Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

DennisFeklistov

57
Posts
1
Followers
A member registered 21 days ago

Creator of

Recent community posts

Thanks for playing and commenting!

I'll definitely address the debris system after the jam. There's a bug that causes debris to spawn in a different location to where the trash was blown up, alongside being flung at huge speeds when it spawns.

Glad to hear you stopped by outer space :)

Thank you!

(1 edit)

Thanks for playing!

You can score by using 'right click' to suck up small trash bits and using 'left click' to break up large chunks or propel yourself around faster. Move the mouse around to adjust your aim.

Hope that helps!

Great modelling, satisfying animation, and an addictive gameplay loop! Loved the feedback from the sound effects too. This is very well-done and all the parts feel cohesive. I alos appreciate the inclusion of control options so I could tweak the mouse sensitivity.

Lovely visual style and sound effects! Wasn't sure if there was a way to open multiple capsules if I scored several at once, but still, very cute and charming little game with some nice cohesion overall.

(1 edit)

Cute game! Reminded me of the mobile game, Ninja Fishing. The fish quota seemed bugged, but everything else worked fine. Aside from the visuals, I feel this could use some more varied player input and a much shorter reel-in time since there's not much to do while that's happening. Cool that the fishing line draws to the screen like that, and good concept for the theme.

Great atmosphere, scenery, and music! Wish there was a little more gameplay variety though. Loved the serene tone.

Good work! It's very challenging to tackle a 3D platformer in such a short timeframe. I found it a bit unintuitive to control the character, as rotating in one direction seemed to work more than the other and the movement didn't seem linked to the camera position. Due to the lack of checkpoints, this limited how much I was able to play. I enjoyed the momentum of the roll and stringing it together with a double-jump was quite cool. I also enjoyed the gears as obstacles and the clever way you wrapped the trash texture over those mound models to indroduce scene detail without sacrificing on dev time and performance. Would love to see some music and SFX if you plan on updating it further.

Fun game! I like the visual style and frantic gameplay, and the music was a good pick. It was a bit tough to judge when I'd be able to pick an object up or when I was close enough to punch someone, so a visual indicator would be nice to see. It might also be worth deemphasising the footstep SFX and adding some more audio/visual feedback for when trash is dropped or when you've picked it up. Overall, I had a good time racking up a high score, and found the concept hilarious. Very well done!

Cool idea! Very on-theme and unique. The story sequence was quite well-done, but I found the gameplay to be a bit painful for my hand. The movement wasn't very responsive to my inputs, so I couldn't judge how much to tap. Having each gust be more forceful alongside some sound and particle effect feedback could help make it feel a bit more juicy. It might also be nice to be a bit more lenient with the obstacles if you intend to keep the loose movement style. 

I'm keen to see this game devlop more and to explore more of the beautiful island! I can see you put a lot of work into it.

Simple but fun :)
Feels a bit like pac-man in a way. Would love to see some more feedback to damage and trash collection, like a bit of screenshake or SFX. Music would be great too. Game works quite well though, nice job!

No worries! I'm sure we all have some things we'd like to change about our games in retrospect.
Thanks for the tip about the necklace :)

Glad you liked it! Crosshairs are a great idea, and should be pretty easy to implement. Thanks for the suggestion :)

Beautiful game! Love how the turtles follow you in formation, and I adore the visual style. Nice detail with the light ripples moving across the coral surfaces. The music and SFX were lovely, and the call function was well-considered, with multiple applications. Reminded me of Journey and Abzu, very peaceful.

Fantastic work!

Great theming throughout! The announcer had just the right energy for that environment, gave me a good laugh. But unfortunately it was way too fast for me right off the bat. Great style with the menu design too. Nice work!

(1 edit)

Beautiful style, and great writing! Unfortunately I got stuck trying to find a hook, so I couldn't progress. It'd be nice if the minigames were a bit less repetitive, but I understand the limitations of the jam timeframe. I was quite intrigued by the story, and the music was wonderful. Really liked this one!

Quite fun! Some sounds and music would help it feel a bit more lively, but you did a nice job setting up the endless looping level.

Very cool idea! Love how the robotic arm components all animate so smoothly. Though I think the game speed could be significantly faster, as it doesn't feel responsive. Managing all the different controls was an interesting challenge, reminded me of QWOP. Lovely music track too!

Great aesthetic and environment! Really embodies the theme, and the wheel tracks behind the character were a nice touch. Plus the robot movement sounds were quite nice! Not sure if it was a bug, but the wind pipes had no real effect on my character. Based on the comments, I gather they were meant to act as an obstacle. I appreciate the time and effort taken to craft the world and give it sprinkles of backstory, but I wish there was more to the gameplay, as there were quite a few long stretches without anything to do. Very cool idea!

Love the atmosphere! Bit of an odd comparison, but it reminded me of Botanicula in a strange way. Great soundtrack, setting, and intrigue (the fish minigame really hits you with the odd and unsettling tone and gives you some show-don't-tell info about the world.) Cool AI for the fish and I loved the underwater area. 

Sorry to hear about the development issues. You did a great job!

Quite fun! Surprisingly, I hardly got stuck! You did a great job with the movement. Only issue for me was the lower awning towards the end which is easy to get trapped in. It was quite fun to just roll around and jump from building to building. Would love to see some obstacles if you develop it further. It might be nice to make the food absorption a bit quicker too. Very charming game :)

(1 edit)

Great environment design, great concept, satisfying sound effects, and lovely modeling style! I ran into a bug with the controls where the ship's direction seemed to be decided by its initial rotation after getting inside, and steering with A or D had no effect, so I needed to keep re-entering the boat to change directions. I also wasn't able to leave the port early during the tutorial. Still, the tutorial was effective, and I like how larger hauls of trash require more key inputs; I can see this evolving into a cool series of fleshed-out minigames if you continue development.

Overall, a very stylish and well-considered game with a large scope. Totally on-theme too. This is a really impressive submission!

Thanks for the feedback!

Never caught that bug, nicely spotted. Sorry to hear the scoring felt unintuitive at first, glad you got the hang of it.

Art and concept were super cool, though the controls were very sensitive and I found my wrist hurting after a few minutes due to making lots of micro-adjustments. The camera movements are also quite fast, which might be eased by slower movement speed too. I really liked the multi-tasking elements and the non-stop 'go go go' scenario of the snail! Very cool idea.

Neat submission! It was quite fun and the snappy sounds helped give it a bit of punch. Simple but effective design.

This was simply fantastic! At first I thought "Oh I'll just drive over there, how hard could it be?"
I have never been more wrong XD

The music, driving controls, and crane movement were all delightful to fumble with. I truly felt the ibis delivery experience, and moving between each quest with new routes/requirements provided a good deal of variety for the base concept. Really charming sound effects, cute characters, great concept, and excellent execution. Some of the steering might've been a little too tricky, but it didn't stop the fun from flowing. Didn't run into any bugs and never got stuck without knowing what to do. 

Great exploration of the theme with a dose of that cosy community feel. I was grinning ear to ear the whole way, great work!

Glad you liked it :)

Thanks so much!! I'm really glad you enjoyed all the little details!
Very happy to see this kind of response :)

All good! I don't think the bug really holds your game back much since you get plenty of time to experience the game beforehand. It's a fun game with a great concept! Had me playing for a good while to stay alive :)

Really nice layers of strategy and micro-decisions, with a surprisingly addictive game loop! The choices to upgrade are interesting as the best choice isn't always obvious. I really enjoyed this one!

I enjoyed the stormy atmosphere and voxel environment. It's a simple game, but it works well, and the sounds offer nice feedback. Though I feel the game speed and physics could be around 4 times faster. Would've liked to see some more expansion on the idea too. Adding the light below the crane was a good idea, and the thunder intro was a great touch, sets the mood nicely :)

(1 edit)

Great submission! The game challenges you to figure out all the systems on the fly, and it was fun to learn how everything works. The sounds and animations provide snappy and effective feedback to your actions, and juggling the different systems is engaging. Loved the ambience and modelling too! And very on-theme.

Managed to reach the ending! Took me a while to realise that the glowing particles were highlighting movable walls (thought they were pointing to vents in the ceiling at first) but I loved the environment design and ambient synth soundtrack.

Great game loop! I really loved the visual style of the models and water, and being able to jump above the water was a great touch. I wasn't sure what to do about the toxic sludge, but I loved how it changes the environment to demonstrate its impact in real-time. It was cool to see a dedicated tutorial sequence and there was some nice feedback from destroying the trash. Some sound effects and music would be the icing on the cake. 

Would be great to see the mechanics expanded-upon if you plan to develop it more in future!

Well done! Every aspect of the game works well, and it's quite engaging. At first, some of the visible symptoms were a bit tricky to decipher, but I eventually got the hang of it.  A very well thought-out and unique concept that achieves everything within its scope without issue. 

Cute game with an interesting environment style, but there isn't much feedback to the player's actions. I often seemed to clear levels just by filling my inventory, regardless of whether the items were correct. Not sure if this was intended. It was also a bit unintuitive to understand how to pick up items, so I just kept clicking until I saw something in my inventory. Would love to see some kind of sound/visual effect to communicate when an item has been picked or whether I've done something right/wrong when going through the bin. I'd love to see some expansions on the core mechanic to add complexity and give the player more decisions to make.

(1 edit)

Thanks for the feedback!

I'll be sure to address that issue after the Jam concludes. It is technically possible to chase the debris once it flies off, but it's often a bit silly to bother doing that and the speed of the chunks is definitely too unpredictable.

Glad you enjoyed nonetheless :)

Thanks so much for the feedback! 
Adding in the atmosphere layers was quite fun. I didn't have enough time make unique mechanics for the upper atmosphere, but I plan to do so after the Jam concludes :)

Great to hear! I look forward to it!

Neat game! Unique concept too. I found it a bit difficult to judge how to time the LMB+RMB aiming gauge, but I liked the physics and multitasking.