Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Fenderio

32
Posts
1
Followers
1
Following
A member registered 24 days ago · View creator page →

Creator of

Recent community posts

Thanks for trying the game!

A survivors-like squeezed onto one line is such a fun idea, and enemies flying off screen when they die is really satisfying. The little arrows for whoever is coming from off screen help a lot too. The XP gems seemed to stay where they dropped, so I wasn't sure if I should walk over to grab them or keep turning to shoot. A small pickup magnet might help early on.

Flipping a lightning bolt between ZIG and ZAG fits the theme perfectly, and the little +3 close popups and chain counter make every graze feel good. Orbs sitting on the ideal line are a nice hint for where to go. I kept clipping the walls in the first 20m though (best was 18m, ha), so a slightly wider opening stretch might help new players find the rhythm.

The rap battle with the orcs got me, picking the line that actually rhymes is such a fun twist. The first-person pixel art looks great too, and making friends for loot instead of fighting feels nice. When the Karaoke Crypt fight started, the big room title was still sitting on top of the ghost, so for a moment I couldn't see what I was clicking.

The calm mood really works, and growing a root down toward a hidden spring is a nice spin on one-button zigzag. Got both drops on level 1 and then clipped the last stone right above the spring, ha. The angle is pretty shallow so it took me a few tries to see I had to plan turns way ahead. A faint preview of the next leg might help early on.

A blueprint taped to a desk is such a cozy setup, and the PERFECT stamp with the lightning strike is a great payoff. Love that you can mess with everything on the desk too. On level 2 I had a hard time telling which way the elbow pieces point, they look a bit like little propellers at that size, so a thicker wire on each tile might help.

Juggling a single beam between boats is a lovely idea, and the moonlit islands under the aurora look great. It took me a moment to get that boats only move while lit, and then I switched off boat 2 right before it reached the harbour, oops. A small arrow on each mirror showing where it will point next would make switching feel less like a guess.

It's simple, but very fun! 

Thanks, nice to hear that you enjoyed it!

Thank you so much Frank, this really made my day! It’s my first game jam, and LittleJS made it super fun to build. I’m really happy you noticed it. Kite fighting is a real thing kids do on Jakarta rooftops, so I wanted the kite to feel right. Thanks for making the engine and running the jam!

Getting LittleJS to do 3D like this, with the bloom, the nebula sky and the ship model, is really impressive, it looks great. I only got through 1 ring before slipping off the fold, the bends came quicker than I could read them on keyboard. A few easy, wide rings at the start to learn the steering would help a lot.

The app's GPS sending you on a silly zigzag, while every shortcut costs you its trust, is a brilliant idea, and the gig-app touches like daily shifts and rising rent are spot on. I steered into a wall pretty quickly and the camera swung up over the building, which was a bit disorienting. Really fun take on the theme.

Must-turn zigzag tiles are such a neat twist on the link-the-pairs puzzle, and I really like that colorblind mode and a motion option are right there on the title screen. The animated how-to-play pages explain the rules clearly too. Reading that crossings with tick timing show up from level 17 makes me want to push on.

It's kind of relaxing watching the bullet bounce and the money tick up. The first upgrade felt far away though, another ball is $250 and I was getting about $10 a bounce, so a cheaper first buy would help hook people early. The "Where would you like to go?" text at the start also confused me a little, I wasn't sure I had to click inside the box.

This looks beautiful, the golden wake trailing behind the ember on the dark water is such a nice touch, and the Calm waters option is thoughtful. The one-button switch feels good. I clipped a reef early on and it took me a second to realize I'd been sent back, so a slightly bigger moment when you lose the flame might help.

(1 edit)

Good to know that you're enjoying! Thanks for playing Putus!

Thanks, good to hear that you enjoy the arts. Cheers!

Thanks for the suggestion friend!

The ruined garden looks gorgeous, and I really appreciate the settings: game speed, reduce flashing and vine assist are rare to see in a jam game. The Seed Dream lessons ease you in nicely. I only got through the first few lessons so I haven't reached the vine swinging yet, but the running and double jump already feel smooth.

Turning the classic zigzag into a speedrun with WR/gold/silver splits and a wrong-zag skip is a really clever twist, and the little glitch effect when you fall looks great. I died within the first second a bunch of times, ha. Maybe Practice Mode could be free from the start so new players can learn the corner timing before chasing splits.

Heads up: the game ran really slowly for me (Chrome on a Windows laptop). It sat on the GO! screen for about 15 seconds and the in-game timer barely moved, so no trains ever showed up. Other entries ran fine on the same machine. The neon zigzag track layout looks cool, I'd love to come back and play it properly.

The colors coming back as you grab each gum is such a nice idea, the walls slowly turning pink on level 1 made me smile. JellyBoy reads great with just shapes too. I kept bouncing between the two walls and never quite landed on the door ledge, so the first level could maybe ease you into that move a bit more.

Mixing a zigzag hopper with little typing and math questions is a fun idea, I can see it working really well for kids. I fell on my second hop while typing "acorn", not sure if the fuse ran out or I typed it wrong, so a clearer signal there would help. The foggy forest looks nice too.

Forcing every step to turn is such a neat way to do zigzag, and the paper board with the little house feels really cozy. "A window, warmed." after a clear is a lovely touch. Small thing: the send-home animation runs a bit long on the quick early stages, letting a click skip it would be nice.

Watching the grass creep out along the channel is so satisfying, and the little diorama looks great. On my first try I got "Flooding! The land is drowning" and wasn't sure what I did wrong, so a hint about why would help. Even on x5 the days felt a little slow to sit through.

The floating grass road over the night sky looks really nice, and a little skeleton mob chasing a barrel made me laugh. The barrel is pretty small though and the skeletons crowd around it, so it took me a moment to see where I was. Having armor before the first fall is a kind touch.

Drawing the bolt and watching a cottage go up in flames is great fun, and the little town looks lovely. Early on the economy felt slow though, I had 3 sparks after the first storm and Voltage costs 36. Also the storm title banner sits right on top of the combo text when a storm starts.

Hanging off a train and hopping between lanes is a fun spin on zigzag, and it looks really polished for a jam (got the Stowaway achievement on my first jump, ha). I got Left Behind twice before I understood where I'd land, so a small landing marker on the next train might help.

Zigzag trenches so the guns can't rake them is such a good take on the theme, and the old siege map look is lovely. The red ENFILADED preview made the rule click right away. I was at day 10 and only halfway to the walls though, so either I dig badly or the early legs could go a bit faster.

Turning feels instant, which is what matters most in this kind of game. Small thing: TILES on the game over screen shows a long decimal (1.4472493586670743 for me), probably just needs rounding.

Nice arcade games!

Cool visual!