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Five-Bros Studios

137
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3
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6
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6
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A member registered Aug 11, 2021

Recent community posts

Non-contestants can't vote this year?

Being such an early prototype, I can't really give you a full review or high stars, but I can say that there is definitely potential here.

The basic mechanics work well, and once you have some flesh on the skeleton you could have a really quality game.

Thanks for your entry. :)

Things I liked:

The gameplay:

Movement and gunplay was easy to understand.

The artstyle:

The assets you chose worked well.

The sound design:

The sounds you chose set the perfect tone.

Things I disliked:

No objectives:

Unfortunately, once the fun of blasting zombies wears off, there isn't anything to do. Adding a larger map and objectives like refueling the car would really help the game's longevity.

Zombie behavior:

Having the zombies spawn in on screen was a strange choice, I think it'd be better to have them spawn in out of sight. There were times I took damage because one spawned in right next to me. Some zombies also got stuck in the wall.

Things you could do to improve the game:

Add missions:

Adding an extraction-style mission structure would really fit this game well.

Synopsis:

A fun little zombie blaster, with a lot of potential for a full game.

Thanks for your entry. :)

(1 edit)

Just the RAR.

Exe reads clean.

Thanks for the reply.

Things I liked:

The concept:

The idea of jetpacking around putting out fires is neat.

Things I disliked:

Gameplay:

Gameplay was very simple.

The terrain:

The terrain was very plain.

Things you could do to improve the game:

Add some music.

Give clearer objectives.

Change the animations on the player character.

Synopsis:

For someone so young, making anything functioning is impressive, but you have a long way to go before this game is complete.

Thanks for your entry. :)

Things I liked:

The gameplay:

The frantic fights and the ability to choose your attack stack was really cool.

The enemies:

The enemies had good variety and good designs.

The artstyle:

The artstyle was gorgeous, and the assets you chose were very cohesive.

Synopsis:

An excellent time.

Thanks for your entry. ;)

Things I liked:

Movement:

Movement felt very good, gliding across the floor and bouncing around was very fun.

Level design:

The subtle design of the levels was very cool.

Level editor:

A very unexpected feature, but impressive, nonetheless.

In-game tutorial:

Always nice to have one.

Things I disliked:

The difficulty:

The difficulty seemed way too high. The only way I found to defeat the shadow was to run with the fireball, and I couldn't defeat the jetpack guy.

Synopsis:

A very interesting game with really neat movement, but with serious difficulty.

Thanks for your entry. :)

Did you try reloading the page or running it in another browser?

Things I liked:

The gameplay:

Gameplay was simple but still engaging.

The bird:

The swooping bird was an interesting twist and a fun challenge.

Things I disliked:

Other than having less hearts on the track, there didn't seem to be much increase in difficulty as the game progressed.

Synopsis:

A well-executed arcade racer.

Thanks for your entry. :)

Hi there.

Your game RAR is flagged as a virus by my computer, and is also hosted off-site.

Can you please upload unzipped to Itch.io?

No problem.

The game looks super fun, I'm looking forward to trying the finished game.

Things I liked:

The gameplay:

The attack mechanic was very cool, and very engaging once I understood it.

The graphics:

You really made Emcee Flesher's artwork shine.

The level design:

The map was really well made, and really made me feel like I was on an elevated research station.

The premise:

The premise was very on theme and was a really cool idea.

Things I disliked:

The movement:

The movement was very fast, which made avoiding accidentally falling off an edge very hard, and it also hurt the scary feel of the game.

Things that you could do to improve the game:

Add some ambience:

Adding some background sounds could really up the creepy factor. Groaning metal as the station heats up, creepy paulstretches, ect.

Slowing down walking speed:

Slowing down walking speed to a labored walk and adding some heavy footstep sfx could really boost the claustrophobic feel.

Synopsis:

Very cool game. The feel was very engaging, and the gameplay was really fun.

Thanks for your entry. :)

Things I liked:

Theme correspondence:

The game followed the theme very well.

Graphics:

The assets you chose fit together in an interesting way.

The sound design:

The music and sound effects were very cool.

Things I disliked:

Collisions:

Collisions were much too large around objects and prevented me from going in front of them.

The barrier:

I was confused why I couldn't attack the fire wall; it wasn't until I gave up and fought another enemy that I realized there was a barrier around it.

The combat:

I couldn't figure out combat, and the only way I could find to defeat higher health enemies was to glitch out the system.

Synopsis:

Interesting game with one big flaw.

Sorry for the late reply.

Unfortunately, when I ran it on my old laptop, the screen was heavily zoomed in.

Things I liked:

The premise:

The premise was very on-theme, and definitely has potential.

Things I disliked:

The gameplay:

Gameplay was very difficult, and it was hardly possible to get a third pass on the fire.

The controls:

Controls seemed to have a lot of drift behind them. After picking up momentum you have to release several seconds before your target bearing.

The level design:

Having the town in a void was an odd choice, making a full environment would have been really cool.

The fire:

Fire was very subtle, and not very smokey, making it very hard to aim.

Synopsis:

A very rough game, but there is definitely potential here.

Thanks for your entry. :)

Things I liked:

The premise:

Playing as the mothership instead of the fighter is a really cool idea.

The artstyle:

The assets you chose worked well.

The menu:

A full menu is always nice.

Things I disliked:

Most fighters seemed pretty useless, the only thing that seemed to work were the wheels.

Synopsis:

A very interesting game in need of improvement.

Thanks for your entry. :)

Things I liked:

Gameplay:

Gameplay was fun but challenging.

Sound design:

The sound effects and music you chose worked well.

Things I disliked:

The pistol seemed underpowered, and I found myself wanting to be able to pick up the better weapons the bad guys had.

Synopsis:

Interesting and fun stealth game.

Thanks for your entry. :)

Things I liked:

The artstyle:

The assets you chose were beautiful and very consistent.

The gameplay:

The gameplay was very polished for a jam game, and I was surprised how many cards there were.

In-game tutorial:

Always glad to not have to leave the game to figure out the controls, although I did think it was fairly vague.

Things I disliked:

The cast area seemed very small and persnickety, making it hard to cast cards.

Synopsis:

Very cool card battler with a lot of polish.

Thanks for your entry. :)

Things I liked:

Gameplay:

Gameplay was simple, but unique.

Sound design:

The music you chose worked very well.

In-game tutorial:

Always glad to not have to read the game page.

Things I disliked:

The art-style lacked consistency.

Synopsis:

Very fun arcade-style game with unique mechanics.

Thanks for your entry. :)

I'd recommend getting the Itch.io launcher, it should fix your problem.

Things I liked:

The gameplay:

The gameplay was fantastic, fun, and intuitive.

In-game tutorial:

Something that a surprising number of games neglect. I liked how it was integrated into the introduction.

The artstyle:

The assets you chose worked really well.

The jam theme:

The theme was followed very well, and didn't feel forced.

Things I disliked:

Not much:

The shower was poorly drawn, and really clashed with the other assets.

Synopsis:

Very fun game, easily in the top ten games of the jam.

My only question is: why is my character half-naked? That seems very unprofessional, lol.

Thanks for your entry. :)

Things I liked:

Upgrades:

The diversity of upgrades really gave depth to the game.

Artstyle:

The asset you chose worked well.

Enemies:

Enemy waves seemed well balanced, and I was glad to see three different types of enemies.

Things I disliked:

The projectiles:

Projectiles only shoot the way you are facing, which is very counterintuitive, as enemies will be concentrated behind you.

Synopsis:

Fun shoot-em-up with one major flaw.

Thanks for your entry. :)

Things I like:

The artstyle:

The assets you chose worked well.

Gameplay:

Gameplay was fun.

Things I disliked:

Enemy variety:

There were only two enemy types.

Health pads:

Health pads were very slow.

Synopsis:

Fun little game.

Thanks for your entry. :)

Things I liked:

Unique gameplay:

The single button idea was very interesting, and very enjoyable once I got the hang of it.

Black and white style:

The assets you chose worked very well.

The player sprite:

The tiny size compared to the giant behemoths was really cool.

Things I disliked:

The level design:

The way the pit was positioned past the giant eye, I would always end up falling in with no way to get out.

The parkour:

The parkour seemed overly difficult, with very tight and skinny platforms on the bottom layer.

The Slough of Despair:

The water/mud was the most frustrating part of this game, it was very slow, and nigh impossible to get out of on the bottom layer.

Things you could do to improve the game:

Level design:

Improving parkour and fixing the water would do a lot for the game.

New enemies:

Some smaller minions would be neat.

Synopsis:

A very novel game with a couple of drawbacks, but fun nonetheless.

Thanks for your entry. :)

Shame you weren't able to finish, maybe next jam?

Hmm, that didn't seem to work either. When I have the time, I'll pull out my old laptop and see if it'll work on there.

Things I liked:

The Gameplay:

The platforming was really challenging but made sense, the simple controls made it easy to pick up but hard to master.

The Artstyle:

The assets you chose worked really well.

The Sound Design:

The sound effects were excellent, I especially like the music.

Things I disliked:

Difficulty:

Difficulty seemed quite high right off the bat, it wasn't impossible or too frustrating, but it did seem like a steep learning curve.

Synopsis:

Excellent game, very impressive for a month's work, well done.

Thanks for your entry. :)

Things I liked:

The Gameplay:

The snap-turn and low-cooldown gunplay worked really well.

The Artstyle:

The assets you chose worked well.

Things I Disliked:

No music.

Synopsis:

Very fun arcade-style game.

Thanks for your entry. :)

Things I Liked:

Artstyle:

The assets you chose fit together pretty well, although some of the assets were stretched or scaled oddly.

Music:

The loop you chose fit well, and wasn't annoying.

Things I disliked.

Not much actually, the only thing was the worm who I was a little confused by, as he didn't seem to do anything.

Synopsis:

Fun and quite impressively polished for someone with only three month's experience, well done.

Thanks for your entry. :)

Hey there.

I seem to be encountering a bug that makes the game unplayable: once I move up, I can't move back down using the cursor.

Things I liked:

Artstyle:

The assets you chose worked well together.

Sound Design:

The sound effects and music fit very well.

In-game Instructions:

So many games force you to consult their main page to learn the controls, it's really nice to see those put into the game itself.

Good difficulty.

Platforming difficulty was very well done, the multiple paths and varying platform sizes really made the game.

Things I disliked:

The Combat:

Combat wasn't very interesting, save a snake on a small platform who could knock you off. There wasn't anything unique about the enemies' attacks, and with a single-attack platformer like this one you really need that to make combat engaging.

Bugs:

Unfortunately, bugs were the most challenging enemy in this game. I was unable to 100% because dying once respawned me in a ghost state, where I could still die from falling, but I was immune from enemy attacks and couldn't attack them. That meant the final NPC wouldn't react with me. There was also a ladder that would freeze you halfway up, softlocking you.

Things you could do to improve the game:

Call the Exterminator.

Bugs were what dragged this game down from a four to three star rating. If those could be squished, you'd have a very respectable platformer on your hands.

Put Springs On Your Slimes:

Something that could fix your combat problem would be adding a jump attack to slimes, forcing you to dodge and seperating them from snakes.

Synopsis:

There's a lot of good potential here, and it's easy to tell that passion and thought went into this project. There's a ways to go, but with some key fixes, this game could really shine.

Thanks for your entry. :)

Things I liked:

The artstyle:

The assets you chose worked very well, and the portraits you made were very nice.

The sound design:

The sound effects and music worked very well.

Things I disliked:

The difficulty:

The difficulty was very high straight out the gate, and I was unable to beat the game, although some of that may be because I haven't played a game of this genre before.

Synopsis:

An interesting prototype with lots of potential.

Thanks for your entry. :)

Things I liked:

The Jetpack:

The jetpack mechanics were unforgiving, but once mastered were enjoyable and intuitive.

The Options:

Allowing multiple music and resolution options is nice, and something you don't see often.

Things I disliked:

No tutorial:

There was no instruction on controls or how the game worked, so I had to figure it out by trial and error, which is annoying.

Synopsis:

A fun little minigame.

Thanks for your entry. :)

Things I liked:

Artstyle:

Always glad to see Ansimuz's stuff get some love.

Controls:

Bouncing was fun, and I found the fire boost mechanic interesting but a little clunky.

Music:

The music worked very well, although I'd suggest a more creepy theme for the boss battle.

Things I disliked:

Combat:

Combat did not seem to have much impact for me, and the single melee attack made it pretty difficult.

Jumping:

Jumping seemed pretty floaty to me.

Blind Jumps:

There are a couple places in the game where blind jumps are required.

Bugs:

I encountered several bugs in the game, including at one point where I could fall off the edge of the map and get softlocked, and an invincibility glitch.

Synopsis:

A little rough around the edges, but the core game itself has really good potential, with a little work you could have a really fun game.

Thanks for your entry. :)

Things I liked:

The gameplay:

The multiple endings and fully fleshed out battle system were very fun.

The humor:

I literally burst out laughing at the dialog when I agreed to leave. and that doesn't happen too often. The entire script was funny and entertaining and it really made the game.

The artstyle:

The assets you chose blended really well together.

Things I disliked:

Having an option to skip the opening cutscene was unusual, especially since the first option was yes, I think only having that show up after the first game over would make for a better opening.

Synopsis:

A incredibly witty mini rpg. It was a ton of fun to play. You've earned yourself a follower.

Thanks for your entry. :)

Things I liked:

Art style:

Most of the assets you chose blended very nicely, better than most OGA jam entries you see. However, there was one big exception. The solar flare was very out of place and didn't match any of the other assets at all.

The sound design:

Music and sound effects worked well.

Things I disliked:

Repetitive gameplay:

Unfortunately, there isn't much variety in gameplay, when I first loaded in and saw that I had multiple laser weapons, I expected to fight enemies further into the game. I think random enemy encounters could really spice up the gameplay.

Things that could be improved:

Asteroids:

Asteroids should drop more resources depending on their size, smaller asteroids dropping the same as regular asteroids doesn't make much sense.

Scanner:

The scanner would only pick up a small amount of the resource selected, and usually those the farthest away.

Synopsis:

Overall a decent game, but it's lack of variation drags it down. with some finetuning and improvement, it could be really fun.

Thanks for entering. :)

Things I liked:

The aesthetic:

The grim skull character, the warping background, and creepy faces blended really well together.

The audio:

The music worked really well, and unlike most loops didn't ever get annoying.

The gameplay:

I really enjoyed the mechanics, the strange blend of platformer and shmup style movement worked really well, and is the kind of unique mechanic I'd expect from a front-page Indie game.

Unlike most games, backtracking was not annoying, but instead fairly frustration-free, although the long travel time did get annoying while trying to beat the later sections.

Things I disliked:

No in-game control instructions:

This is kinda a pet-peeve of mine, but having to consult the project page to figure out the control scheme is pretty annoying. I think it would fit really well to have up and down arrows over the background at the start of the game, or something of that sort.

The difficulty:

The end of the game gets pretty hard fairly quickly, and in the 40ish minutes I played I was unable to beat it.

Synopsis:

Overall a very enjoyable game, and one that I got 40 minutes of fun out of.

The mechanics were very unique and enjoyable, and there's definitely an excellent full fleshed game in there.

Thanks for the game!

Hmm...

I think that a larger platform, or less enemies would do fine.

However, it might be a good idea to retool the level completely and build a longer platforming section.

A fall counter for the whole game is a pretty neat idea.

I noticed that this jam sound design and visual design have been combined into the same rating category.

IMO, oftentimes these two aspects can be quite different levels of quality in a given game, and especially with busier jams, having more criteria helps to pick a clear winner.

I think it would be better to keep the rating categories separate for the next jam.

Hmm...

There's definitely potential here, the basic idea sounds very fun.

Unfortunately you're not really far enough along for me to give a proper review.

However, I will say that the assets and music present a well-put-together cutsie style, and with a lot of work, you could have a really good game on your hands.

Good luck!