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PolyCube

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A member registered Aug 23, 2021 · View creator page →

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i thnk he make good game wiht tjis one i like it pletiful 

It's definitely a game

nah dw you're not missing out on anything. wishing you luck in the jam 🤞

Thanks for the praise <3. I made wall jumping so you first need to press the direction button and then space. I should've added a little bit of buffer on pressing space and then directional key which would be much more forgiving but well... again, thanks for checking it out!

Holy, this is so good! How did you manage to pull off such a great concept, an execution in 2 days. One of the best and most polished and creative games I played in this game 5/5. Great game

Gorgerous style, peak sound design loved everything about it. the mechanic is great and the puzzles you managed to pull off with it are surprisingly good. Really good jam entry!

Fun game, makes you think of future moves to get more points. the theme interpretation is kinda loose but it's overally pretty good and the juice is definitely here. Don't know if it was intentional but when selecting a crop I can't just select the current one my selection is on and have to cycle back ot it with the arrows first. Chill game, good job!

My game but actually fun and well designed😭 I love the addition of physics to the mix of resizing the window. Pretty neat game, good job!

Thank you so much <3

everywhere I look I see you

Well, so much you can do with a time constraint.. wish you luck on future projects! gl with this jam too

Pretty nice. I'm not really into games like that but I can definitely see the effort and love put into this one. I will finish this review later. feels like a big task to do rn

Damn I love this one. The menu teaching you the main mechanic is super cool. Would love to see this one expanded to a game with more content and movement abilities like maybe swining yourself across a gap or some movable objects you can grab onto. good stuff!

Really fun concept. Would like to scale the object in like a circle area around me and not in front of me since it can sometimes get annoying but either than that it's pretty good with some creative levels. good job!

great minds think alike

Great minds think alike - we had super similar ideas with this one although your's is much better executed with far better puzzles than whatever I did. I love the whole thing and with some more polishing, graphical improvements and little bug fixing could be a really cool game. Good job!

might win the goty this year
Cool concept with a potential that could be made into a lot more without the time constraint but in it's current state it's more of a tech demo than a game with many issues and annoyances. Could be actually made into something fun, like a 3D Mosa Lina, if you spent more time with it. Wishing you luck on future projects mr gnome ❤

Bro you're a life saver. I was ABOUT to play it on mobile. Thank you so much

Sure, just giving you tips for the future

Let me say that it's a really great game with a superb concept and had a great fun playing it although I suck at puzzle games. I feel like the only way to improve as a gamedev is to listen to all the things that are BAD about the game to improve those next time, so here's me going every minor unimportant to the gameplay detail that would the game better and/or is frustrating about it: music is the game is HORRIBLE and I feel like it's just 5 sounds across 3 seconds looping, drilling into my head. The first level should really be just a singular bulb to light up to show the main game mechanic instad of just throwing an actual puzzle at you but that's just my preference, I like how there's no tutorial like you kinda just get thrown into the game but I feel like a little nudge like "click the bulb" would be a good addition, I absolutely hate the visuals, teh bright green is so hard on the eyes and Im not really sure about usage of pixel art too. I feel like a clean vector design for the bulbs with some grayish backgorund would make a great improvement to readability as well as readability, I was really lost with the level with lots of fat cables and just didn't even feel like continuing playing. For the special mechanics in the game like cables and the dot things I never figured out, I'd suggest making some visual tutorials for them. Tutorial isn't really fitting in this game and I feel like a little power animation going through the cable could improve it's readability and make people realise faster on what it is (I still dont know what the dots do), post processing would make a huge difference, if you are really going with a vrt monitor vibe I would make some kind of a shader for it and experiment with different post processing options, maybe even making a full monitor you play the game on? But I still suggest using a minimalistic design for a puzzle game like this. I found myself just clicking randomly sometimes and still passing the level especially on the ones with the dots I don't understand how they work, but somehow passed them. I'd suggest making some kind of a switch that turns power through the bulbs to see if it works and then progress (not sure how you'd implement it with bulbs but I think that makes your decisions less random since you need to think more before confirming it). My final feedback: POLISH, POLISH AND ONCE MORE POLISH, there's no visual feedback for anything, bulbs just lght up, no animations, no satisfying sounds, nothing. If you would improve on all of these I could actually see this game released on steam a for a small price and would enjoy myself playing it. Fin.

Sorry for typos too lazy to correct em 🥱

This one's super underrated. Giving me some serious inscryption vibes. Honestly it would make for a fire tabletop game if you added more clever mechanics and memorizations of the numbers on cards too for ex. The game is truly charming even though it's just a simple memory game I love it. Great concept and execution with some great dialogues. I got the best ending and made a new friend. Really you should consider making this a full game

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It's a cool concept to use you diging momentum and from two games in this gamejam that went with this concept of digging with a drill, this one is definitely ruling. Alhough I'm not really sure what's happening to performance on entering the dirt!? I drops to like 3 fps and my guess is that it spawns some kind of an emmiter or an object triggering constantly. Either than that, adding more effects, like digging the dirt, particles, animations, squish and squah and overally just j u i c i n g the game out would make it a more enjoyable experience but for what it is I really enjoy it, especially the idea of keeping momentum. The base movement needs some tweaking but overally it's quite solid. Setting critique aside, it's a great entry and honestly had fun playing it and with a bot more polishing and improvements could be a cool lil' game. Nice work on this one!

It's a cool game. I suck tho. My main complains are: introduce some kind of a tutorial since I was totally blind and kept dying over and over, fix collissions: sometimes bullets don't hit enemies when they are in front of you (my guess is you're spawming it inside the enemy collider and it doesn't detect and overlap), and the annoying dead bodies animation that block bullets (you have to wait for them to disapear to have a clear shot) which is totally useless and just frustrating.

Enought bad things, I love the concept and although it's loosely matching the theme (since only the setting is underground) I would love to see it develop into something more. Im a big sucker for rougulikes and it's a pretty unique concept to have a turn based one. It's actually quite well polished but you definitely could squeeze out more juice from it. Either way it's a solid game

real. takes away the immersion

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forgot to actually write a review for this one so here it goes. Opening cutscene was greaf and as soon as I saw it I thought I was in a for a treat but then it just ended with no transition into an empty level with 2 potatos falling onto the ground. Levels feel repetitive using the same background and terrain with clipping corners of it in some places. That would be compensated by gameplay but it's just as repetitive as well going up and down a hill holding the right key. I may be stupid but backtracking from the "fake" drops was a pain.

For what I make to make it a better game:

distiguishable potatos, make a dynamic camera that frames 2 potatos at the same time and has a some kind of a limit so the potatos don't go away from each other too far, more interactivity between 2 players. this could be just as well a single player game, particles, on everything... rolling, jumping, landing EVERYTHING, same with squash and stretch, abuse it, more thought out levels than just a hill, some small puzzles requiring cooperation between 2 players, maybe 1 player could be above the ground and the other one was underground working together as potatos to let the other one escape up or *underneath*? The cute art is great but more variety is needed since I don't wanna stare at an empty background with lines for the whole game and a plain ground with corner issues

Overally m o r e polish and j u i c e 🧃🧃🧃🧃 but the idea is there



edit: I love potatos don't kill me :< I try to be honest

It's an okay concept. Reminds me a lot of Pepper Grinder. You should take a look at that game. The movement is really floaty, exiting walls doesn't seem impactful, movement in walls is super annoying, especially since you need to make precise rotations which makes targeting enemies (especialy the in air ones) annoying and pure torture. would suggest using mouse as a control scheme as others suggested, level boundaries have the same texture as diggable blocks, there's no juice or impact to anything. The most noticeable were the enemy impacts which feel absolutely lifeless, a simple shake, up and down scale of the sprite, rotation and color change could improve it a lot. Overaly it's a cool concept with room to improve but in it's current state it's just a proof of concept as barebones as it can be which is completeky fine for a short gamejam. Wanna see you develop it more

I love how chill this is. a really nice game to just sit back and relax to. sound is super satisfying and honestly you should polish it, add a bit more content, and release it on steam for a small price tag. I'm sure you'd find an audience that's really into stuff like that. noice

This has a great potential for a rage/speedrunning game like others said. It's a really fin twist to replace the jump button with dash. I sadly suck at games, but my friend found it really enjoyable and I must say, the movement feels good. Maybe Im dumb but I'd suggested introducing the jumping and dashing a lot earlier since I was just struggling with the first jump not knowing space is for dash and not jumping, but either than that I had a great time. good stuff

You made me pick rocks. I'm also kinda curious if the key is always in the same place or if it's under the last picked up rock (I ain't playing it again)

it's a dwarf uh. playing this is a torture

too good to be true

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A cool, but poorly executed concept.

I like the idea of a game using particles to reveal your surrounding but the way you made it is just super annoying. first off, the motion blur makes it impossible to see anything, I can't navigate my surrounding (you probably know the map) I just keep getting lost, and also have no idea what to do in the game since there isn't even any tutorial, the game runs poorly on weaker machines while using 100% gpu and cpu since you didn't lock the framerate, and the aheer size of the game is gigantic, including completely unnecessary engine and debug files. Overall it's a creative idea with horrible gameplay

A cool concept that with a bit of polishing could be a fun platformer with a unique gimic. Sometimes it's hard to see where to player is so making some kind of a collision to prevent the player from going that deep would be nice since it's kinda hard to control where to player goes in this state. I actually had fun with the game. nice job

All of our budget went to the cutscene

It's a pretty cool game with a unique concept for a rage game that can be improved on. Would love to see you being able to recover anywhere on the surface introducing those swing mechanics. Don't know if it was intended but the movement feel is just... not satisfying, maybe you intended on doing that since it has a rage game concept but still, the acceleration of the character is hella annoying as well as it stopping in the air made me miss a simple jump a lot of the time. The animations feel a bit clunky at times and the rope is freaking out in few areas as well. Either than that it's a solid game with an actual story

truly made me feel like a desert spider

it's ass

oh noes

easy W ezzzz 

you won't understand it