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11bitbay

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A member registered 58 days ago · View creator page →

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The use of lighting was really very beautiful. I had to play it again to check it wasn't all in 3D. Fun!

Why on earth would someone choose a 36h time frame for their first jam? And to think futurebassmeow made all the assets themselves!

I would make shooting automatic, or at least make it an option. I don't like mashing my mouse.

Thanks for playing and commenting. I was so out of my depth on this one that I just wrapped up what I had and shipped something I could play at the very end.

I played easy and got to level 5 with about 120-130 kills. The heating mechanism works, well, but not well enough for a lazy camper like me who leaves clicking to the last minute.

Epic music and gameplay. I was seeing new enemies until my demise. Reminded me of the game I spent much longer on in last week's jam.

If I had one criticism, it would be in letting the mouse go outside of the play area. I wasn't too interested in watching sticks rub, and I guess I was missing there. OTOH it save me RSI slinging my mouse across the desk.

Start, credits, and volume all working. Could really use a tutorial, or at least some text on the web page saying what the controls are.

Novel metamorphic physics in a 36hr jam! Couldn't ask for more and I have no meaningful words other than congratulations!

Corporate policy limits what we can install and run on "our" machines. Web builds are optimised for older machines.

Compatibility (OpenGL 3.3/ES 3.0): This mode is a fallback for hardware that does not support Vulkan. It offers a more basic feature set compared to the other two, lacking some advanced effects, but runs well on a wide range of older hardware, including integrated graphics.

2nd, 4th, and 5th levels were unexpectedly hard. The 6th required too much split-second timing of jumps, so I had to leave it.

The analogue jump mechanic is really satisfying, but beyond my aged dexterity.

For a game advising just "dont play yet", there was more game here than I expected. While I don't approve of the ritual sacrifice of cats, there is potential here and it probably isn't the least polished game I've seen this jam.

So beautiful, and true to theme. What I would have made if I wasn't stupid, and could draw confidently.

I wanted to see her crawl animation so I tried again. There is no penalty for losing heat, ok, so they walk slower, but waiting at the fire is slow too. Still a great experience.

For future reference, I discovered you only animated 4 directions of walk, but boy did you make it count!

The word game got me interested, and the other mini games held my attention. Never played FNAF, but I hope this is it.

Didn't think I'd need to play 5 games to find one I liked more than my own.

We have a winner. I grant thee "GameMaker Winner" coolalpha

E and F you say? I could not change the outcome that the first climber dies, then I do. I did find the black box to the right

That isn't, as I first suspected, the HUD view of *my* cocoa mug. I can walk over to it. And another popup happens behind it, which I cannot fathom. E nor F save, nor animate, myself nor my customers. Nice sound and graphics though.

Who saw that video made by AI on a 4GB GPU? Looking at this girl jumping like frog, just for fun, reminded me of it. Excellent graphics for 36hr, especially well animated. I had fun just plowing through the snow, sideways, and vertically. There was a bug where the cursor couldn't hit the start button after I died, but I completely sympathise with moving fast and breaking things here.

Great delivery. I had fun, once I got the hang of it, the dash to combat felt fair and well behaved.

Blown away by the audio. Is that Gruffalo inspired? Seems familiar yet original, it's beautiful. Why is no-one fessing up to being a composer? Game was hella pretty too.

1 minute before the deadline! This isn't ebay. Very polished, atmospheric, beautiful and engaging game. Level progression felt balanced and fair.

Você quer dizer este? Não funciona.

Good idea for solving the marker crowding. OTOH, If there are a swarm off screen, I like to know not to steer debris toward them.

You can adjust map marker sizes with the mystery slider I forgot to re-label in settings.

You can tell if 214 is good or not by checking the leaderboard, or my demo. It's evolving.

Good use of the theme. I could not however steer fast enough on any but the first level. I know momentum will carry me some way to attaining a top speed, but the precision demanded, given the available controls, felt frustrating.

Awesome graphics and unique take on the momentum theme.

I kept dragging my window around by mistake, too immersed in the gameplay. If you could have offered a full-screen setting it would be so much better.

It feels like a lot of effort went into play testing everything else so I it's a mystery why I should find something to complain about. Your's isn't the first game this jam to suffer from this bug. Anything that rewards dragging your mouse off screen is a liability.

What I liked best? The tutorial drip feeding game mechanics as-and-when they were needed.

Nice graphics, and fun.

This was a lot of fun, until I died. I felt I was doing so well.

I couldn't click any menu buttons after dying. I had to reload, and it wasn't the smallest of games to re-download. Again, I had the same problem with replaying.

My shots, at first appeared like I machine gun, but then rapidly rate limited.

I'm bad at these types of games and I don't think FPS, unless un-armoured and on foot, fit well in game jams, owing to complicating mechanics. Also, where was the momentum in this? I could stop dead, and strafe left and right.

With RAM and GPU prices set to soar in 2026, HTML builds may be the only gaming some of us are permitted to enjoy.

Not having a web build makes me wonder if this was designed for the jam, or something else? I suspect you have a good product here, but requiring me to install a VM and download the game is why web builds have gained momentum of late.

I made 19 laps in the time. Chasing 5:00 laps I think is impossible.

Well designed game. The grass was suitably punishing compared to the track and the car handled mostly consistently. At times I felt I was hitting invisible walls, initially, until I learned the expected path. Trying to reverse into the pit was prevented for example, and I recall trying to follow the little yellow lines in the other way because they were acting as an invisible wall. But on my next playthrough I could drive right over them.

I never get round to requiring the player to refuel, maybe this was a last minute addition here? Anyway, you made it not feel like the chore that makes me not want to implement it.

Fun skiing game. I felt like you were being too kind when I first hit the boundary and didn't fall into oblivion like I was expecting.

Too fast for me, but very pleasant and inoffensive tune. I had to turn the volume up to play a second time, and check there wasn't another tune in there. I hope my rhythm is improved by this.

Nice art and implementation.

A bit many rules for a game jam, but there is definitely potential for a bigger game here.

A highly original mechanic, strongly rooted in momentum and ice.

Thanks for playing and this comment 357 was a really great score.

The initial speeds are too top-heavy. I didn't really playtest beyond about 5m but now I see people willing, I see it is unfair to leave so much to chance.

Good idea for controls for opening up 3D space flight to keyboard warriors.

My targetting cross hair didn't match where my missile went. Missile went over intended asteroid. So I forgot about using the cross hairs and just aimed at rocks inches in front of me. Somehow I still missed the mark.

I'm not cut out for FPS, but the flying was fun.

I had fun. Would have liked anything other than godot mascot to give the game more character.

Nice music, it outlasted my guy. I had to reload the whole game after I died though, and sit through all that Portuguese I could not read.

Next time I pressed [Esc], and it was a bit faster, but my progress was lost.

I beat the first competitor with about 40% quality left myself. I got a popup, something about Dogecoin. So on to the next level I thought, this was fun. Then I get peaches. Pure peaches.

Bear's games get so popular, no room left on leaderboard for a mere 78k.

Tutorial was nice, and the gameplay simple. Essentially a stream of 7 fruit wheels, with an addicting laugh.

I did find the controls a little flawed as I would drag the mouse way off to steer sharply, as required, only for Morvin to revert to the centre. I like I didn't have to click my mouse (or keyboard) to smithereens though.

Everything was was awesome. One thing though, is the exit buttons are useless in godot web builds and accidentally clicking whilst awaiting the splash screen to end caused me to have to reload.

Tried the first level and I only got 1 hit so assumed the 1 was inversely proportional to difficulty. Like it was asking me to pick the time (hits) allowed.

So I tried the * level thinking it would be a tutorial/free play. Still only 1 hit. On 2 occasions I crossed what I now understand to be the accelerator. I thought it was the finish line and was trying to land on. Only when I nearly did, did I realise it boosts my speed.

After that I could easily progress the earlier levels, and had fun on the way.

I can launch the puck, get another hit with the powerup, and the puck goes where-ever I send it then, instead of maintaining a modicum of its original velocity. The momentum was weaker than expected but it makes the game more fun.

I feel stupid for having to get a hint now. In fairness the portal wouldn't work from right to left a second time, which I think should be allowed, IMHO, so people don't despair like I did.

Completed it and it loops back to the beginning. Nicely done puzzle game. I appreciate how you used multiple player characters to fulfil the wildcard. They all tiny.

Amazing scale. Graphics and music were good. I normally love games that I can beat. Only after a couple of minutes without my score increasing did I decide to stop and review. Then I read the instructions and down is to go faster. Ok, so I can recover all my health at slow speed after earning more points. I got 12k but I don't think there is any good progression mechanic here. I play longer, I score more.

This would make a great mobile game.

Uses one theme and does it well. I normally hate clickers, but this is... rhythm. Graphics are amazing, for their scale, and the speed and progression was really fun. Sounds were appropriate and we are treated to volume controls immediately. Or fun enough to award me a victory :D

Only gripe is the intro messages are slow.

I enjoyed the rope mechanics. It seems a popular "spin" on momentum. I saw it in the last jam but it was permanent, the off and on effect here is much more fun (by that I probably mean simpler and less buggy).

Graphics were awesome and the music began very well but didn't stand repetitions so well.

The friendship between a giant amoeba and a service droid feels a "stretch", I would allow it, had the lore been more believable. I didn't read that first, and gameplay feels like the robot is leading the slime. There is a "strange psychic bond", and almost symbiosis, but the droid is merely a tool, from what I read.

I discovered portals can be used only once, OMG BRO! Don't make me get a physics PhD before I pass the SECOND LEVEL!

I rolled the box onto the button after edging past having teleported directly over it. There is no way to jump so I don't get how I can have the cube on the button and, simultaneously, be on the other side of it to get where I need to. 

Second thoughts, write me that paper on portals, please.