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Spronkles

25
Posts
A member registered Jun 13, 2020 · View creator page →

Creator of

Recent community posts

Very cute little game. The gameplay and narrative were very complementary to the aesthetic. I also really liked the visual design too, the point filter fit the mood well. The ghosts had great little personalities too. My only minor issues were I felt the levels were a little too spacious for the player's goals as I was wandering a lot, and the visual filter did cause me some eye strain after a while as I found it difficult to visually isolate the objects I was looking for.

Really cool puzzle mechanic, I definitely was scratching my head for a while! The art style gave it a really unique vibe that complemented the gameplay well. Gameplay was smooth and using the artifact was satisfying both visally and mechanically.

I did encounter a visual bug when I ran the game on fullscreen, the artifact was still tiny and locked to the upper left corner, and I also got stuck where the level geometry was off a step in the upper mirror area. Overall very nice!

Nice UI design, everything worked clean and smooth. I think a bit more variety to what is possible within gameplay would have made a more engaging experience. Some of the writing could been tightened up too, at times I felt the dialogue was a bit pedantic / redundant. Nice little narrative story!

Cool game, I love the cooking management aspect and the mini-game work well for the stress inducing time constraints. The audio and graphics worked well too. I think the window for delivering customers was just a little too short, and the shape of the level would also lead me to catching on corners more often that I would care to admit. But those are very minor criticisms compared to the complete package. Very well done!

I agree, first draft idea we considered using a grid system but by the time we reached our final product, the camera should have just been swapped out for a standard mouse camera controller. Thanks for playing

Cool little game. I wish there was some background audio so my walking didn't feel like a metronome. I thought there was some cleaver hidden sections. I got to a part where I found a sign on the wall but then i managed to break through a section of wall in the lower left area. Couldn't find a way forward from there!

Cute game, really hits the "cozy" vibe well. Smartly placed items throughout the levels; I never felt confused while piecing together my next steps. Just the right amount of challenge for this type of game, great job!

Cool atmosphere. I was able to escape without any of my 3 members turning infected. Movement being a bit smoother and a clearer indications in the fight scene would help improve quality of life. Nice little homage!

Fun little game. Sprinting felt satisfying, so much so that I just held the sprint button down the entire time. I wish there was a little more variety to the game play, but this was tight and complete. Good Job!

Cool VO. I wish there was some more direction or more clear game play objectives. I felt once the voice over was gone, I wasn't incentivized to continue playing.

Nice little game. It shows some promise in expanding the idea out more. While moving felt fine with mouse clicking, I found the shooting by clicking the player to be a bit counter intuitive because when you don't quite hit the player you end up moving them farther away from the ship you were trying to shoot. Good Job!

Interesting game, I like the core loop but I think the separate elements needed to cook a little more ;) but I definitely can see where the design was headed. I liked the idea of juggling the different gameplay elements throughout the kitchen, but I wish there was a bit more tuning to pump up the experience. Like if the camera was out a bit farther, player moved a bit quicker, boss has a vision cone, it could give the player more agency in the game play. Overall nice submission!

Awesome game, really felt like a nice complete package.  I loved the way the car walked, it was hilarious. The elevator music also cracked me up, smart design decisions throughout!

Great game, I wish it were longer! Simple and smart mechanic. That little extra bright pulse right when the light clicks was extremely satisfying. And I loved the spooky ghost guy. The atmosphere was really great all throughout, nice submission.

Impressive artwork, loved the style. The ambient music really sets the mood. I was stressing when getting questioned, that zoom in really punches well! Awesome

Cool  game, felt really clean to play. The art style and general aesthetic gives the game fun  The audio was clean and the sound effects of the squashing fruit was super satisfying. I had a lot of my fruit guys just ploping onto the screen and popping on their own so I don't know if that was intentional, but it felt like a bug. Overall though very impressive submission.

Cool concept! I wish I had the ability to either track which combinations I've tried. Would be neat if the music tied directly into the current combination.

Really impressive little game. I liked the obscurity of deciphering what to do, just enough for me to connect the dots on my own without being too difficult. Clean and simple gem

This is an awesome game! Once it clicked, I was locked in. Real potential with this concept. I thought the pacing was great, and the level design and the light placement mechanic complemented each other so well. Fantastic.

Interesting game. I like the multi-layered aspects of game play up variety in the same area. When I was the monster I tended to fly all over the place and have very little control of my actions, but I enjoyed the explosive nature of smashing the town and its citizens. Silly and fun!

Unfortunately I can't open the game as the zipped file says its protected and then deletes itself.

Nice submission. I found the difficulty to be too hard, but I feel is the screen orientation was rotated vertically it would have helped giving a longer runway for enemies and tightening the playable space. Movement was fluid, but with shooting only 1 bullet per mouse click, it felt counterintuitive as my goal became "press the shoot button as fast as possible as long as possible".

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Simple and effective game! The bullet-hell aspects worked really well and the overall aesthetic was complementary.  I suck at these games, so a lives system or some way to lessen the harshness of 1 hit game over would be less punishing. Overall fun!

Thanks, really glad you liked it! The energy juggling was interesting to develop and was being constantly adjusted up until the last few hours. I think it ended up pretty balanced all things considered.

Thanks for playing and for the feedback! Regarding the the overheating, this was our "consequence" in action. We wanted the player to constsntly juggle the intentional choices they were making, be that either deciding to block enemy bullets with a punch, teleport, or becoming stationary while building power through standing on a power pad. Additionally the shooting was intentionally done to not allow the player to move while shooting and to completely "dump" all their stored power. This was designed so the player could make safer plays by shooting with lower amounts of power, but would be much more effective (and a much higher risk to the player) to shoot with a higher amount of energy. We really wanted the player to juggle their power storage in relation to their actions and gameplay style. Thanks again!