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Automatree

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A member registered Sep 01, 2018 · View creator page →

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Looks nice, sounds nice, but the gameplay doesn't have a lot of depth. Otherwise a neat, interesting game.

Fits the concept pretty well. The level with the saws provides a bit too much time pressure for not-devs, especially with the (intentionally) clunky air controls.  Died at least half a dozen times just getting the rocket part stuck on an edge, losing the treads and being unable to move.  Except for some of those frustrations, a pretty decent puzzle game.

Yeah, the enemies were supposed to function like limited collectibles, although I don't know why you lost DNA upon death... I'll have to look into that.  The intended level design was gonna have light puzzle-like elements where in order to find all 10 of the last creature (which didn't make it into the game outside of pressing U to Unlock all the player part), you'd need to use specific combinations to get to each place they were hiding, but I didn't budget enough time for decent level design (which is also why there's at least one inescapable pit I missed until after the submission time).

Thanks for playing, rating, and commenting!

(1 edit)

Yeah... I didn't budget enough time to design a decent level, and didn't playtest it enough, so I didn't catch the holes that are impossible to get out of until after it was already released, oof. I'm planning on fixing it up post-jam.

Thank you for playing, rating, and commenting!

Pretty good concept, decent art, I just had an issue where I completed steps in the wrong order and the game soft-locked (room 2, fixed the wires first before placing the box on the button and getting the batteries to the right place)  First room should probably also tell players which tool is relevant for picking up boxes (like how later rooms have names for the tool that's currently useful)

Feedback is pretty good, letting the player know what's happening, although It'd be nice to have where enemies you're not connected to visible so you know where it's safe/unsafe to exist for a few seconds.

It's... a game.  Sorry you got distracted 9 hours into the jam.  Better luck next time.

Pretty fun physics for one of the games in this jam that're two characters tied together.  Nicely polished.

The idea has potential, some visual indicators would help make it more obvious what objects are currently connected.  Mouse sensitivity was also really high for me. nice game!

Kinda wish the game would let you keep playing after you made the biggest slime ball, just to get all the upgrades maxxed out.

It's sometimes difficult to tell which character is "in control" unless you're moving, and, because the only obstacle the ghost can't pass through is the button and door (which the inactive boy can use) I found myself only using the ghost and switching with E.  A decent short game, keep up the good work!

Some of the "puzzle" was a bit difficult to pick out because steps referenced words buried inside of descriptions in other books, so I was stuck for a bit, but otherwise a pretty fun/short game.

The spooky vibe is pretty good, but the constant, gross "macaroni" noise by the friend gets annoying, as well as the tedium of having to constantly start/stop because the "friend" is slow to catch up.  Possibly have a button that slows the protagonist down to a speed the friend can keep up with.

The lighting looks really nice, although the mechanics weren't super original, was a pretty fun game with some nice puzzles.

The game requires some kind of controller, none that I had were compatible...  Maybe add some keyboard controls so that everyone can play?

Models looked nice (congrats on making all that during the jam), but actual gameplay was pretty lackluster.  Objects aren't bound to a 2d plane, so assymetric forces (like the player's steps) can knock the objects outside of the 2d plane the player is on.  The player can't jump, so they have to rely on placing boards for ramps, and precise placement of objects is a bit finnicky and difficult.  Menu looks nice, and I'm assuming whatever story there is is OK too, but was not able to get very far into the game because of the physics.

Game is just uncompiled code... sorry.

Game is just uncompiled code... sorry.

Physics are a bit janky, and also kinda the most obvious idea that fits the theme... sorry...

Breeding probably needs a bit of balance- with three rounds between each fight to breed, it's too easy to get a killing machine.  Maybe reduce it to one round for each fight, or make it possible for the player to lose their prize snail- either when they win, or possibly have the winning snail  be "freed".

It's a tad annoying when the pufferfish sticks to the player, the hitbox for where you can touch them and where you can't isn't super clear.  Otherwise, a quick, arcadey game.

the green Platform in level 3? was oddly hard to get on because of how high it was, otherwise a brief, fun game.

A bit of a steep difficulty curve, also would've been nice to teach the player about the walls that reflect the ball in the right direction before introducing a time crunch.

Creative concept, short and sweet, but not replayable haha.

I only saw one cannon ball at a time, so I don't exactly understand how they're joined together.  It would also be nice if they came from the cannon itself, instead of just dropping from the sky.

It'd be nice if the player had at least a second before the enemies start attacking the player.  Also, the ability to turn off the rope makes navigation too easy after the initial wave of enemies are defeated.  Otherwise, good job!

Early enemy patterns can be easily dodged by just staying still, but if you get hit once when it gets harder, you're sent all the way to the beginning, which leads to sorta having to wait 30ish seconds every life before getting to places that encourage you to move/think.

Kinda wish there were checkpoints or some way to skip dialogue faster, as several choices will instantly kill you, and it starts you back at the very beginning each time.

Sorry... couldn't run it because libgcc_s_seh-1.dll was not found.

Gameplay was pretty decent, although the low friction was frustrating at times.  The particles "resetting" every few seconds was kinda distracting.

Sorry, the game isn't playable without compiling it...