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Evan McRae

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A member registered Jul 17, 2022 · View creator page →

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Thanks for playing! Really fair criticisms here — we wanted to make sure that players couldn’t camp with their shields which is why the “ammo” bar works the way it does. You can recharge your bar though by not using your shield and having the polarized bullets hit the shield, which is admittedly a little hard to remember to do in combat (and also not something we properly instructed players to do). Good things to work on in the future!

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Yeah, we wanted to make waves 5 onwards harder but I think we went a little too hard lol. I’ve definitely noticed the spike in my own play-throughs post jam. Definitely something we’ll fine tune if we return to the project!

The fish heal you for half a heart a piece; that would be good info to put in the jam page for sure. The scrap were meant to be currency for a “Scrap Shop,” but the shop got scrapped and so they’re mainly just score points… except the counter is also broken in the jam release so they’re exceptionally meaningless!

Thanks for playing and see you after break!

Yeah the health pickup was a later but very necessary addition, haha. Glad you enjoyed that and all the other aspects! :)

Thank you so much!! We're really glad you enjoyed our game (and the other awesome entries in the jam)!

Thank you!!

Great feedback, thank you! We’re hoping to improve the workshop UI as a whole so that would definitely help things out. Appreciate you trying it out again with the fixed gameplay :)

Yeah, makes perfect sense. Really great groundwork (pun intended) for a future game, if you choose to continue development :)

Really cool concept -- love how far you can expand your colony from just a simple "picking up leaves" mechanic. Reminds me in some ways of Cookie Clicker but with a bit more manual management. Though I couldn't keep playing until the end game, I can tell how wild it would easily get given enough playtime. I do wish there were more things you could buy with leaves (perhaps decorative stuff to turn the island into your own?) but what you have already is quite satisfying to build upon. Nicely done!

This is really charming! I do wish there were a little more gameplay meat and bones here (perhaps a puzzle challenge where you design the terrain that'll take the climbers from predetermined points A to B) but as a sandbox it's fairly fun in its own right. Especially impressed with the terrain raising/smoothing and climber AI. Great solo work!!

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Ahaha all good, glad you enjoyed the TD aspects nonetheless. I’ll have to check out your spin on the ant theme!

Yeah unfortunately we did have a bug in the released build where dead ants could be killed multiple times which would reward points each time. So that was especially powerful with the Xploder tower where ants would get practically instakilled from all sides and reward more XP than other towers, assuredly breaking the economy. Lesson learnt — we’ll have a fix up after the jam. Thanks for playing!

Thank you, glad you enjoyed!

Thank you — we had a lot of fun coming up with that backstory. Yeah, the Xploder was not meant to be that overpowered; there was unfortunately a bug in the released build of the game in which dead ants could be killed multiple times and reward extra XP for each kill. Post-jam we should have a more balanced (as intended) approach to the game’s economy available for play. Glad you enjoyed! :D

The scaling grappling hook is a pretty interesting concept, just unfortunately not the best execution here. Had you been able to refine the movement mechanics and extend the level design, this could have been a pretty charming meme platformer. Good on you for submitting what you had in time (especially as a solo first-time dev!), but I'd suggest trying your hand at some more game projects and perhaps finding a team to work with next jam so you can get the hang of things better. Looking forward to your future stuff!

Thanks! I’ll be the judge of that though :)

Great stuff — you’re very welcome and I look forward to playing the developed version!!

Whew, I got no shot against 800,000 lol. But yeah, a leaderboard would be awesome! You’re welcome and definitely looking forward to the WebGL build!! (No quit game button will be necessary there, haha.)

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I thoroughly enjoyed this one -- it took a little bit for me to find my bearings with the movement tech but it's a super fun game loop once you get the hang of it (my high score is 61999!). Great use of the scale theme and really slick execution! Charming character/world design, too :)

Here's a couple tiny suggestions/issues I noticed for if your team plans to continue work on this game in the future:

  • A quit button on the main menu would be nice since this is a desktop download
  • The volume slider on the main menu uses default Unity assets while the one on the pause menu looks more in keeping with your game's style -- I'd suggest applying the pause menu version all around
  • Pausing/ending the game should also pause looping sounds (music and beep indicator for eviction notices)
  • Your final score on the game over screen differs by a couple points from what's shown in the top right
  • Clicking while in pause/game over screen (on or off of selectable UI) shoots your gun ingame
  • Automatic reloading feels like it could be implemented in a clearer manner -- I didn't understand that when I had 0 ammo I could still take another shot after a few seconds
  • "Charge" is slightly confusing language for the "big mode" mechanic -- I thought it had to do with me charging up my gun or something so I didn't realize I could enter big mode until my last few (best) attempts

Ahaha, I feel you there! Thank you for trying anyway 🫡 (Appreciate it!!!)

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Cool concept, but I found it really challenging to know what the correct cloud was that I needed to hit and the movement mechanics felt very unforgiving for any slightly quick/slow reaction time. For the latter problem, I would suggest implementing input buffering and coyote time (standard player assistance features for platformers, which I would consider this to be) as well as making it so pressing space outside of a cloud does not freeze your horizontal movement. For the former, probably just clearer pathing/level design would help things (I do see you added a guidance light feature, but it was too quick to persist in my mind). Good work overall and especially for a 2D game in Unreal!

I should also note that I encountered a bug in level 1 where I did not reach the height from the soap bubble to the last cloud, so I landed instead on the terrain to the right side and managed to avoid the rising water. I was basically softlocked at that point though so I did have to jump off and die on the ground, but it felt like an area I shouldn't have been able to access.

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Super clever concept and really strong execution!! Loved the sound design and art especially, but the gameplay is really compelling and expandable (great for a scale theme!). I did struggle with health management, but my weapon literally growing as I went along helped make sure I wouldn't be overwhelmed. Spin combos were really fun to pull off too! Excellent work for the jam and I bet this would make an awesome future indie release given enough development time.

Only a few bugs to note:

  • Sounds may stutter/repeat between scene transitions
  • Tutorial dialogue text doesn't pause reading when you paused the game

Also I do think the hitstop effect could be toned down a tad -- the more enemies you had around you, the more choppy and broken-up the combat felt.

THANK YOU!!!! We had a lot of fun designing them; glad it came through!

Thank you! :)

Thank you Amanuel :D

Thank you so much!! Unfortunately there was a bug in the build we released where you could rack up extra points for your towers killing already dead ants -- we caught it just a couple minutes too late to fix, so the unit/upgrade economy is definitely a little more broken than intended. But we're glad you enjoyed your reign of ant terror anyway! >:D

Hi amanuel

Really fun game! Impressive work given the time constraints as a solo dev. Some minor bugs here and there but super solid and playable with well-considered level design/mechanics.

Super cool, man! I did get softlocked on Wave 11 with the helicopter behind me but it was really fun assembling builds. Reminds me of Bad Piggies almost! Great work :D

Thank you, glad you enjoyed!! If we had more time, we would have definitely made the visual/auditory cues a little clearer for blocked hits versus punches, but it’s good that you were able to figure out the difference anyway. Appreciate you checking the game out :)

This one was a really clever spin on the jam theme! Very nice work gamifying the various tasks needed to keep the race running smoothly. I have a new admiration for the racing attendants of the world :)

Thank you!! Glad you appreciated Jeffery — he’s quite a character :)

Oh, I didn't realize that the sushi spawns more frequently if you stay on beat! That's a really great touch. Fantastic work, guys! :D

You’re welcome — thank you!! :)

No problem!! And again, great work on the game  :)

Ahh ok. Yeah it just never showed up on the UI for me — I was kind of softlocked in the text box by the end of the game. Anyway glad you have the proof and the means to fix it! Sorry I messed up your leaderboard though 😅

> The hero won't dodge shots in the back because... he cant see those lol.

AHHH I wish I figured that out sooner!! Okay, that makes everything way easier haha. I was always trying to get straight shots on him and he just dodged every single time. Lesson learned. Thanks for the advice!!

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Really clever spin on the typical boss fight scenario with a surprising amount of strategic depth. Would be really cool to see this concept extended with a more focused progression/game loop, but this was a super fun and impressive experience nonetheless. Great work!! :D

That was a lot of fun!! The cute and cozy art/music complements your concept very well. I'd say the gameplay is almost meditative -- until the customers get angry, anyway! Very well done :)

Pretty clever concept! Unfortunately, most certainly due to my lack of familiarity with the original Superhot, the puzzles became difficult to the point of impossible for me to complete since the hero felt so overpowered against the henchmen. Nonetheless, great execution and best of luck in the jam!