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AMS7ED

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A member registered May 20, 2020 · View creator page →

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Thank you for your feedback :D I'll try to polish it later (and maybe optimize it better so potato computers can run it lol)

(2 edits)

Yeah, 72 hours definitely wasn't enough for everything that I wanted to add, but I'm kinda proud of myself because this is my first gamejam that I worked super hard on.

About the cam, I first implemented it aligned to the grid, but it caused a lot of obstructions, so I chose to keep it 45 degrees apart of the grid. Maybe a shader outlining important objects would be great, but I'd have to learn shaders first. Also, I already know how to implement a smoother rotation, I just didn't have the time. But I'll definitely address these issues when improving this game.

Thanks a lot for your feedback, and specially for revisiting the game, I really appreciate that :D

So I guessed right hahah it's like when you click Ctrl and the player shoots because Fire1 is also assign to Ctrl by default lol. During this jam was the first time that I used the new input system. I wouldn't say that it's better in every single subject, but you should definitely check it out.

Nice game! I like that you implemented different musics for different occasions. Just an observation: you can walk with A and D but can't change the sword  size with W and S. 

For the actual state of this game, it wouldn't matter too much tbh, I did it this way because I was planning on implementing some other features that would fit well with this style. Thank you for playing and giving your feedback!

You're welcome. One thing you can do is create two colliders, one smaller that can interact with the floor and one bigger that will count to hit the targets.

Really fun to play, nice character animations and  great soundtrack! Some observations for you to improve your game: pushing a box against a mushroom to press them against the wall should kill them (it just glitches now); you should implement coyote time (google it); you get stuck to the box if you're near it when it grows; the spider stopping to move when you shrink it was on purpose?; bullet hitbox is too large, so it hits the ground quite often when trying to shoot down from corners; pause menus for a standalone game is desirable. Anyways, you made a great job.

The storytelling at the beginning is super cool and the art is gorgeous! And I enjoyed the dark level idea. Unfortunately, the game was too short, I'd love to play more levels. I have some observations that you can take into consideration if you're willing to keep working on it: the jump sound is a bit annoying, the fade out after completing a level didn't cover the upper part of the screen (the gap was small, don't worry), the bar you have to collect in the dark level shrinks in one dimension and grows in the other, so the bar may disappear before it completely shrinks.

Really interesting game, I enjoyed playing it, and I loved the animations when you break a wall. 

Here are some suggestions for you to improve your game:

  • The landing sound is REALLY loud, which led me to play muted because even when the music was barely audible, it was still annoying.
  • The character sticks to walls. It really pissed me off while starting to use Unity, until I discovered that changing the player and/or the wall material solved this issue.
  • Even when you're on a tiny space, you can still change size. Limiting it would be nice.
  • Sometimes the ground detection took a while to detect that I was on the floor.
  • The stacked boxes "puzzle" was not a puzzle because the outline you left spoiled it. My personal opinion, but you shouldn't be running from puzzles in this kind of game.

I think it would be fair if your "sound" score were disregarded, instead of disqualification, I'd be a shame if you guys spent three days for nothing. Anyways, good luck!

Thank you. I'll do it next when upgrading this game.

I have to admit, your  game is so much fun! The game is minimalist and yet with a good level design and easy learning.

Thank you! I really need to relax a bit after this weekend, but I may revisit this game later, so for sure I'll try to add more polishing to the game hahah

Just did it in the descriptions, Idk if it will help, but there's a crappy button for more explanations about the game inside (How To Play). I guess UX is not one of my strengths lol anyways, thank you for the feedback :D

I think that the axe collision detection is too small, I have something in mind to address this issue, but it's too late for this jam, unfortunately. But thank you for your feedback, I really appreciate it! :D

It starts really confusing, but a couple minutes in and I was enjoying more. I would never come up with something like Bookworm for a jam, really interesting.

Thanks, dude! That's definitely a flaw of mine that I have, my graduation thesis supervisor is always complaining about me not writing things that are obvious for me because I spent a huge amount of time working on it. I'm definitely gonna take that into consideration to my future works, thanks a lot for the feedback :D

No, I didn't, after the third wipe I've taken, I decided that eating brains is not my special power hahah good luck with it!

The "wup" sound was funny lol loved the "Up!" reference. I'd change the weight counter to have decimals or inflate the number, so the player can have a better feeling on how close he is to losing.

I realized hours after I submitted that I could've added an indicator on the screen about what every button does, but I think I wouldn't have time anyway. Thank you for playing and sharing your feedback. I really wanted to add some jazzy soundtrack, but I finished everything that you saw two hours before the deadline :/

I like that I got too big to be shot hahah it was fun to play. I'd recommend to add tanks, helicopters and stuff like that if you intend to keep working on it.

The art style is truly amazing! Since 2D is not my area of knowledge, I'd spend 3 days only on this background lol

Unfortunately no :c

It's a fun game. I like that I was thinking "hey, this game is super easy", until I had like 50 zombies and a lot of dudes shooting and I went back to 10 lol. Just careful with the audio, it becomes a real loud clusterfuck after 30-40 zombies. If I can give another piece of advice, make the game "pausable" with ESC too, because the way it is right now your zombies will go to the upper right corner until you hit the pause button (nice pause animation btw).

The graphics are incredibly fancy! I struggled a bit to play, I found the controls a bit sloppy and the ball too slow even on max charge, but it surprises me that you guys even had time to make a ball customization lol

I have to say I'm impressed by those levels considering it's your first game, I think the idea was original and, although very simple, you managed to make it fun and a bit challenging. Congratulations, keep practicing and you get better every day :D if you decide to keep developing, I'd suggest a music that gets stuffy based on the bar level, and a background oscillating with it, that'd be an amazing presentation.

The art is cute, but unfortunately the game is repetitive and not that difficult. Try to add more variations to the gameplay. 

"invalid upload", I couldn't play it unfortunately, the character looks so friendly D:

I have to admit I spent a bit trying to read the instructions. The movement is kinda frustrating, I always managed to hit the first spike or the second, but I enjoyed your idea, it reminded me of the first part of spore but with a larva theme hahah

Movement is sloppy, the character keeps moving for a bit after you released walk. The difference between guns is confusing, there are no hit indicators or crosshairs (health bars would also help). Also, a pause menu would be nice.

The graphics are really pretty, but it'd be better if the rules weren't explained once the game already started, and it gets repetitive quickly. It's a shame that the music isn't yours, it really fitted the game. If you guys intend to keep working on it, one issue I found was that pressing down was really bad since the next animal will start really fast, specially when you have a tall water level, so, instead of checking if the button is pressed, check if it went down or up, and cancel it if you released the key or if you spawned other animal.

The graphics are really cool. Although this game is kinda simple, it's confusing, maybe because the shrinking goes too quick at the beginning, so I couldn't enjoy it too much as it starts too difficult. I know how difficult it is to figure out a good level in that short amount of time, but if you're intending to keep developing this game, please make it start easier, and change the name "jump", it's misleading, try something like "expand", "grow", "inflate" or something like that. Congrats for the original idea though!

I really enjoyed the art, it's a shame that I couldn't hit something with this sword

I completely loved this game! Doing interesting puzzle levels is kinda hard to pull off, and you managed to do in three days a super fun and challenging game. The best game I've played so far in this game jam. The most mind-blowing part for me was when you introduced the canons and I was like "come on, now a puzzle game turns into a fast reaction game" and then I pushed the canons into the others and I was like "hooly, this guy really thought about every detail". Consider launching this on mobile, people around there like this kind of game and I'll definitely download. Only one downside: there's no save, so I can't continue from where I stopped.

Dude, the visual art is fantastic! I'm shocked on how you came up with this idea! I didn't go very far because the ground being a bit slippery pissed me off after a few attempts and specially the FOV. PLEASE, allow us to change the FOV, I'd really want to finish this game without feeling motion sickness (also, the camera rotation along the view axis wasn't helping, and this is known for causing it). 

I'm impressed, your music is great, your idea was original and the graphics are super cool! This is the kind of game that people play on mobile, and since I don't usually play mobile games, idk if anyone had an idea like that before, but it seems to be really original for me.  Congratulations, man. 

The visual art was really nice, and I enjoyed the idea of different enemies requiring different weapons. I'd suggest a QoL  change if you intend to keep developing this game: I accidentally closed the game and had to watch the intro and play the tutorial a second time. If you use PlayerPref, you can easily save the progress locally. 

I usually like to spend a good amount of time doing 3D models, unfortunately I didn't have the time to make something fancier, but I'm happy that you liked it. About the how to play, my bad, I should've done a better guide, but I was getting out of time. Thank you for playing and for the feedback, I really appreciate it!

I tried to make a tutorial on "how to play", but since I didn't have too much time, I couldn't do something pretty, so I used Unicode characters. Thanks for your feedback and for playing :D