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jonmerrin

12
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A member registered Apr 19, 2021

Creator of

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Super super cool! A remarkable amount of polish and production value for such a short jam. I like the mixing and matching elements, it's a fun interpretation. Way to go!

I couldn't really get out of the starting room... I tried for a few minutes. It would be nice if there was something a little more hands on to help me get the hang of it. Cool concept though, and I really liked that music!

Nice graphics, nice music, really clever design. My only note is that I wish the camera wasn't fixed.

This music is a bop. Really catchy, will be in my head all day!

The game was pretty zen, I enjoyed going through the maze, though some of the doors were positioned in a way that I couldn't see the number. But really pretty and very pleasant.

Looks fantastic! There were a bunch of repeating puzzle widgets, but it didn't get old and was very pleasant to play. I wish the controls were mapped directly to up/down/left/right instead of at an angle, then I could use combinations of keys to move on diagonals. Having it be at an angle felt unintuitive. Very cool!

This game was super cool! There are a lot of aspects that I thought were really clever and played with the theme really well. The fact that your movement was restricted while you were attacking was a really smart way to get the player to think hard about their attacks and think about breaking them off. I also liked that the attacks got faster as you got to the last guy.

Some notes, not because I didn't like it, but because I appreciate constructive feedback:
I wasn't expecting the border to kill you, that surprised me. Also, I would've appreciated having health (3 hearts or something). The enemies always shoot to directly where you're standing and no further, so you only need to move slightly to dodge all the attacks (and this gets easier as you thin out the numbers). Also, the game starts once you kill the first enemy, but not when you damage an enemy, so I could just go around and damage all the enemies until they were almost dead before killing the first one.


I had a lot of fun, and this is really great for a 48 hour game. Congrats on your first itch submission!

Really cool game! I like the "move together" mechanic.

Some notes: The puzzle solutions were more challenging to execute than they were to figure out. That can get frustrating sometimes. For the last level, in order to get all the timings just right, I spam-crashed into the wall to slow my descent. Maybe consider adding a slowdown mechanic so people can take a second to breath.

Some other small nitpicks: visually, the two robots clipped each other when occupying the same space in inconsistent ways. Sometimes they showed as half and half, sometimes one dominated the other. Also, it would be nice to have a way to retry a level without dying, having instructions written out somewhere, being able to use the keyboard to go to the next level (the mouse isn't used for anything else, so why use it at all?).


All this is aside from the fact that I really enjoyed playing this game! The mechanics felt smooth and once I knew the controls, all the behavior was intuitive. I loved that you made me use the timing on the different jumps. Really clever! Great job, I'd definitely play more levels if you had some!

I love the slow addition of instruments as you grow your flock! Really beautiful and evoked a feeling of growing epicness in me. Well done!


Some notes: The clouds on the horizon make it hard to see flocks that are far away, and I didn't realize what the goal was until I accidentally made it to the oasis. Also, I couldn't restart or exit the game from the finish...

But I really liked it, and you made great use of dynamic music. Way to go!

This was an impressively deep puzzle game! I thought it was a bit simplistic during the first few levels, but you just upped the ante time after time! Really impressed with how much content there was and how much the later puzzles made me stop and think! Really impressive. And I love the mimicking mechanic, that's a really fun interpretation of the theme.


I do wish some things were more clearly explained, like what the red tiles do, and what situations kill you/the knights (like a blue spot that isn't filled in yet is a wall, so you can't walk into it, but when you're on it and it's unmade you die?). I really wasn't sure what the spikes were at first because for the first few levels that they existed, it was impossible to step on them, so it took me a while to figure out what they were. There was also a bug where the beam connecting me and the knights sometimes moved an extra space before snapping back to the right spot that (i think?) made level 10 impossible? I played mostly not full screened, which messed up all the text, but it was better when I maximized it.

Overall great, love the idea, love the puzzles, love the music, appreciate the level select menu. Great job!

Great job! I love what you did with the visuals, and the effect of the 2D over 3D was cool instead of jarring, which is how I usually feel about it.


I agree with some of the other comments that there wasn't ever a reason for me to stop being a fly (though I can relate... if you check out our game, we only managed to get one level in that encourages you to use our splitting mechanic, and even that only barely!). The enemies didn't really pose a threat, I didn't feel like I had any health or anything to worry about that would prevent me from using brute force to push through them as the flies. Also it would be nice if rabbit form had some ability also, maybe then there would be a reason to switch back. Technically, it felt really good, though there were a couple of visual bugs and the game didn't respond when I tried to press J to play again. Overall though, really strong showing for a 48 hour jam! You should be proud!

This is awesome! 48 hours may not be enough to finish a jam, but this feels really full for a 48 hour game! The mechanics work beautifully, I love the shader effects on the magic chain ball, and it has a really cohesive aesthetic and difficulty curve (though I did wish there was more!)

The only constructive feedback I can give is that the boxes felt a little sticky. It made it tedious to get them through narrow hallways because they kept moving a little and getting stuck. Also I guess that the eyes could walk through the boxes, but I don't really see a good way around that, especially in such a short jam!

Unbelievable job, way to go!

This is awesome! 48 hours may not be enough to finish a jam, but this feels really full for a 48 hour game! The mechanics work beautifully, I love the shader effects on the magic chain ball, and it has a really cohesive aesthetic and difficulty curve (though I did wish there was more!)

The only constructive feedback I can give is that the boxes felt a little sticky. It made it tedious to get them through narrow hallways because they kept moving a little and getting stuck. Also I guess that the eyes could walk through the boxes, but I don't really see a good way around that, especially in such a short jam!

Unbelievable job, way to go!