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BrandonN

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A member registered Mar 17, 2020 · View creator page →

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Not sure how to win a level. I just skipped through each one after eventually failing. Not sure the purpose of endless mode.

I like how later levels have some that you cannot let hit the ground and need to avoid shooting. Makes it more interesting and challenging.

I noticed that shooting the top row counts though.

Interesting concept of Jenga with a gun!

Pretty neat game! Pretty literal use of the theme but its entertaining. Love how you chose to have a vampire biting bullets.

Not sure why but I had a bug at first launch where it was constantly dashing until I pressed the dash key. Didn't occur again after refreshing the page though.

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v1.0: Could not run. Seems to be missing files. Only contains the exe and a handful of the content files.

Edit: Interesting concept. Good use of the theme too! A lot of creepy unsettling noises. I sat through the whole thing, read the notes and waited to be released. 

Then I restarted, ran up to the shotgun and....


Its a cool experience but would have been better with some form of gameplay to do other than reading and pacing around the room. Some kind of tangible threat aside from the noises. But other than that I liked it

Gameplay video & further info are available on the game page!

thanks for playing and fair points.
This is only day 1 so far so I plan to make further changes either just before deadline or after so I will take your feedback into consideration.

I initially had the mines with emissive caps. I removed as I thought it was too easy. I can add them back and gather more feedback.

Yeah, the vehicle handling is a bit messy. It's my first time dealing with creating a vehicle. and I left the parameters for the handling default. It is fine if you drive slowly. But otherwise, I felt it was more fun having whacky physics, and adds an extra challenge. I will be tweaking this still.

Thank you! Really appreciate it!
yeah, that slope on the panel was an issue I noticed in development. But adding a cube collider instead meant that sometimes the player collider will get pushed back as you lean over it. I was thinking of changing the character controller step-up value but I wasn't sure if that may cause other issues and was short on time when I noticed that issue myself so didn't want to risk any further problems.
Now I think I should have put the buttons on the slope itself at an angle.

Actually I think it is better with only level 3 being that explosive. It came as more of a shock and was more entertaining that way. Although it did make me think it was not intentional at first as the others didn't react the same way.

I thought of picking up auto hand but I cannot decide if it is worth it or I should focus on just making my own implementation. Do you feel it is worth it and something you may feel like using often? 

You cant really go wrong with chaotic destruction! Good fun! Like the concept and use of theme!

The throwing physics were a bit rough. The bowling ball would hardly throw at all no matter how I tried, and the box would often go flying through the roof. On level 3, everything practically just exploded and went crazy which was a sight to see.

The player collider is a bit too big. It would knock everything off the tables and also made it much harder to throw as the object or my hand would collide with the player.

Played the jam version.

Could only get up to level 5 though because it failed to load anything. And pressing the reset button didnt do anything.

But it looked interesting and I like the concept. However I don't think I played it correctly as I was able to just ignore all obstacles by maintaining max height, then just fly in a straight line to the objective and drop the package on every level.

Controls were a bit slow to react and wouldnt reset between levels. It is also hard to tell how far I have set it to steer so it was hard to stop it from rotating.

I love the usage of the render textures for the camera views.

Thank you for playing and commenting! Also going through as many as I can now. Just played yours haha.

To get the rocket to launch you have to destroy all of the enemy weapons first so they cannot shoot it down then the rocket sign will light up and you press the big button to fire it. There is nothing to do after this point though other than wait and watch.

Love the concept and the idea of chucking babies off an airship as a penguin.

Voice lines are also good!

The menu scene is gorgeous too! And I like the environment design! Although there is a fair bit of visual clipping.

I found the controls a little bit awkward because it was hard to get the ship to stop turning and it was uncomfortable trying to steer and adjust the speed together while also looking over the edge to see. It would be nice if there was a window in the floor or something as it was really hard to see below and line the ship up.

I also found it a bit nauseating with all the movement and turning so I couldn't play for too long. Especially after I got randomly flung off the ship whilst holding onto the rudder. Then there is no way to get back up after you fall off. And no way to restart without restarting the game.

The penguin wings also appear to be attached backwards with the Quest 2 controllers as I noticed they were completely twisted unless I held the controllers at a strange angle. But it is a nice visual effect to have an actual body. Although it made it harder to look down at the town as I couldn't see much past my body so maybe not the best kind of game to have that feature.

Great work! Game is clear and easy to understand, although it took me a few parcels to realise that I was meant to be wrapping some items individually based on the list and where to do that.

I completed two shifts of the game so it is clear there is replayability, although it may get a little boring after a couple shifts unless it had some kind of other goal and objective or change in difficulty and complexity.

Mechanics work perfectly though. I even tried to purposely break them after I finished with it but the only issue I could cause was get the door on the wrap machine to disappear and act up after putting one of the boxes into it or multiple items. So the game is pretty solid.

The graphics look good too and nice texture work. It is all coherent. The only thing is there is a lot of aliasing which could maybe be reduced.

The theme is clear however I feel that it could have more of a 'special' element to it rather than just 'delivery'.

VR hand interactions are cool

cool picture!

I mean, is what it says on the tin

Shame it looks like you may have abandoned this game and not finished it. The description sounded cool.

No download files are present sadly so unable to check it out. Looks interesting from the screenshot

Played the Jam version. But cool to see you have kept working on it with improvements! As I haven't seen them my comments are based on the original version so you probably fixed most of these issues I am going to mention.

Really liked the game! Completed it first try and it was fun, interesting, had some challenge but not too difficult or too easy. Tutorial was super clear so I had no trouble figuring out what to do. Environment nicely laid out. Also a good length for a jam game. Although doesn't have any replay value. So about 5-10 mins of gameplay time total if you don't fail.

Graphics are very good for a quest build and with the time available. Ran perfectly too. Zero issues with performance or graphics.

The intro spinny scene did cause me motion sickness right away so I was quick to click play to get rid of that. The space movement also made my head hurt a little as I am still not great with that kind of locomotion however it was far better than expected, enough to at least complete the game. Glad it had snap turning and was not too hard to keep myself still or I would have stopped playing immediately.

That turret section was unexpected but really cool! It would be nice to know how much health I have though as I thought I would die if I got hit once but I survived two hits. Didn't find out what the limit was.

As far as the theme goes, it was very clear and well-implemented. If I had to nitpick, I would say it was maybe a bit too obvious of a theme as it involves being given boxes but I love the use of the tapes and having useful items given needed to progress.

All in all, great job! May have to try v2 at some point or a future version.

I think we know who is winning here lol. From reading your page description I am shocked that you did this in such a short time with such good execution. Brilliant concept, well presented, and even included a tutorial that was pretty nice to see! Although it lacks a tutorial for the stop and follow mechanic so I wasn't aware of how to use it while playing and accidentally triggered it on the second level causing them to stop and I did not know how to get them to follow again.

The graphics work really well despite the simplistic style although you could see on the second level the environment design start to fall apart a little in polish compared to the first and the intro scene indicating it was added last minute. But the mechanics and puzzles are nicely designed.

A few issues I encountered were that sometimes the ducklings get stuck on something or each other and fail to climb over a small ledge unless another one pushes it so I had to go back a few times to pick them up. But it does make sense in a way and adds some personality to them as it is like them stumbling a bit and needing some extra help.
Also sometimes the path finding of the swan body would also get stuck and the neck would just be stretched really far until I go back and retrieve the body.

I really think you should pursue this game further and give it a full release. It has potential.

Thanks! If I polish this game up I would label the buttons or something to be clearer what to do.

Thanks! Yeah that is very true. With some polish I would find a way to make it clearer what to do and label buttons somehow.

Ok so here was my experience and feedback.

The sickness definitely got to me on this one. It was a bit more extreme than I was expecting. And there were no comfort options. The movement is cool but could be better refined. Also trying to stabilise myself, I still found myself slowly gliding away and if I held down the stop button the camera jittered.

I first tried it without reading how to play to see if I could figure it out. I eventually saw the order notes and the menu and figured out what items were what however I had no idea what to do from there.
I then went back and read the how to play section and all it says is to put items in bags and then take them to tables on the red spheres. Well every time I tried to put an item in the back, they fell straight through and through the ground so I wasnt sure how to get them to go in. As well as this, I saw there are things to prepare food like a fryer and cutting board but didn't get far enough to be able to use them as the order notes got stuck in a corner I could not reach from floating about.

But the concept is interesting and I really loved the environment design with the food truck on this tiny planet and the star looked amazing.

Pretty cool little game! The story is interesting and I like the character lines. A couple of nice puzzles. It would have been cool to have some kind of action or more intricate puzzles though.

Also I am not sure if there is any audio. If there is I couldn't get it to play. But I will try it again if you let me know that there is.

I also did not know about this cool software used to make it. Might try it out!

Thank you for your feedback. I will reduce the amount that the lights decrease the meter a little bit in an upcoming patch.

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Genuinely anxiety inducing and tense. I beat it on first try so I had to go back and find out what happens if you get caught.
The cutscenes are very well done. I love how the text appears and the flashing time.

The audio is super well done. Very effective. Although sometimes the outside audio would play whilst inside the church. Not sure if intentional.

The aesthetic works very well.

The only issue is that I am not sure what the purpose of turning the torch off is. As I did not notice any difference in behaviour by the ai when it was on or off.

Great job! Seems very well made for the amount of time available and fun

Thank you for the feedback!

The theme is explored through the player ignoring the monster to decrease their anxiety as not ignoring it meant that it increases and would cause you to fail sooner. But ignore it too much and it would find a way in. I agree it could be clearer.

The cover was done last minute by me as our artist was unavailable on the last day. I just generated a few images in midjourney and jumbled them together in photoshop with some colour adjustment and overlays so it doesn't match the game graphics. I was thinking more like the cover art for old game boxes which tended to be much more graphically detailed than the basic pixel art graphics the games had.

I didn't want jump scares to be a big part of the game so kept it toned down and wanted a more tense and suspenseful atmosphere instead, with it slowly coming to find you once inside. But I definitely could have made the final moment more of an actual jump scare.

I will see what I can come up with and release an update when the jam is over.

Appreciate your time!

oooooh

I was clicking faster than it could even count them and just barely passed level 2. But level 3, I got as far as 260 clicks and just couldnt go any faster without a macro script lol.

Some audio would be nice and more mechanics.

I like the concept

thank you, totally agree. It was originally planned but I needed a bit more time I think. Will probably update after the jam with one

i wasn't sure if you were aware if your game wasn't there so I wanted to mention it to you.  It seems that is the case. 

I will try it out tomorrow

Thank you for your feedback

Sorry I didn't mean to come across like I was insulting you.
I meant that I cannot give a review because there is nothing to review other than two screenshots and you didn't submit the game.

There was no need for that last statement. From your screenshot, it looks kind of nice and I was looking forward to trying it.

Relaxing and enjoyable honestly. Watching a guy walk down a street and answering questions.

I answered as I would imagine myself doing in those scenarios. I got the happiness half way. I might actually take inspiration to behave differently in my life to feel a bit better about things. Ignorance really is bliss.



At least their house was locked

Not sure where the theme fits. The camera rotation was inverted, and there seems to only be a couple of levels with no real understanding as to why he is bashing his head into tables. Although I could see it being an interesting concept.
Also, my mouse cursor vanished and wouldn't return and there was no way to restart the game as it saved the level I was on.

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There was no game added until I pointed it out to the developer.
However I cannot seem to get the game to function as it immediately goes to the end screen without a chance to do anything

Thank you!