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topoftheyear

104
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A member registered Nov 21, 2023 · View creator page →

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Almost missed this one. I really enjoyed everything about it aesthetically, from all the hot colors to the robot design, hat included. It's really cohesive and pleasing.

I'd recommend waiting a few days for the patch I'm working on, it fixes up the framerate a ton for massive outposts.

Visually, this looks great. Gameplay wise, it took me a try or six to work it out but I did eventually find balance.

After beating it, I restarted a bunch of times just to see the intro dialogue over and over again. It was well worth it.

I know now that it's a bug, but I was legitimately thrown off when my character felt taller. It felt like the game was gaslighting me which seems on brand for the genre.

This one is going to have to win the coveted Funny Award, I think.

The game is fun and the sprites are well done, but the music gets obnoxious fast with how quickly you can die and restart and the loop is rough.

There's a lot of good systems at play here. Shout out for putting together good AI, too. That stuff usually goes under appreciated in jams.

This is a very silly game. I think I'll keep it next to my copy of 3D Pinball for Windows - Space Cadet.

Solid, well thought out mechanics and levels and good visuals. It's clever to integrate power needed and movement together.

The art and sprites are well done. I also really like the interactivity between the environment and the enemies as it opens up more tactics. I also wasn't expecting billiards-like gameplay but that was fun.

You've done it again. I wanted to keep playing for way longer than its runtime.

Cool drawings and sprite work! I just wish I had a friend half as cool as green chicken.

This is a cool concept that reminds me of Into the Breach a bit. There's some nice and clean spritework and colors and the gameplay is easy enough to pick up on.

There's an impressive amount of content here and the characters have a nice style to them too. You all did some good work, well done!

Felt good making pot shots with the explode man. Felt bad being off by an inch and falling to my death :(

I'm a really big fan of the visuals and the color palette used here. It's moody yet vibrant where it needs to be.

I thank my lucky stars I know about dragonfruit.

The intro sequence and cutting the music off after a level is complete do a good job of setting atmosphere and context, good job there.

Platformer by day, romantic by night, but always rizzing around the clock

I enjoy the ability to create your own path even if I botched it several times over. It gave me a good excuse to restart and try new tactics when things went south.

I'm now of the opinion that every RTS needs a part where you shoot god with a big gun.

Lots of funny charms in this one, from the stapler to the vandalism. I also liked the portrait of Reggie.

Love the sprite work and music! It feels a lot like Hotline Miami if you don't stop running and gunning.

That meatball is very lucky I didn't bring my fork.

Good job, man! I always like the NES / classic arcade stuff and I really enjoyed your small enemy sprites.

Blood, sweat, and tears. But mostly tears.

I don't get it. I kiss the villains and punch the babies and that's supposed to be a bad thing?

It's a good concept, quick gameplay, and it oozes with style. You did good work!

I gained it all and then I lost it all and then I got it all back and then I lost it all

First you go down to go fast and then you explode, it's genius

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The knockback sending you flying 100 feet away destroying trees in the process is an inspired choice, I love it.

It's a cool concept with an interesting game flow. It became overwhelming pretty fast as I'm not great at these types of puzzlers but I stuck it through as long as I could and saw some of the real levels. I'll also echo the calls for a nicer control scheme and some resolution settings so it's easier to appreciate all the good art but I know gamemaker is unfriendly about resolutions.

It's a very interesting world you've built here. I was so busy running around talking to people I didn't realize there was fighting going on until I was being shot. Then I spent my time exploring around just seeing what all there was to see.

Saved the marriage, saved the power plant, crashed the plane for fun. I'm going down a hero, boys!

The screen-wrapping is a great way to change modes. It's a very natural, intuitive, almost diegetic way to handle it over allowing the player to switch through just a button press. It's good game feel.

I liked the slug but he did not like me back. We bonded so well over our lack of passion for sluggassin's creed and everything. Why slug? My poor heart.

I think the pose mode is a really neat addition to the format, I always looked forward to the next pose mode, especially on higher difficulties. Main thing I think would help the most would be some better depth perception, even something like a drop shadow would help a ton. Solid work!

Sweet and to the point. I do appreciate all the little things you added to the UI to make the game look fun, though. It really goes a long way into making a regular concept pop and you've demonstrated that really well here.

Gotta be honest, I just spent my play time zipping around with the grappling hook. There's some good momentum and swinging going on that I got more than my fun just screwing around with that.