing.

The wall getting destroyed than enemies coming up to you is a neat touch though and the shop has so many cool things to explore! Well done! Love to see another Usagi entry!

51!

Pretty neat score chaser you put together here, my only “wish” is maybe a little faster overall speed to both the player and the asteroids to sell the “fast action” theme of it!

Music a bit too loud, next time check that if you can before upload. Other than that, solid entry!

This was a challenge with a high mouse sensitivity XD

Overall I did not see any performance issues on the web build, the idea is fun, the texture being hand drawn is a cool touch. Running and jumping around was entertaining, kinda wish for a bit more and an enemy that would challenge player a tad better.

Map design was cool, skipping parts with big jumps was suuper fun, well done!

Gotta agree with others, I can totally see the idea behind, with a little graphical pass (maybe theme it around a sheepflock moving randomly and you are the guard dog?) and at least a score, to qualify as a score chase would elevate the idea quite well. For such short time it is well done!

Grab some free sfx and music from here an there, add a touch of delay to the ranged enemies (or I’m just bad) and you got something solid for a jam!

Well put together project, with an funny theme and visual presentation! The ice cubes are a fun mechanic, so baiting bunnies, I’d honestly love to see this expanded a little more as you “range of actions” was very limited due to the cold mechanic and item variety only gets you so far. Don’t get me wrong though, these are all advises for when you come back to expand the game if you want, for the jam this is a pretty cool and solid idea well made!

Well put together project, with an funny theme and visual presentation! The ice cubes are a fun mechanic, so baiting bunnies, I’d honestly love to see this expanded a little more as you “range of actions” was very limited due to the cold mechanic and item variety only gets you so far. Don’t get me wrong though, these are all advises for when you come back to expand the game if you want, for the jam this is a pretty cool and solid idea well made!

I can join the group with not being able to progress through wave 1. Enemies spawn, towers kill them (I get no money though), and then the start button doesn’t do anything.

Second is kinda early for such commitment but I’m honored :D

Thanks for the nice comment! Glad to hear you enjoyed the aspect ration

Awesome to your that you had fun, will note up the idea if a lich game for the future! >:D

Cut it super close then, but hey you won, that is what matters! You can also toggle an autofire mode if you enter the game menu with ENTER.

Managed to almost find the cheese spot on the right side corner, but eventually they broke through me. Combat moves are a neat addition, I just kinda wish they did more than just a different animation. My only “complaint” is that I feel like the balls stealing the kid is kinda gg as you have no real ranged option to defeat an airborne “escaping” enemy. Throwing the shield could be a nice solution to that.

Enemy and stage variety with different moves making a difference in combat would be a cool next steps for the project if you want to work on it more. Well done!

Managed to almost find the cheese spot on the right side corner, but eventually they broke through me. Combat moves are a neat addition, I just kinda wish they did more than just a different animation. My only “complaint” is that I feel like the balls stealing the kid is kinda gg as you have no real ranged option to defeat an airborne “escaping” enemy. Throwing the shield could be a nice solution to that.

Enemy and stage variety with different moves making a difference in combat would be a cool next steps for the project if you want to work on it more. Well done!

Super glad to hear you like it, I was struggling with time a bit so it’s good to know that the backup plan worked!

A little cheat never hurts >:)

Oh, thanks for that report, gonna fix it!

A curveball yet again, but what a curveball! The story is interesting both ingame, and both knowing how this engine got alive again! The story itself was interesting and plenty to find out, would love to see a full game with it!

Only feedback I have is certain rooms just very “harsh” color-pairing to read. Otherwise cool idea!

I’d love to play this game if you come back and finish it, so please do tag me once that happens. Until then, there is not much to rate, the sky and the moon (I assume) look cool though.

Sadly I’m having the same issues as secun at the moment.

Managed to save 20 turtles! A small idea well executed! Nothing complicated but games don’t have to be. The wind-up before the throw add a good comedic effect and a little bit of “skill” as you have to learn the delays needed for the spots. Visually and sound wise nothing to hate here, but please someone teach these turtles to avoid falling things!

Well done!

Managed to save 20 turtles! A small idea well executed! Nothing complicated but games don’t have to be. The wind-up before the throw add a good comedic effect and a little bit of “skill” as you have to learn the delays needed for the spots. Visaully and sound wise nothing to hate here, but please someone teach these turtles to avoid falling things!

Well done!

Pretty solid core ideas (hehe, core) you got here for a first game, well done! Graphcial representation was simple, but it was doing the job it needed. SFX I could really pay attention to because specific “accessiblity” issues I have, but the overall tune was well made, just to high pitched for me.

Relics were a bit tricky to figure out, and I kinda wish they would at least give kind of description. Upgrades are a neat idea and we had enemy variety. maybe the distance on where enemies switch from you to the core could be increased a bit as I found kiting enemies hard. BUT overall I enjoyed it.

Pretty solid core ideas (hehe, core) you got here for a first game, well done! Graphcial representation was simple, but it was doing the job it needed. SFX I could really pay attention to because specific “accessiblity” issues I have, but the overall tune was well made, just to high pitched for me.

Relics were a bit tricky to figure out, and I kinda wish they would at least give kind of description. Upgrades are a neat idea and we had enemy variety. maybe the distance on where enemies switch from you to the core could be increased a bit as I found kiting enemies hard. BUT overall I enjoyed it.

Super tactile and immersive experience with all the beeps, boops and alarms happening in the background, I was truly panicking at the end of it! Awesome to see graphic design made to be color bling friendly!

The game felt smooth and when block are falling into combo places it is just subpar! We also got a narrated lore to the game which is always a big plus! Website looks clean and expect the known bug I did not find anything worth really mentioning.

Maybe a WASD control scheme and a smidge cooldown for the spacebar at the end of the run, but since we have a persistent highscore in the menu it is not a big deal. Awesome work, love to see more Acorn Jelly!

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Super tactile and immersive experience with all the beeps, boops and alarms happening in the background, I was truly panicking at the end of it! Awesome to see graphic design made to be color bling friendly!

The game felt smooth and when block are falling into combo places it is just subpar! We also got a narrated lore to the game which is always a big plus! Website looks clean and except the known bug I did not find anything worth really mentioning.

Maybe a WASD control scheme and a smidge cooldown for the spacebar at the end of the run, but since we have a persistent highscore in the menu it is not a big deal. Awesome work, love to see more Acorn Jelly!

Are you advertising a remake of your game, or did someone steal it for next fest?

https://www.reddit.com/r/IndieDev/s/xp55JvL5ru

https://www.reddit.com/r/IndieDev/s/jGQxnLZfkI

https://store.steampowered.com/app/4575290/Stuck_in_the_Sewers_Demo/

Can we use the “primitive” shape functions to draw lines, rectangles etc… or strictly only the ascii-s are allowed?

I’m so glad I finally got to playing this one, it was and absolute blast, pun included!

The upgrade system needed a bit of time to be understood by me but after that game has a neat rhythm to it, well done! Daily mode also gets crazy with all the different abilities the enemies have so we have a lot of replay-ability it that term!

the spin on the classical tower defense genre is also really neat, not sure if that was the inspiration behind or just I connect it to that, but the turn based movement/abilities mash really well into the defense strategy!

Amazing little game, glad I found it on the discord. We played the first 20-ish levels and had a blast! Def. returning for the rest

Finally I got my little goblin hands on the full release, cannot wait to run this game for hours :D especially super glad about all the new stuff added, there is just so much more to explore

Had a lot of fun on my first few runs, def. coming back later. I need to beat the backtracking enemies (╯°□°)╯︵ ┻━┻

Cute little score chaser, I just wish it didn’t interrupt me with a prompt that is mouse driven. Little polish, some animations, maybe combinations and you have a cute little game on your hand!

Cute graphics, neat, although sometimes totally blind jumps and a nice little track to company it! Well done!

I sadly could not escape, skill issue on my end, but this is a really cool concept and entry to the PICO-8 world, not many horror games I have seen there! Visaully and audiowise it is a spotless presentation, well done.

Interesting concept which with some tuning could be a really neat game. Mentioned already, a keyboard control for the menu and the try again would be lovely so I don’t have to reach out to my mouse for stuff. Second, either give the player a bounce upon landing a downward hit, reduce enemy hp or increase player damage, as at this point it is not worth figthing enemies as even if I come swinging form above, I’ll will take damage due to their spongyness. Otherwise I can see good things coming out from this game!

That is a super neat concept, nothing at all what I suspected. Always down for some phsysics based games and this delivers and smashes! Graphics and sound are neat Well done! Plus point for using the mouse, but the one button truly,

Really neat twist on the breakout like genre, and somehow it manages to nullify any experience of mine with the upside down nature of it. The miss counter is kinda rough, but I assume it is there to discourage spamming your shots. graphics were simple, but they made their job work, explosions felt neat, well done

Solid little zelda-like entry, well done! I kinda wish there was a bit more nuanced combat to ti, but it was satisfying to mow through grass and smaller enemies so it is not a biggie. Haven’t finished yet, but will come back to help the village for sure.

Got jebaited into thinking this is also a PICO-8 entry, but in the end it was a pleasant surprise. Simple little fishing minigame, where my only complaint sis the lack of visual polish in terms of particles, animations and alike. But they are not needed at all for the game to work, so nice job!

Always love me some PICO-8 entries! The ship only firing on a certain side was surely something to get used to, but after that, it was a nice little score chaser.

Sprites were doing there job and the little jingle in the background was a nice touch! Well done!

A funny idea well executed paired with a funny title. The gameplay is not exaclty for me, as I’m prone to getting motion sick, but could get through the easy levels without an issue, sadly starting the others felt like over my capabilites.

Graphically and gameplay wise +/- boxes and boosters are not fully clear first, so they could lead to “what is going on moment” but that is my bigges “issue” so far, so it is a cool game, rotation just messed up texts.

Audio is a tad to loud, please look into that next time you publish a game, just start it on your normal audio and you should hear it being to loud. Loved the sounds effects though and they are a nice tie in to the title! Cool entry!