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Cairo555

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A member registered Jun 14, 2020

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I like the startscreen art and the maintheme (music) but i'm missing music during gameplay and I got "stuck" with the key system. I got the pinkish and gold key. I used one to open the left bot door and the second one I could not open with other key. Maybe I did something wrong. I did not play the tutorial and therefore I had no idea what the shrinking does or how it aids you.

Still fun to play tbh :)

We did have the idea to add text in the art. We also had space for that. But not the time to add it.
Thank you for your comment?

Nice game, yes it did have some issues as stated by others. Really did dig the sound and graphics.

I found it really frustrating to play, tbh. The character moves so fast I overjumped or dashed into spikes like crazy. I did play online and with keyboard. Maybe that does not help. And the dash made it even worse for me.

Maybe lower the gravity a bit so it's a tiny bit more of a float.

I see that other people are having issues with dash. I did work for me, no problem.

I would love to be able to play this online. Or maybe you can add a video of the game, it would allow more people to experience the gameplay without actually playing it. Which might result in more ratings.

It looks nice and sound matches the looks of the game. Maybe you could have added a few levels? start with like 3 fish in the beginning and build it up over the levels. It's pretty hard already.

And to get players more invested I would recommend to start easy and early on give them feeling of being in controll at mastering the game. Using this engagement you can keep them playing your game for longer.

Overall nice game though!

I played the web version, or tried to. Yes the loading time of the first scene is long. Maybe create a small start scene/screen first to tell th eplayer it's loading the main stuff. Also it's unclear to me why it's so slow with loading, I does not look like to have a lot of heavy lifting to do? 

The tooltip I got, bugged out It showed some technical information about the code of the game orso? Some variables that could not be filles or so? 

I picked up the gun and tried to use it. but could not figure out how.
I also clipped through walls.

Sound loop was not connecting right btw.

I did like the way the game looks, even when it's simple looking the colors are pretty nice and all shapes match, so that's good.

To me the controls are are a bit strange. Maybe because i'm left handed. But with other platformers I don't have issues. It also took a little while to figure out about the containers to get from start to finish. :) Maybe give it a bit of a highlight at the start.
But other than that. It's a nice game.

Well done

Thank you for your feedback, I will ask the devs to fix the gunclip, it was already on the list but got missed out on for some reason :)

Once you shrink, there is a real big arrow above your head stuck with a pushpin. But maybe it's places to high.
Will see what we can do about that.

Thank you.

Thank you for your kindwords, our programming department is considering some  minor changes in regards to the gameplay, due to the feedback from the community. So again thank you.

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It looks real nice, it has a lot of potential. But there is no real gameplay, besides fly around to pick stuff up. Put a purpose to me playing the game. Also I don't see how scale is applied here? Ah I just figured.. a dragon has scales?

I would like a more divers level, more to do and see, I also did not understand the mechanics. Also I don't see the theme in this game, Scale.

Love how you pick the ducks together. First levels are nice and easy. However I don't see any relation to scale. 

The games look real good and sounds awesome. I did got stuck in the first level though. My block fell on the second platform I could not fit through to pick it up again. Only real comment what I have, is that I don't see scale in this game.

The games look real good and sounds awesome. I did got stuck in the first level though. My block fell on the second platform I could not fit through to pick it up again. Only real comment what I have, is that I don't see scale in this game.

This game looks awesome, the controls are good but might somehow be a bit better, don't know how though. it's a bit frustrating to get through the doors (holes in the side). Also when you zoom out to slide the puzzle, and you go back you keep coming back to the same room.

Thank you for the feedback. Were you able to get past the rose? and into the tunnel/maze system?
The game ends up in the bigger tree.

I just played your game. The whole cloud map looks simpel but elegant. Maybe it could use some more refreshing details, so a bigger asset library.
I did not really understand how to kill the enemies, and i'm missing the theme of scale.

Keep up the goodwork! 

Yes, well the idea is to add the other things in DLC or microtransactions, so it will become an instant AAA game. ;)
Nha just kidding, we just did not have more time.

Ah I love the characters and all. looks real nice.

Skill(s) :  3D art, hard surface modeling
Experience: Making 3D models for some time, still learning though.
TimeZone: UTC+2
Joined previous jams: Yes 1.
Portfolio website: Will send you some renders or models upon request.

Please post your offerings or requests here.
Go to the GoedWare's discord to discuss further details.

Skill(s) :  
Experience: 
TimeZone:
Joined previous jams: 
Portfolio website: 

I just sent you a friend request. I'm looking for a nice team to work with, and to be part of something bigger! :P

Thank you for your feedback, you are right, it is unclear on what impact the door you choose has on the game.

Thank you for your feedback, and I totally agree :) We will take care of that in the next game :)

Thank you for your feedback! :)

Thank you for your feedback, who knows. Maybe we will expand on all the suggestions here.

Thank you for your feedback!

Thank you for your feedback, yes it does.. that's my voice :D LOL
Yes, it took 38 hours, everything is handmade during the jam.

Great idea about that healthbar, something we missed out on, and we will get into the next game.

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Thank you  for your feedback!

Neither do I :) I think it should be like this..

The team as a whole is not a beginner (one person that I know has prior (little) experience), myself and, I think the people that did the sound/music are also new to these jams, but could be wrong there :)

Somewhere someone messed up maybe :P

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Thank you for your feedback, it's absolutely true, that the theme is missing out on, in this game. We wanted to implemented more dialog, but just could not find the time to set this up.  I think the spawn area for enemy's is now just the whole map, but maybe we could have blocked certain zones with a "blocker", so they could not spawn there.. Good idea, thanks.

The original idea, would involve more consequences for your choices, if you keep making bad decisions, and keep killing little fluffy sheep and bunny rabbits, you would become an evil individual. And would end up, playing as the end boss (the tree).

Thank you for your feedback, yeah we sure did learn a lot of stuff, and next time, we have to go faster, or make it less big. And we have to setup a project plan. Not it was like.. ok let's brainstorm build a concept. Then go build it! We did not plan on how long certain things could take, etc. 

Thank you so much for your kind words :)

Thank you for your feedback, you are right. Especially the tree boss, I had no idea how to kill it. I saw no hit indication, and no health bar. So after shooting it a couple of times, I thought that I needed to do something else, in order to kill it.

Definitely something that we will change in the future! 

Just a short FYI. Have you seen the alien blob? That's created by accident ;) While I was making the tree, the tree stump itself, already looked like this alien. So I tweaked a bit, and voila.. an extra enemy :) Sometimes it's easy.. Sometimes not so much ;)

Thank you for your feedback.

You are totally right, we did not have enough time left, to finish the storry telling. That's something we have to do differently next time, planning :P

TBH, at first I did not even understand it myself when play testing. How to shoot faster. I could not kill the enemy's if I would not hold the button. Maybe, it would even be more fun, if we had made it, to charge the gun to a burst shot, when you hold the mouse :)

Thank you for your feedback, jep. I spent 38 hours only on designing, rigging and animating all of it. It was Crazy, I can tell you that :P
The levels are "Smacked" together in about 30 to 45 minutes, before time was up. :P

Thank you for your feedback, We missed out on the storytelling part,  due to a lack of time. The idea was, that you make "decissions" by choosing good or bad (blue or red). In the end you would end up playing as the endboss or as the human..

Totally agree, thank you for your feedback.

Thanks, who knows! ;)