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Daniel

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A member registered Jun 02, 2020 · View creator page →

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<3 thanks for your kind words, jongeman ;) I'll be checking out your game too!

Thanks for your kind words :) Path prediction is definitely high on the list. What kind of movement tweaks did you have in mind?

Nope, tried a lot of times but didn't get past lvl 2 :P

Wooow, I am so jealous of your trajectory prediction!!! Really fun concept. My face when I realised I could change the scale of asteroids mid-flight --> :O

Really neat and original concept! Would love to see what other kinds of hazard you'll come up with in the post-jam version ;)

Nice twist on the idle battler genre. The amount of text/UI in the tutorial spooked me a little, but the visuals well made up for it. Gj :D

So good that, despite softlocking 10 minutes into the game, I refreshed the page to continue playing. Banger potential!!!

Level 2 is SO hard, damn!! Rapidly mashing the button to quickly make the cheese small enough for the 2nd springs was fun, though.

One point of feedback: you'd give a much better overview of the level if you put the camera a bit ahead of the cheese, instead of exactly on top of it. Whatever is behind the cheese is not relevant, anyway :)

Thank you for these! I've used them for the main menu of my new game and added your name to the credits :)

Thank you for these awesome explosions! I've used them in my new game and added your name to the credits, as well :)

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Thank you for these! I've used them in the main menu of my new game, and added your name to the credits :)
Feel free to send me a PM if you'd like a free download key!

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Thank you for this tileset! I've used part of it for my new game, and added your name to the credits.
Planning to use more of it in a future update :)

Found something that's not working correctly? Mention it here (with a screenshot if possible) and I'll try to fix it as soon as I get the chance!

Got an idea for a hat? Make a pixel art hat that fits on the monkey's head and I might add it to the game! 👒 🖌️ 

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Got a cool new idea for a future update? Drop it in this thread! 📥


Planned updates:

-A proper final boss (help me design it!)

- Achievements with unlockable hats

- Elite shaman + new powerup

- Different levels for Versus Mode

- FMG for Android and/or Steam

Yes please!!

Such a lovely game, tysm for making it! One point of feedback I'd like to share that having lots of enemies in love makes it very hard to tell how many actually hostile enemies are in the field. Maybe instead of the fiery particle effect, enemies in love could have their base colour changed to... pink, maybe?

External feedback:
- It's unclear where the ball needs to go. Maybe arrow signs could help?
- The level currently seems designed for dual-spring jumps, which makes it pretty hard to get into. It could do with a few easier jumps to start with, or making the springs a bit stronger so the platforms that currently can't be reached with a single spring can be reached with one.

I like the concept, and especially that it can be played either carefully or by just wildly flailing both legs to fly up the stairs. Feel like there's a lot of potential for the level design to encourage both 'playstyles'.

To make it feel just a bit more like an uitglij bord, as an idea you could try making the legs collide with each other; maybe add some force to add yet another way to propel yourself forward. Not sure if the legs colliding would remove any other fun ways to move around, but might be worth testing :)

Oh god it's SLIPPERY

Love how you casually dropped a PS1-worthy racing game in just 4 hours lol, it feels really nice to drive through the scenery. All that's left imo is some trees, maybe some ice on the road, and it's ready to burn on a cd!

Yep, this is definitely an ice level lol

The movement feels good though! And since it's made to be speedran, you could add some extremely difficult shortcuts that only shave off maybe 0.5 seconds at most, just to mess with people >:)

Multiple endings in a game jam game? Nice!

I like that the game starts with a puzzle, very thematic intro. Though while a mouse is used in the intro, I didn't intuitively think about clicking to interact with the coworker's bomb. Like Xephos said, it might be nice to have a custom cursor at the start that indicates that you'll be using the mouse more often. Or some kind of tooltip that shows how to interact with the object when you're nearby.

Love the concept! I was kinda looking for somewhere to bring the soap actually, you could use something like a bucket as a goal and design levels around flinging the soap into it. There's definitely potential here ;)

The sweet spot mechanic really makes it feel like you're trying to catch a slippery bar of soap! The only thing I would add to that is that it might be nice to be able to 'launch' the soap in a certain direction based on where you click it, so for example if you click on the far left, the soap flies off to the right. Might make it just that bit more soap-like!

Making the bubbles at the bottom pop if you click on them is a lovely detail, btw :D

I like the vibez/moodz, and love that you actually added full 3D environments to the scenes :D I'm only missing a bit of interaction; maybe jumping could affect the music in some way? I think out of the box it's possible to change volume, panning and pitch/speed in Unity, though with a bit of research you could add something even more fancy!

I feel like this game could be really hectic and fun if the controls were a bit more intuitive! Okay maybe less hectic, but you get the point. Maybe jumping could be W/I and shooting S/K? Idk

Nice! It feels really good to come storming down the hill and crash into buildings as fast as possible, but the point system doesn't really encourage that - at least in my experience, I had to slow down the boulder so I could hit more buildings horizontally to reach 2000. Maybe hitting a building could give more points based on your velocity?

Holy mother of qwop

Thanks for mentioning! I will re-upload a downloadable version

I like the idea of an escape game with stamina management. Obviously the full potential can't be conveyed very well in a prototype of 3½ hours, but I'm curious to see what kind of challenges you could link to a system like this :)

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Dit is echt leuk en NIET Minecraft! Minecraft is namelijk een sandbox-game ontwikkeld door Mojang Studios. Het spel is gemaakt door Markus "Notch" Persson in de programmeertaal Java. Na verschillende vroege privé-testversies, werd het voor het eerst openbaar gemaakt in mei 2009 voordat het in november 2011 volledig werd uitgebracht, waarbij Notch aftrad en Jens "Jeb" Bergensten de ontwikkeling overnam. Minecraft is sindsdien geporteerd naar verschillende andere platforms en is de best verkochte videogame aller tijden, met meer dan 238 miljoen verkochte exemplaren en bijna 140 miljoen maandelijkse actieve gebruikers vanaf 2021.

Het voelt echt als zo'n PS1-era game met de slechte graphics en levels die gewoon in de lucht zweven, I like it. Enige feedback die ik heb is dat het nice zou zijn om ipv trial-en-error op een meer strategische manier te kunnen zien waar de guards zitten enzo. Misschien kan je opgegraven stenen om een hoek gooien om te horen of er een guard op reageert? Of camera's hacken zodat je een beetje een overzicht van bepaalde gangen kan krijgen? Zoiets, ofzo.

FWOOOSH

Wow I love the sprites! I like the idea, though I feel like the bugs prevent me from experiencing it to its full extent. Also feels a bit odd that I have to shine a flashlight on the prisoners to see them, as if they wouldn't be sleeping at night, but that might just be an "immersion" nitpick :P

I like the idea of switching perspectives with the cameras, requires some mental mapping which I don't see all that often in games! Some recognizable objects (like a plant or a crumbled wall) would be nice to more easily differentiate the views, since with the current prototype textures it is a bit hard to tell the cells apart.

The aerial view when you press Space looks a bit like a console due to the green colour, so I didn't know it was actually a map of the area as well. Maybe you could show icons for the positions of the cameras on there?

I like the puzzle! The only thing I guess it could use is some more thematic elements (rotating guards could be replaced with cameras? Maybe you could throw objects laying around to distract the guards instead?)

I like the way you incorporated turn-based movement into this. Initially thought I was playing as the blue prisoner trying to escape while dodging the orange guards' line of sight. It does feel a bit easy to cheese at the moment; maybe you could have certain parts of the level(s) inaccessible to the guard? (could sell it as "underground tunnels" or something)

Really fun concept, the introduction to the mechanic was very effective too. It does get quite repetitive after the 10th or so dance, something like different levels with slight adjustments to the mechanics (like moving hotspots?) might add some spice.