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30fps

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A member registered Apr 12, 2020 · View creator page →

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This one was a real gem, it was actually hard to stop playing! Some things were maybe a little unpolished and wonky, yes, but that's to be expected for something that was made in just 10 days. All in all, this is a very fun game and the concept and mechanics are something I'd like to see in a full, polished form some day.

Ah, good to know. I'll update the description. I'm really sorry for the inconvenience.

That... was a life changing experience

The executable provided should work on Mac and Linux as well, I just didn't test it on those platforms. Should probably have marked it as a Mac and Linux build as well

Yeah I do feel that I went a little overboard with some of the aspects. Could have reduced the amount of buttons to make inputting the codes a little less tedious, since right now most of the time is spent trying to find that one damn button. And additionally maybe some kind of better indicator for turbulence since it's easy to zone out trying to press all the right stuff without noticing you've flipped upside down.

I'm not sure if you mean how to input the codes or how to tell what code to input, so I guess I'll answer both questions: You can input codes using the panel of black buttons in the bottom middle of your screen. The codes for each maneuver are in the guide book that you can open by pressing the grey up arrow in the bottom right. I hope that answered your question.

This was super fun to play! I started strategizing which packages I could toss around and break to save time and still not get fired, and then ended up frantically spamming R when I accidentally yeeted someone's expensive vase to a wall one too many times. Honestly, not much negative to say about this. You really nailed that "indie Unity game" feel that some OG titles like The Very Organized Thief or Citizen Burger Disorder had.

Really, the biggest problem I had was with the resolution, and even that is probably just specific to me. My screen's resolution is 16:10 and not the conventional 16:9, so some of the UI got cut off. Although, that nearly enhanced my experience, because now I didn't even know which house each package was supposed to go to, leading to some chaos and confusion on my side. They really did us Unity devs dirty by removing the resolution dialogue. Ain't nobody got time to make a settings menu!

Beautiful

I had a decent bit of fun with this one. It was a little hard to figure out the mechanics at first, but honestly it wasn't a big problem. Overall, this was an enjoyable, quick little game that was pretty relaxing.

Also, some kind of prompt that displays that it's right-click to plant would have been nice. Took me way too long to figure that out, but that's probably just my slow brain.

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11/10

"A true masterpiece"

- IGN

Thanks for the feedback! I actually did have pretty much all of the required mechanics for moving asteroids but since it's a randomly generated world each time you play, I didn't have time to properly implement them. Multiplayer also probably won't happen, I've never done networking before and I doubt this will be the game that I would first implement it in. That is if I even update this at all.

Played the jam version as I wanted to rate the game as it was after the jam.

That is a really creative concept! At first everything looks a bit confusing but you get the hang of it pretty quick. It still needs an extra layer of polish (debugging something like this must be absolute hell) but this has the groundwork for a great game. This can definitely be expanded a ton.

A very cool and quite polished game. The minigames were also pretty unique, so it wasn't just your usual dinosaur game stuff. Some instructions for them would have been nice though.

Very interesting take on Tetris, I suck at this even more than I do in normal Tetris, so I didn't get to any really wonky parts. What I can say is that the blinking with the appearing and disappearing blocks and weird, Tetris-like shapes was a really cool concept and the gameplay felt pretty polished. One thing I have to mention though is that the controls felt a little unintuitive for me, constantly tried to press up for rotating and ended up messing up my game instead. Other than that it was a nice experience.

Very cool little doom clone. Took me a bit to realize I had to reload, a prompt or something would have been nice but otherwise this is a quick fun game with a neat boss level at the end. Sure it could have used some polish here and there but at the end of the day, most jam games do. Personally found it pretty entertaining.

Very interesting concept, but I sadly had to give a bad score on the use of resolution, since it was stated multiple times when people asked that the game has to be rendered 64x64 or smaller, no rotated pixels or subpixels or any sort of game-rendered non-64x64 resolution things. Otherwise it was a pretty fun experience and I have to say that the manual's page flipping mechanic caught me a bit off guard, that was pretty cool.

I gotta be honest, I didn't play through the entire thing, just the first few levels, but even judging only based on them, this is one of the best games I've played in this jam. Graphically, it looks nice and pretty professional. Controls feel great, gameplay and general user experience is intuitive. The only negative thing I can come up with from the top of my head is that the wall textures blend to the enemies and each other at a distance, so it can be hard to make out corridors and such. Some kind of fog could have fixed that, or maybe just lowering the FOV a tad. Nevertheless, this is a great game that I enjoyed playing, even if it was for just like 20 minutes.

Thanks for playing, I'm glad you enjoyed the game! That video also gave some good insight on how a new player sees the game. Sometimes it's easy for me to just slap on random mechanics without realizing how unintuitive it might be. Also, the barrel thing was known at the time of uploading. It's caused by the sprite being larger than it seems (because the animation extends to a larger area) and the tricky sprite billboarding since there is no constant y-axis in the game. Basically, bugged barrels are just ones that happened to fall over. Simply didn't manage/remember to fix it in time. Music was also planned, but scrapped due to me being the only one working on this.

Well sadly there had to be an expiring mechanic, and it was either gonna be the ammo or the players hp, and I chose the ammo. I might post a new enhanced version after the rating period has ended with refined game mechanics.

Might come in a future update, but that would be after the rating period has ended. We'll see. I do agree that I gave people too little ammo. Didn't have time to balance stuff.

If it's the very first jump, you need to time the shot about at the same time as you jump. Sounds counter-intuitive, I know, it's a weird physics thing. If you're talking about the second one, spoiler ahead, you're supposed to fall into the ditch and find a pistol you can combine with the shotgun to fire faster.