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Natnif

6
Posts
A member registered Sep 03, 2018

Recent community posts

That was a really nice take on the theme and the art style really made me nostalgic for GTA chinatown wars. I think the execution of an idea like this is tricky because you're meant to avoid interacting with the world in the way that you're used to, but it doesn't really offer an alternative form of interaction to take it's place apart from running away. If the character had an interesting way to clean up his own mess there would be more interplay within the theme. It is a really good idea and I would really like to see it developed on further.

This was very impressive. I liked the writing, art and music a lot. There isn't much in terms of gameplay though and I'm not sure how it lines up with the theme. I suppose it's a fishing game, without a reel so  you have to do reel them in through flirting. That's a good concept, but I don't think it was explored through gameplay as there were only two dialogue options. It definitely seems inspired by Undertale, but every interaction in that had a different set of minigames and a different context surrounding them which kept it fresh. I think that's what it's missing, but what's here has a very strong backbone and I would love to see more stories told through this style.  

This had a very strong atmosphere and I loved the music.  It was fun to manipulate the enemies weapons in different ways, but I feel overly familiar with this type of gameplay already with the likes of kirby and yoshi games and I don't think this brought too much new to the table gameplay wise unfortunately. 

I wasn't a big fan of this. The physics felt great, but it was a bit too forgiving on what constituted as a base line. It gave the impression that it wasn't a very solid idea in line with the theme, but it does have a fun pace to it.

That was super fun!! I'm not a big fan of rts games, but this definitely tapped into a different part of my brain. It felt like the original zelda or something where most of the challenge was in forming a mental map which was quite ambitious for a 48 hour thing. I could see this form of gameplay being incorporated into an rpg more than an rts, but the real time element is a lot of the appeal. Hitting an "x" wall is similar to hitting a high level mission where you're encouraged to work on different missions and taking in the world more before tackling it. Definitely a cool experience!

Wasn't very impressed until I learned the twist from the video example which gave me a buzz like figuring out a puzzle in an adventure game. I'm not sure if it took much inspiration from the theme, but was a simple and clean execution of a strong idea.