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Soup Girl

22
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3
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A member registered Apr 19, 2022 · View creator page →

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Oops, guess I misinterpreted it. The collisions felt a little large, though.

This one was amazing!! The beach aesthetic shined through with the graphics, music, and even the sound effects. It was really fun and had really good art, and was funny at times with the increasingly ridiculous items the crab was stealing.

I really liked the idea, it reminded me a bit of rhythm games with hitting the x/c’s, and having to switch directions while constantly moving was cool. Has some good potential! :)

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Interesting, but rather slow–the repair minigame feels rather long for little reward, and it takes a while for the conveyor to speed up to become challenging to sort through the items. Added complexity/increased speed could help with that, but overall pretty good.

Neat! Would be cool if the atoms started to orbit around you once collected for some additional flare.

Fun! I’ve had a passing interest in vintage computing and especially registers (but never really touched them), so this was a treat. The gameplay is perfect for an input method like this, and its implementation really creative. Really cool!!

Neat endless runner, I think that this could benefit from having some enemies or something, since holding D to start the game kind of made me think the “charge” as gonna be a mechanic of somekind (higher jump, gun, etc). Game could do with a physical score counter that counts up your score so you can see it while playing (not just at the end), but overall pretty good.

Really dig the artstyle on this one–were the textures done with vertex shading or gradient textures? I think that overall, the game would greatly improve from a physical range indicator showing how far your shot is going to go; currently, it’s way too finnicky to control, and I end up spending about a minute clearing all the wasps(?) every time (the doubletap and hold to fire is a little difficult to get down, would be nicer to just charge it with on press). The beetle(?) enemies could also be a little more threatening by having them attack something behind you that starts to lose health (I would just let them pile up since they held no threat essentially). Overall, I really had a blast with this one! There were just some minor things putting it down for me.

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Pretty neat, though I wasn’t able to get it to fullscreen so I guess it follows the jam to a T! I think that the intro section could be a bit better conveyed that you need to grab the door, but overall pretty good execution, figured it out pretty quickly.

Pretty neat–I think that the bumpers would benefit more from being flippers instead of peggle bumpers, since you’d have more control that way (left/right don’t really serve much of a function in the game besides menus). I encountered some scenarios like in where my ball would get stuck bouncing against a wall/balancing perfectly on the leaf/pinecone, but I guess it could be sort of intentional that you lose some balls this way.

Could do with a bit of speedup/faster ball physics; the net being a blade of grass is a fun detail.

Took me a little bit to figure out what was going on with the damage system, but this was a neat little game. I think that, if revisited, the game would greatly benefit from continuing when you get the scissors of time, since it basically resets all your progress, making some runs pointless. Could also have timeline splits where things are different (I only encountered the same timelines when splitting, bad luck?), since having extra timelines doesn’t add much to think on when it could be a cooler mechanic. Good!

Try using a different browser, I had the same issue and switching to Edge worked for me

Agreed with the shorter wait times between turns, but also think that the blackholes could benefit from having circular collisions rather than squares (to make going past the red juts easier). Pretty neat, I got caught up in a few traps haha.

Great! The last level with just one lever was fun, making you platform to the end with all the mechanics in mind. I do think that being able to flip off the switches is an odd choice though, as it did mess up a jump or two for me–however, it could be an interesting mechanic to see in the future where you need certain levers that are on/off in order to progress! Had fun with this one :)

Quite good! I think that with some basic swinging physics (+ a little polish the the webs–I found myself swinging between two webs if I went too fast + ones behind walls, messing up some movements) you could make a good game out of this! Simple concept but great execution :)

SSTV MENTIONED!!!!!! thank you very much!! :D

Absolute cinema

The drawn assets really put everything together :D

This one was FIRE!!!!!!! I really liked the atmosphere and story beats :D

Thank you! :D

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Thank you for playing! As for the dials, see below:

(spoilers)

The numbers on-screen for the 4th day are meant to be “impossible” to tune to, as the degrees are nonsensical. It’s meant to lure you upstairs for the ending scare; the dials are(?) also intentionally disabled that day.