On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Aeon

42
Posts
4
Followers
7
Following
A member registered Aug 30, 2019 · View creator page →

Creator of

Recent community posts

Very relaxing game of minesweeper.  Best I could do was 4 levels in a day with some hits to make things go faster on 50%'s. Earth Sense was a godsend to get started.

Encountered a small bug when I accidentally marked a number tile as a bomb and the number just disappears.  Made determining the board a fair bit harder.

I really like this game.  The concept is great, and very well executed.

I think the aesthetic was super good. Simple, and very effective.

I considered myself pretty alright at puzzles, and I got stuck at several places for a long time.

Great game!

I really liked the levels where some of the controls were disabled.

I less liked the corruption where some controls were randomly inputted.

Good ideas though, and funny story concept.

I really like the atmosphere this game has.

I couldn't really touch or get hurt by the enemies though.

Lovely experience, but not sure where the theme is.

This game has really good ideas and is well executed.

I was really frustrated at first because W and A didn't seem to work.  Only after I read the other comment saying to use the arrow keys did it really become satisfying.

I'm not too sure what was really "out of" control, but I liked this game a lot none the less.

The introduction is really nice.

The amount of tickets is really overwhelming in a negative way.  Way too much reading once they're pilled up to find good ones. Maybe that was the point, but wasn't too fun. Again, maybe that was the intent? Not really sure.

Nice ideas all around though.

The aesthetic of this game really works. I like it a lot.

The gameplay is rather difficult. I couldn't seem to get very far into it.  Stacking up didn't seem to work, and neither did spreading out. 

I really like the concepts of this game though. More towers and maybe a bit of balancing after the game jam and this is super solid.

Nice concept.

Game could've used some sort of speed up button to remove the slow wait for the train(s) to get to the destruction point after solving the puzzles.

I really like the ideas present in this game. Anything that has on rhythm/beat stuff is great.

I know this is just a game jam game, but something that analyzed the music more and didn't fire or spawn enemies during the times where the music was slow or off would be nice.  It was odd just having the firing during the quieter moments. Although, this would leave the player with nothing to do.

I didn't really see a point to the combos as I don't think I was doing any more damage than before, but it was a nice indication that I hadn't taken damage recently.

Some mechanics, items, or anything different than the music/layout would've been nice on the other levels, but might be a bit beyond the scope of the game jam time.

Very nice job though!

Nice execution for the herding games.

The aesthetic is nice.

Wish I could somehow get rid of the block dudes.  I tried pushing them into the bombs, but either I didn't get them close enough, or it doesn't do anything to them.

I really like the aesthetic.  The execution of the game was great.

Most of the puzzles were a bit too easy, and there weren't a ton of them.  The bit about your holiday explains where there weren't more, which is fine. Everything for the actual game is present and the rest could just be added with more time.

Text speed did feel like a problem, but patience is a virtue.

The theme was implemented through the story bits, which is fine I guess.

The concept is good. As the others have said, the game kind of drags along at the beginning.  Probably could have sped up the timer and difficulty a bit to make things a bit less of a slog near the start.


Some animations would have been nice, but you've already addressed that in another comment.

I really like the concept and gameplay of this game.

It's a lot like snake, but a platformer and you can move through parts of the snake trail.


The only nitpick I have is that the jump felt kind of awkward and sometimes I felt like I magnet-ed to the ceiling in some places for a bit.

The idea  for this is really nifty.


I think the gameplay for it was a bit rough.  I didn't understand why I couldn't platform properly in the second level until I read the theme question on here.  Something in game to instruct you on what each color meant would've been helpful.

Also the sphere snapping around really threw off the platforming and made it very difficult.

As others have said, after you've killed all the enemies, the blue guy is nearly useless except for scouting out the rest of the level.

I kind of wish there was a timer on screen of the random time left so I could move some of the characters out of the way.  I had a couple times where the next part of the objective was through a door or hallway that I accidentally blocked with the previous character because it switched right as I was moving into the smaller area.

I like the ideas here, could use a bit of polish to make blue a bit more useful.


Also, just having to pick the correct flower on the level full of them is really annoying.

The graphics are nice, but the resolution of the game was kind of weird on my monitor.  I think the game would've been better suited for windowed mode, but I didn't see any options to make it windowed.


The gameplay has some nice ideas, but I kind of just felt like I ended up spamming click and didn't really feel like I was able to control it whatsoever.  I guess that matches the theme, but the theme really overwhelmed the gameplay.

The art theme is solid.

The gameplay though was just alright.  I don't think there was any win condition, and I ran around the map and killed everything I found.  Mechanically, everything is fine, except for the weird ground flashes. 

 I didn't really see the theme anywhere and the description says that the random bullet effects are the theme?  I can't say it really works for the theme given.

The idea of this game is super cool, like some living game where you're just managing the chaos.

For the execution, I'm not sure I really understood it that well, but that might just be me missing the base concept of how to manage their breeding. I read that you're supposed to eliminate the incorrect colors which are found with the red highlights, but even if I eliminated all of the ones I found, I still didn't end up with a non-zero score.

Probably me just missing the base concept of how to manage the color fusions though.

The idea is pretty cool. The execution is pretty solid.

Only complaint I had was that some of the times I had to wait for the ball to stop felt far too long.

Also, some more sound effects for things would be nice, like a solid golf hit sound.

I had no clue what I was doing wrong at first. I was just mashing click as fast as I could to fix, but I didn't seem to be doing much.  After holding down both mouse buttons things seemed to fix properly.

Game has a cool idea about managing all the aspects to drive while they're breaking down.

Overall, a good idea. Maybe could've used a bit more in the tutorial so I didn't have to experiment to find out how it worked. Or maybe I just didn't read it right.

So just to clarify, nothing is crashing when you attempt to launch the game? It's just not opening anything?

Unity should automatically generate a log file for crashes for this game at:
C:\Users\username\AppData\LocalLow\Small Leaf\Small Leaf - GMTK 2020\Player.log

(1 edit)

Yes, sorry, we accidentally forgot to put the controls in the tutorial!

You can look at the main page of our game for the controls, but the button you're looking for is "F".

(3 edits)

Have you played any other Unity games recently?

A google search has some more things that might fix it, but I found a couple things to check:

If none of those work/solve the problem, you might have better results looking online for other solutions.

Sorry about that!

It's very much designed for QWERTY English keyboards.

What platform are you running on?

If it's Windows, did you unzip the file first and run the "Small leaf - GMTK 2020".exe?

Sorry for the super late reply!

The game is 64 bit

Thanks!

We made this game for the GMTK 2020 Game Jam in 48 hours, so some stuff is a bit less polished.

I like the idea that this is either an ambidextrous game or you need two players.

I really could have used some tutorial though so I didn't have to test around to find the controls.

Thanks so much!

We really appreciate it!

It was for our College Capstone. We did very well!

Got ya! Thanks for the feedback, we'll see what we can do to improve it!

Thanks for the compliments!

Yeah, we're fixing up a few issues with Springheel, they'll be in the next update.

Do you mind sharing more about your thoughts on the camera so we can improve it?

Thanks for posting!

Yeah, he's the newest addition and we're working on fixing him up. I guess you somehow hit his final hitbox early.

Thanks for notifying us!

Nah, thank you for being eager to help out with bugs!

It's definitely not obvious that you don't start with jump, so I understand!

(1 edit)

The jump is an upgrade, did you get it yet?

You get it a short ways into the game.

Thanks for the compliments and feedback!

Based on the community response, we're definitely planning on overhauling the tutorial system, as it doesn't seem to be quite up to snuff.

Also, that steam boiler is a teaser for a new upgrade that's in the works, so stay tuned for that!

(1 edit)

Those versions have been uploaded!

Sorry for the confusion.

Those builds of the game are rather untested and I'm not fully sure of the stability of the game.  Please report any bugs you find!

You can download the newest release of the Demo, and then just copy the saves folder over to the new version!

The save system was very slightly tweaked, but I think the files should load properly. If not, you might need to make a new save.

(1 edit)

Thanks for the complements!

Yes, the loading is slightly bugged. I believe it's to do with the computer system's local.  Something with the machine reading the save file's decimals incorrectly.  

There's hopefully a fix for that in the version we're going to be uploading soon.

(2 edits)

Oh, sorry!

I forgot to upload the separate versions for Linux & Mac!
There's going to be a new update soon, so you'll be able to re-download that when it's uploaded.

Sorry again!