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BlueMango

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A member registered Aug 02, 2019 · View creator page →

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using the number of dice as a difficulty selection is actually a really, really good idea. I'll probably add that post-jam ;)

I'm impressed with how effectively you communicate the goal. I didn't even see the text on the right, but i got the concept immediately!

Apart from throwing an error or two at times it is pretty much perfect. I think this is the first dice face matching game yet where i've actually been able to understand how the dice move xD

It's a bit slow, but otherwise great.

I'm pretty sure i overcooked all of the dice with how long it took me to flip them correctly... Very fun, but also very difficult :P

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Definitely agree with the visual cue thing. Next step would definitely be to add particle effects for those sorts of things if i had had time :P

Great concept, but a little rough around the edges. I'd love to see a more arena/wave based version of it rather than the short levels :)

Probably my favorite so far. Great gameplay, great art and incredibly satisfying sound design! My only complaint is that the music stops after some time :P

Nice concept. Its simple but fun and has nice difficulty. Perfect for a jam game!

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The vine isn't actually any fancy dynamic mesh thing, it's just a bunch of capsules placed along a spline. I used a spline package which i made a couple of months ago by following this tutorial. It is a bit tricky to dynamically create the spline and place the capsules correctly tho :)

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It's just Unity WebGL. I don't really know how the compiled games work specifically :(

Have you tried running it in a different browser?

I love how the music moves with the screen when you go to the info screen.

Also really impressed by how well you combined theme and the limitation. It doesn't feel forced in any way despite being interpreted so literally!

This is definitely my favorite game of the jam so far. I love how you start out by just messing around, then you start making plans to efficiently get buildings combined, but just as you got good at that you suddenly start getting interrupted by the passive growth all the time and you have to change your plans. Before you know it, you are desperately trying to keep the buildings away from the sea, but you have completely lost control at that point.

I love how the loss of control isn't artificial in any way (like in some of the submissions), but rather a natural consequence the mechanics!

I really liked the concept. It gets more and more difficult in a very natural way. However, as many others has said, the bullets are a bit hard to see. I think a darker background would help a lot so there is more contrast. It would also be nice to move a bit faster since you are zoomed in so much. You don't have much time to react.

You do actually have full control of the ship at the start. It's just that it is very difficult to control it even when it is undamaged. I would have liked to make a sort of tutorial so you could get used to the controls, but it was low priority due to the time limit so i had to resort to a less-than-ideal info screen at the start.

Yeah, i never really found a good way to bring attention to the oxygen meter when it starts to run out. I would have liked to do a lot more polishing, but i ran out of time unfortunately.

There is a score. Once you run out of oxygen you get to see how long you traveled and how long you survived. You can also see how long you traveled on the screen above the steering wheel.

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I really like the concept although it took me way too long to realize you could choose different colors of bowling balls.

One thing that was really annoying was that you get hit from behind without being able to do muck about it way too often. Maybe it would be better in 3rd person so you can see behind yourself? Or you could make it so the enemies mostly spawns from one direction.

Still a cool game though. I especially found it amusing how the enemies falls over when you hit them.

Really cool. It's simple yet surprisingly challenging.

Often in memorization games, you have to remember shapes or colors. It is interesting how much more difficult it is to remember directions.

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This is a really cool concept, but i think you could improve the controls a lot simply by making the player (and maybe also the bullet) faster. Right now it feels very slow. That way it would also be more viable to leave your bullet out for longer to make curved shots when you pull it back in. Really great concept though.