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Sayori Argyle

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A member registered Jun 11, 2021

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This was a very fun romp! I expected something average and played out by “enemy movement is tied to your movement” but the unique characteristics of the different slimes and uncoupled enemy types added a lot more thought and variety to the puzzles. Although, it took me an embarrassingly long time to realize that the green slime goop eventually dissipates. Altogether a very fun time.

(also - thank you for adding color assist! here’s at least one person who benefited from it <3 )

Such a simple idea, executed very very well. I could play this for hours; there’s nothing quite like the rush of spelling “Juxtapositions” and “Mezzanines” back-to-back.

I would love to print some of these cards out and play this in real life sometime.

This game feels like a 4AM fever dream, and I absolutely love it. If only I got to have a bowl of that stew…

The balancing for how quickly you lose health and energy and how quickly you can gain it back while desperately flying to a different pylon leads to some really frantic moments trying to maintain control of the whole field. It’s a sort of energy that’s hard to come by a lot of the time, I like it!

This is probably the best Scratch game I’ve ever seen. It’s short and simple, but I can’t really knock it too much. I have no idea how you made it to level 6 with only 12 hits, because I could barely keep up with the waves!

This game is a lot of fun. Trying to manage who you should prioritize without letting other groups take that time to grow stronger is a really intriguing mechanic. The credits box displayed on top of the tutorial button on the main menu for me, though, so I didn’t know I could move around for a while, lol. I’ll probably keep trying to perfect my strategies in this one for some time!

I think you might be stretching the theme of the jam a little bit, but this is a really fun one. Managing your location while keeping enough runway to kill zombies with the train takes a fair amount of thought and was pretty engaging. I’ll definitely play this again in the future!

Interesting idea! With a couple more elements this could easily be made into a full-length game. The controls felt a little strange to me, but it wasn’t a huge issue.

The way the enemies, player, and camera move around make this game feel very “floaty” and insubstantial, but it’s probably only a few small tweaks away from being a fun little challenge to scavenge and craft enough in a short time span. Pretty good!

This game is hard. Like, mad hard… or maybe I’m just bad at video games. In any case, it’s a pretty cool idea, and I had fun even while dying ten times in a row.

I’ve seen this idea done before, but I think this is by far one of the best executions of it. I really enjoy the art style and the levels you guys made were very thought-provoking!

This idea is pretty cool, honestly, if not extremely short. I could see this being made into a whole game, with different attacks from different power sources or something. Nice job.

Pretty fun! I like the aesthetic and appreciate that it was made with the holy trinity of HTML/CSS/JS. Would’ve liked to see more.

This is a great game. The presentation stands out to me, although you used preexisting art, it’s blended together very well into a cohesive style that really impresses. It seems to me to be a game which has a lot hidden strategies to uncover, governed by skill rather than a roll of the dice on who spawns where. I’ll definitely come back to this one in the future!

Glad you enjoyed it! We tried to hit a sort of COTND theme with the soundtrack, but I went a little off the rails on the last one, lol. It definitely could’ve done with a bit more balancing lategame, but we were up against the wall on time by that point. Great job on your game as well!

It’s an alright pipe maze rendition with a couple unique features, but there’s a lot of pipe mazes in the world. Having puzzle elements which rely on physics are a little annoying when the physics aren’t always exactly identical on every attempt - to be clear, this is more a problem with the engine and not so much you, but it is something to be wary of designing your game around.

It’s alright, although the fusing mechanic seems a little poorly explained - I had a great upgrade that I was unable to view the details of (part of the menu was cut off by being offscreen, the four icons in the GUI never changed) and ended up stuck in the next wave with a very useless attack. Which, to be clear, is my own fault! But I think more could’ve been done to make the fusing clearer and have greater ramifications on how the character operates. Altogether a fine top-down shooter, though.

I really love the look of this game, but I think a little polish in other aspects than the artstyle would’ve done the game some good - even just a couple simple SFX and better collision on the environment would have done a lot. I still had a pretty good time with this very cute game, though!

Very very cute artstyle. I enjoy the idea of having to juggle your own life points in exchange for a physical advantage. Some of the collisions were a little wonky (such as the objects in the washbasin (I think that’s what it was)) which took away from the fun, but overall I really liked this one.

Gets pretty hectic at the end, doesn’t it? Would’ve liked to see more types of enemies, but this was a good challenge and very satisfying to play.

If this was a mobile game, I could see myself playing it every day for months.

It was a bit hard to see the icons for what buttons to hit as they weren’t very distinctive, but once I got the hang of it, this is a pretty fun mix of a rhythm game and beat’em’up. Nice job!

Pretty cute art style, and pretty fun too. Would’ve liked to see some more involved challenges, but I had a good time playing through this!

I really enjoy this one! You naturally get punished for not strategizing what to do with each character ahead of time, which is exactly what you want in a puzzle game. However, I think some more unique elements or challenges could’ve shown the potential a bit better.

This game is adorable! Reminds me of playing with those Monkeys In A Barrel toys as a kid. This would make a great mobile game, I think.

This game was a lot of fun - trying to steal a certain enemy’s ability to take down another is a great time, and the art style is pretty charming. Would love to see the idea expanded upon, although, something should be added to prevent circling, which basically prevents you from taking damage ever.

Some more variety in ability effects would be cool, but I like the idea! It’s pretty fun to steal someone’s ability that almost killed you last round.

it’s a very interesting idea, but I have trouble seeing the full potential of it with such a small sample size. if someone doesn’t read the game page they will be very confused. this idea could go places though!

i think i’m just bad at video games, but the number of blind jumps and platforms which are above the apex of your jump, requiring you to sort of “roll” up onto them, are a little hard to make when you’re only just starting to learn the feel of the controls, especially when it comes after the first level that has an entirely different style of control scheme. the music is bumping though!

damn i really did stik to shit

(1 edit)

Glad you enjoyed playing it, we used FamiTracker, OpenMPT, and FL Studio 20!

golf 2