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LeslieLlama

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A member registered Sep 12, 2017 · View creator page →

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I don't usually comment on naming conventions, but naming your program "Bubble Virus" is just kind of a dumb move.

On the actual game! Decently functional clicker, found basically no resistance to getting enough upgrades to finish it in about 5 minutes? it absolutely fulfills the narrative role of time-wasting clicker that's distracting the player from leaving, though I was a bit disappointed that the game seemingly ends after you complete the clicker. Given the modeled house and player stepping away from the keyboard at the end, was expecting it to transition into an escape game or something.
I didn't run into any bugs, nice work for a first entry!

Finished the homework! Hilariously relatable premise, and I did get a kick out of shooting my emails with a gun. I wouldn't have minded a bit more variety to the games, I feel like this would be a decent format for a warioware type thing, making games out of various life admin tasks and distractions has promise. Nice work ^^

I'm absolutely floored by the presentation on display here, the environments! animations! you even had a scripted cutscene at the start!! you've absolutely delivered on the theme of the jam, the worlds were really strange and wonderful. 

Mechanically I wouldn't have minded a few more puzzles, but that's mostly my preference. The strength of this game is it's narrative and presentation, and on that! Isu does have quite a few funny lines, but I felt like he could have had some more varied reactions to the otherworldly phenomena, and more of a back and forth with the NPCS, a bit more to his character. An adventure game protagonist who's painfully incurious leaves me wanting a bit for more knowledge about the worlds and their inhabitants, especially since it seemed like there was more stuff going on! 

Great use of the limitation, I was really surprised by how many mechanics you could strip out and still have the game function. I was a bit puzzled by the throwing cards to interact, but that makes a lot more sense after the second world. Phenomenal work to the whole team on this one!

I really enjoyed the insights into the apples life it occasionally gave, it's a small characterization that really motivated me to see it through to the end to conclude it's journey. Also quite a good use of the limitation, locked into place by a rope, that gradually expands until you can reach freedom. I found the upgrades and the pick 3 system in general a little boring, the bullet additions especially since they seemingly cap out at two/leaves or seeds. Very solid entry overall!

I couldn't quite figure out what was causing me to die in the end.. My assumption is none of the attraction bars can fall to zero, and you occasionally need to check behind you and commit some time to clearing the red lights, which happens automatically?

Managing the workers I straight up could not figure out, the esoteric status messages made it difficult to know when to use the tone.
The other big thing I kept running into is the navigation between the screens being a mouse-over input instead of a click or wasd input, I kept over-navigating to the left or right aha
I did appreciate the lack of jump-scares, and the swivel-movement does certainly make you feel Locked In!

WHY IS THE PAGE THEME ALL BLACK!!!! HELP YOU HAVE TO HIGHLIGHT THE TEXT TO SEE IT!!! DOES ANYONE HAVE A FLASHLIGHT!!!

I really feel like this is a game that would have benefited from a constructed narrative, especially since you've got the framework to deliver customized messages to the player! I got a bit tired of seeing the same messages over and over again, I feel like using those to communicate the character of the player and their coworkers would have really elevated this, since the drudgery tone is already communicated by the monotonous work. Lovely style, I couldn't find any bugs to speak of

Presentation wise this was fantastic, the visuals of the robot hordes in the misty Forrest is really evocative and I love your menu work! unfortunately I did struggle to complete any level but the 3rd one, kept dying on the shortest path lunging biped bot and then only got like, 2 robots into the second level. The controls work fine enough, I think the challenges that are set up for you to navigate with these controls just might need to be tuned a bit. Nice work getting this in on time!

Forcing enemies into basically traps via the water crossing mechanic is a really neat parkour/platforming way to do combat, I did kind of feel like the isometric perspective made the platforming feel a bit weird? Though that might have just been my expectations versus reality given how the jetpack works. Neat lil entry!

Oh fantastic!! Looking forward to checking those new levels out, you've def got something here 

I was massively surprised to learn the levels were constructed in Minecraft of all things from another post, that level editor looks very handy and is definitely the correct call but I will miss that insane trivia fact about this lmao 

I was insanely charmed by the Lil Guy literally picking a lock by moving the tumblers, it's a detail that really sells the size of the shrinkage. I think you've got a really nice contrast between the two gameplay styles as well, big guy being nimble platforming and lil guy being more of a hack and slash? I didn't run into any obvious bugs or roadblocks which is a fantastic feat for a first entry, great work on this one! 

Fez's perspective shifting mechanic but as a Sokoban is something I'm *amazed* I've never seen before, insanely cool concept!! My one criticism is I feel like the level design lead to a lot of deadlocks, just being stuck in a block with no way out, but that's an.. "easy" fix with an undo button. Really liked this one, great work!

9921! Feels like a real classic arcadey entry, like a snake or a tetris, love me a small ruleset and escalating mechanics. One thought I has was I wonder if there's a way to do the spike removal / cycling without the mouse? the aiming/shooting feels like an element that kind of tethers it to that control scheme, whereas I'd love to have a go at this on a d-pad.
The visual style is really clean, though I think that comes at the cost of being a bit plain, the player and blips could have some funkier design imo! Overall quite impressed with this entry, slick work!

I managed to get up to level 5! just cannot make that jump at the end. The visual presentation is wonderful, you've provided a really effective contrast with the music and look of the second dimension. I did find the platforming a bit frustrating at times, the gravity feels like it's set *really* high for what's ostensibly a puzzle platformer? Flip side of that is it does feel quite satisfying when you complete a level

Two things I also wanted to ask about because I'm not quite sure if they're bugs or intentional design : A) Are spikefloors meant to still be dangerous even when wonder-ified, and B) is not being able to jump on crates intentional. I found you don't ever need to actually jump off of one for a puzzle but there's a few times they're used as elevators?

The variety of mechanics you've got for the different levels is quite impressive, and having your key mechanic be an on/off switch for them is a clever through-line. Despite my struggles, I found there's some really solid elements here. Nice work with this one 

I was quite impressed with the angling shot mechanic, I feel like you've really got the bones for an awesome ice hockey game here! *unfortunately* I think that the hit collision on the puck is broken, after the first shot it just stopped registering goals entirely.. got some sick shots off during that state though

I really loved your descriptions of the different biomes, added a real evocative element to the (literal) worldbuilding. Think i managed to get 22 of the entries on my first planet? was quite fond of the Crystal Peaks in particular. Lovely work on this one

Got to all waves complete! quite liked the physics based nature of your main attack and how often the enemies projectile patterns were of your own making, v cute how the mushroom locks in. Nice work with this one!

Thank you!! glad I was able to communicate the vibe of a cafe with the limited amount of art aha

Really enjoyed how each area was laid out differently, tailored to the fish face, made experiencing the fun fish facts much more lively!

Omg thank you! I'd love to have another shot at a week long jam where I can actually commit the full week, feel like it gave me a lot of time to round MM out 

Omg nice work finding the boss!! I was worried a lot of players would miss that aha

Undertales combat was def an inspiration, I'm really glad you enjoyed it!

thank you so much!

Thank you so much for checking this out! been a while since I've made something in 3D and never something like this so I'm just plain chuffed it functions lmao
I can definitely see how holding forward or quick-tapping left up would be less jank than the kind of stop and start motion of the navigation, I'll def try and implement that if I go back to this one or make another Blobber!

That's very reasonable! I did not explain the different areas/items in the game uhh. Anywhere. 

The ladder is the level exit, my intent was for players to explore the map and find as much gold as possible before leaving to get a higher score

I really like your interpretation of the theme! I really couldn't figure out how to get past this bit, tried to dive into the water and swap but I couldn't quite manage it, not sure if that's the intended solution? 

Got the Good? ending! I thought having to restart the window if the process failed was kind of narratively cognizant with the "killing" of the player each time.
The evolution of the gameplay with each "abstraction" is neat! 

LOVED the look of this, I've got a real penchant for games that look like they're made for high tech machinery. I managed to collect all 5 logs but kept dying before I could reach the bottom (I'm assuming there is a bottom given the map isn't random?), the instant death from contact did feel a bit tough. Fantastic presentation!

This was neat! I do enjoy this kind of incremental mining game, quite liked the light cycle-esque mechanic with running into your own drill line, and the reverse-backwards animation when you retreat is great! I did feel like the upgrades weren't the *most* exciting, I didn't feel particularly motivated to go for one over the other. Nice work with this one 

INCREDIBLE entry for your first game jam!! I'm really impressed with the mechanical depth you've got on display, getting a Bazaar-styled auto battler functional in the time limit would be top marks but you've also got a cohesive art-style and intriguing story! 

I think (and you're going to get this feedback a lot) some sound would really help round out this if you wanted to develop it further; along with possibly a web build that embeds in the itch website. 

Quite a neat little collection of sketches! enjoyed Danse Macabre the most I think, though the UI style in tank Beartalion is quite fun. Definitely struggled with the movement in Regrab City/KGJHT but I think that's mostly to do with the precision required aha. Lovely look into your sketch folder 

Thank you so much!! I'm really glad it felt like that, i've been trying to work towards making more rounded experiences that feel more like, "A real game" if that makes sense. Really glad you enjoyed it

This was interesting! does the game have an ending? with the narrative structure of the messages I assumed after I collected enough stars that the section up the top would open but that never seemed to happen. At it's craziest I had the rules for uncapped speed, bouncy physics, can't stand up, double jump, 12 star rule changes and walls are lava which was definitely tough to control. Quite liked the art detail in sections, the big central statue is quite fun. Nice work getting this one done in time!

Saved Carrotopia! I really enjoyed the intro cinematic, felt like that added a ton to the overall experience. Moving 2 characters at once was tricky, but a lot easier on controller. The variety in attack patterns was nice, though I wasn't quite sure how the red rabbit is meant to fight effectively, since they do more damage at long range but the attack size is so small. Nice work with this one ^^

This was quite unpredictable! thought it was neat how cars actually stopped behind others if there was one in-front of them, I did find the speed mechanic kinda odd, felt like I couldn't really dodge effectively above 30km. Nice first entry ^^

Thank you!! I'm glad some parts were tricky, was a bit worried it'd be insanely easy given the available powerups aha

oh HELL yeah. look at it smoke that thing
I'm really glad you enjoyed playing through it! VVVVVV was def an inspiration aha

17985! Real cool twist on breakout, I especially liked the blocks that corrupt other ones to further their effects, gives you good motivation to aim and hit particular spot which is always welcome. I felt like it was a bit tricky to control at times, the ball moves quite quickly and you can't really slow it down. Really cool entry overall! 

This was a really neat entry! It was pretty unexpected for the game to be about managing the ego-system instead of staying alive as a particular creature, the different game over conditions are cool! I did find that some of the wild rules are real harsh, only predators and everything sleeps feel really easy for everything to get wiped out. Think my highest score was 820? Liked this one a lot. 

I was fascinated by this game!! I really liked trying to figure out how the hell to afford any of the anti-virus software (I think the bear generates fat stacks, my failed runs I was relying on emails). Its definitely a series of unpredictable rule-sets, I was kinda hoping that detectR would give me some clues as to what all the viruses did! Since it's pretty tough to figure out just from their behavior/appearance. All the programs/icons are really cute and the aesthetic is just plain cool, one thing I did find was I could only zoom in on the center of the screen which i'm not sure was intentional? Really unique entry, I enjoyed it a lot.