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Signol_Games

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A member registered Aug 24, 2018 · View creator page →

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This game feels great to play! "Motion" is extremelyyy strong, i stacked it with 16 magazines and 2 chambers and every boss gets 1-shot haha.

There's really an astounding variety of upgrades, enemies, and bosses for the 3-week timeframe.

I felt I rarely had to think about my companion. It'd be cool to see that mechanic more integrated, like giving me a reason to walk away from my lover and leave them momentarily exposed.

This game looks cool, but itch.io has quarantined your page :(

I like this concept, and your execution is nice and juicy! The early-game and late-game feel very different from each other, which is a cool progression. 

Eventually, the game enters a perpetually slow state because the slow timer resets every kill and it's impossible to miss when the screen is covered with enemies. Is there a more engaging way of ramping the difficulty?

Here's my second try >:)

The narrative is so engaging and genuine. The characters really feel like they type and act and think like kids. This game is big standout from this jam!

This game is so neat! There was just enough explanation in-game for me to stumble through the control scheme and menus and beat the game. I did find it a little strange that squares are controlled differently than circles and triangles, but it makes sense.

I couldn't figure out if the fish does anything, haha

I love your interpretation of the theme, and especially your artstyle! I am very impressed by the animated character models and cutscenes made in such a short time.

I got softlocked at the end when I went to pet the wolf, but I still enjoyed that beautiful moment sitting there with them listening to the wind blow indefinitely.

From your submission, I read you wanted to incorporate themes of human connection and spiritual resonance. I unfortunately can't feel any humanity in this game's story, presentation, or execution. Though no disclosure is present, I have a strong impression that AI was much more involved in the process than any human. 

I would not spend my own energy connecting with a story that does not wish to connect with me.

Thank you for your submission! There's a few interesting concepts here. However, in execution, the story felt insincere to me personally. It may have just been translation issues, but I get the impression that AI was heavily used.

 Would you please disclose how/where AI was used on the game page so I can give this a proper rating? Thank you!

I think this is a super fascinating and polished concept. At first I didn't understand how to unlock memories of items, but I got the hang of it. I wasn't able to beat the bossfight.

I appreciate your detailed disclosure of your AI usage. Without AI, this would have been an astounding feat and an easy 5 stars.

The artstyle is sooo cool, especially with the stippling shader. I got lost a couple times, but I enjoyed exploring the world.

From the thumbnail, I was not expecting a stealth game, and a difficult one at that! The guards are so dang fast; Did you possibly put their movement in Update() instead of FixedUpdate()?

I had fun learning the guard routes and tricking their pathfinding to walk away despite being inches from my face, lol. I got to the second room, but unfortunately the second room's code seems to not be working, and I can't reach to bottom button regardless.

I didn't get a great sense of the story from what I played, but I enjoyed it.

This game is gorgeously made and compelling. Ya'll should be proud of what you made in 2 weeks!

Unfortunately, i got softlocked in the pit of level 2, seemingly because I couldn't reverse gravity of the crate to climb out. I would be interested to play the other levels you guys showed in the screenshots, but I'm not aware of a level select to get back to where I was.

This is neat! I enjoy the seemingly random room generation. My impression is that "soul mode" is a bit overpowered, because it lets me perform combat remotely using a nearly unlimited pool of soul points.

For future development, this game could benefit from more decision-making during exploration and combat.

I really got trolled

This is a wonderful concept and execution. Finishing it was super satisfying. I felt like the game doesn't have many ways to fail, which made it feel chill but slightly less engaging.

Reading the book names was funny! Are the titles and authors randomly generated?

Super fun!! It's the perfect level of platforming challenge without the fear of losing progress like in Getting Over It 

I love the vibes of this game, and the weirdness of it. I fell during the platforming section, but I didn't die, and wasn't sure what to do next.

The art is so cute!!!! Very good character design

This is a wonderful love letter to flash games. It borrows some iconic features (artstyle, SFX, upgrade system) and turns them into something unique and creative.

I love the sprawling layout of the rollercoaster with new sections to incrementally discover. Requiring me to reach certain areas to unlock upgrades is a clever idea. I wish there was a way to view the coaster as a whole, or at least view sections I've visited.

This game feels cohesive and super satisfying to play

The artwork, sound design, and level design make this game feel extremely immersive! Yall should be super proud.

The rewind mechanic itself has loads of potential, but it doesn't feel satisfying to me yet. It's not clear to me when or where I can rewind the bullet. For instance, I wish I could reliably rewind the bullet midair.

I'd love to see this game with a more developed game loop with objectives and a lose/win state. I think it could be extremely fun and addicting if you nail the gamefeel just right

I love the push-and-pull of rewinding. It is useful in the moment but spawns troublesome enemies, letting players choose how much risk they want to take.

The knockback felt a little too strong. Also, did the enemies loop too? It seemed like many of them just leave the screen, which leaves me wondering why I should bother shooting them at all instead of just dodging.

This game is pretty addicting! I'm averaging around 40 seconds.

The squash-and-stretch on the characters adds a lot of personality and comedy!

I would love to see levels where intentionally pushing yourself is part of the solution

This is very impressive for one of your first games! I got to wave 8.

The character felt a little floaty at times. I would like to try this game with a higher movement acceleration, jump force, and gravity, so I can dodge more fluidly.

I think this game is extremely clever. Each level challenged me to learn something new within the limited set of mechanics. 

The UI and audio are extremely slick. The subtle camera pan with mouse movement feels so good, and there was 0 friction when I wanted to place, move, combine, remove buildings.

I didn't realize at first that there were a set number of loops per level. I eventually noticed the UI at the center, which I had first assumed to be a restart icon.

Our two jam entries had similar ideas about crafting but very different genres and execution, which was awesome to see.

I agree the game needs a few tweaks. I chose not to allow players to pick up spears directly after crafting them because I wanted the crafting process to take multiple steps. I try encouraging players to juggle multiple crafting instances in parallel at different points on the circle. The spawnrate is currently a bit too oppressive for players to discover and practice that rhythm.

And all the SFX was done with my mouth >:))

Thanks for checking out the game! There are a couple things I’d like to change to make those things less difficult to deal with. I want to add an arrow pointing downward towards the circle center when holding a spear to help players aim. Id like to adjust the enemy hitboxes and also their movement speed so theyre a bit easier to dodge. And of course, the enemy spawnrate!

This is a really fun platformer! The music is jamming and I felt myself getting into it up until the end.

The character controller very much felt like an Unreal controller, which isn't necessarily bad, but I would like to see it have a more custom implementation that fits the feeling of this game better.

This game is dripping with juice in the best possible way. Everything feels groovy and aligned, and the combat is addicting. 

In the first few levels, I arranged my moves in different rhythmically pleasing ways, but then I settled on a pattern I thought was optimal for gameplay and never thought about it again (alternate 4 attacks and then 4 moves with shields interspaced evenly). How could you incentivize players to try making new patterns?

This is one of my favorites I've played from this jam, and it's amazing that it was made by one person. Huge congrats!!

This game is fascinating. I thought the dialogue was funny and I liked tinkering around. I'm an objective-focused person though, and I think it would be cool to try recreating a provided loop

I play a lot of puzzle games, but the later levels were extremely challenging for me (especially the one with the tall and short box). Your levels support and showcase your mechanics very well.

I love the music and setting of this game especially. The gameplay is straightforward but executed beautifully.

The atmosphere is excellent! It took me a bit to realize what I was supposed to do, but I wasn't able to complete the game because I could only find 2 hydraulics.

I hadn't heard of a "loupe" before, that was a cool inspiration.

Also, I tried playing at a resolution of 3840x2160 and there were thick black bars at the top and bottom of my screen that made the game near unplayable. Once I realized they weren't intentional, I had to downsize my resolution.

I agree about the tough balancing, If nothing else, I wish I could add 2 extra seconds before the first enemy spawns. As is, a player must miss basically no opportunities in the earlygame to establish a stable resource stockpile.

Thank you very much for your time and kind words :))

I love this concept. As a player, I like having goals to work towards and expanding the track towards bonuses. It was cool to see how the tracks fits together and is different every time.

 However, I felt I had little control over which three expansions I was offered, and I would get blocked from critical time pickups. The best score I was able to get was 15.

Congrats on your submission!

This is a solid prototype! Aside from the cute hell theming, I don't see much that mechanically differentiates the game from Overcooked. I also don't see a clear connection to the Loop theme. 

Further development and polish would really help this game. Consider what sorts of hell-related twists you could add to the gameplay to make it feel really unique. Maybe the kitchen catching fire could be used to your advantage?

I haven't seen a player-recording system be implemented in this way. It felt very intuitive and interesting. 

Congrats on your submission!

It's unfortunate that the build seems broken :(

Congratulations on your submission regardless, and I hope you get a chance to fix it post-jam.

I thought the game started slowly because the first few levels introduce the single-directional gossipers one-by-one. I was really happy to see the levels get more challenging toward the end.

The theming, sound design, and art assets were so charming and creative. I liked watching the gossip lines pass between people, though I wish that sequence was a bit faster.

This game has a crazy level of polish and worldbuilding for a jam game. I approach most of these entries with a critical eye, but I just started having a good time and forgot it was a jam game altogether.