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inflatable_wonderboy

26
Posts
A member registered Jun 06, 2020

Recent community posts

Really awesome game, i played it over and over!! smart idea, not sure how it fit the theme, but damn is it fun! Only issue is the diffuculty spikes so severly after about 250, or was i just going too slow? it'd be nice to understand how to get the fire to go back down? does that exist?

Such an awesome merger of many cool ideas! What a game! I love how your "health" is just how many fish you have, like your health is also your ammo is also your hurtbox, so cool. I also loved the music and the momentum of clicking and watching them all shoot around. I really hope you continue to develop this game and I have some suggestions. 1) please make the tutorial skippable. this game is really addicting and even on my 3rd or 4th playthrough i was already like why do i have to sit through these 10sec of windup at the beginning of each run? 2) maybe make a starter level that moves a bit slower? i never got that far and only hit something with a bullet fish successfully one time. (i played maybe 12 runs). Awesome game!

Very Fun Game. Cute music, fun spider-man concept w/ physics play. Only thing that puzzled me and made later levels a bit frustrating it that sometimes I couldn't predict the way the physics were going to work. Like, why would it some times have all three ropes going right and the ball still wasn't clinging to the wall on the right? don't the ropes all pull?  anyway, lovely game.

Visuals, animation and sound are all great. The ending was kinda charming. However, there's not much to the gameplay. It is repetitive and it gets easier as it goes. What makes Where's Waldo and I Spy fun is that there's curious stuff to look at everywhere, and it makes me wonder if you could set this little party in a setting where stuff starts off calm but gets more hectic as there are less and less minglers. Just a thought. I finished the game but it would have been very boring if not for your cute characters and sounds.

wow! two of the great contemporary platformers! what will it be called so I can look out for it?

totally! i think you should keep going! I would buy this on the switch

Outstanding game! the feel was perfect, the challenge was a perfectly steady increase, and the personality is the best i've played in the jam so far. The music fits perfectly. I just wish it was longer and possibly introduced new mechanics. Some ideas i have for new mechanics are wind, bouncing, bigger levels, balloons that pop on a timer, projectile spikes, and rain that makes you fall faster.

Awesome job! I had a lot of trouble figuring out what needed to happen on the first level, and i almost gave up, but I had fun when I figured it out. Needs a little clearer tutorial though. Also since you are interested in doing fun stuff with movement like jetpacks, you might want to spend a little more time making that feel really juicy and bouncy.

I only got to the second level before i felt done with this game. the core idea of having the thing that holds you back also be your only tool is really good, but the execution of the movement just feels clunky. 

i just couldn't figure out the objective of the game

Fun idea. I wanted to move way faster though and i accidentally went out of bounds and couldn't get back in. I'd love to see the slime you shoot on the ground influence the character's movement more.

Love the bass lick in the background. I wish I'd been able to move faster. The simple colored platforms i understood but i didn't understand the point of the ones with the colored backgrounds, like i think i could always land on those regardless of my color..? Not enough levels. it felt like there was potential if it got harder, but it just ended!

A game like this has potential, but how can you incentivise making long chains? right now it just makes the most compelling part of the gameplay, the fun momentum-based movement, clunky and not fun. it is cool that you can make long chains but why would i want to if it feels so slow? Also the Jaws-like music is cool but the background music is not doing it for me, it is fine except it is like a 3 second loop and gets old really fast

neat idea, but it's kind of weird that the organist just randomly stops playing. I'd say either make it so people get annoyed the more you pause or that you have to keep playing but can vary the speed. That would put a little more pressure on to play anyway.  Also could use some sort of cheeky themed reason why there are people running through the isle. 

i didn't understand what i was supposed to be doing but i like the aesthetic

I played the first five levels. Hard to control due to lack or familiarity with control scheme, and this game just didn't have the fun factor for me to take the time to get familiar with it. 

i had trouble playing without a mouse. it is impressive that you made this in 48 hours though

Some combinations that felt obvious gave nothing, like snowman and fire. Picking stuff up was hard and janky. That said, the concept was awesome. Putting a little alien nonsensical fun on the scribblenauts formula

I played it twice. I wish there was more to it because the the style is really good!

I did not get past the first level because i did not enjoy the feel and it was hard

Your sound design is so inspired. The way my movements contributed to the already beautiful musical soundscape was so satisfying. I wish the jump and movement had felt bouncier and less stiff, that would have helped me get more in the flow. I found myself wanting to go fast and flow-y, could you encourage that some way? perhaps when you deliver enough letters you unlock a new part of the city or cars to bounce on or something. This idea was kind of just a regular collecting game, but it showed the controls really well at the beginning and the atmosphere of it was really cool. I had fun.

with so much slack in the tether, you could use a yank button or something. Didn't really need the shooting part, the most fun part was pulling the tether. also the art of the characters was so original, it is a shame there was just a gray background with such a cool vision for the character art.

Outstanding game! I was  challenged at level 14 and I'd love to see you introduce more mechanics like the poison gas, or doors that lock when others unlock.

Outstanding game! I was  challenged at level 14 and I'd love to see you introduce more mechanics like the poison gas, or doors that lock when others unlock.

Great presentation, the bell sound getting closer was a nice touch, but it is really hard and i played 5 levels but couldn't figure out how to get the ship to dock. The colors and the mix of 3d and 2d is good.

I like the risk/reward of only getting points if you do the higher block first, but the game totally froze on me twice while playing for just 2 minutes, and the presentation quality needs some work.