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Flaming Monkey

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A member registered Sep 30, 2021 · View creator page →

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Oh no! That's not supposed to happen! I'll check it out. Thanks!

That was like the only thing I didn't change anything on AND didn't test to make sure it worked since the GMTK jam. 

Hey this is a great idea, to post what we're wanting to work on!

I plan to work on my submission to the GMTK jam this year, Reformless. It's a FPS physics puzzle platformer, trying to embrace some Portal vibes as much as I can. 

I'm in between major projects right now so I'm thinking this might turn into my next major project. But before I commit to that I have some changes I want to make to make sure. I'm hoping to do those here.

My main upgrades and changes to the game are:

  • Decrease difficulty in puzzles a little bit and increase subtle communications to the player about what to do next, ie adding in environmental indicators of what's interactable or climbable
  • Improve physics handling. 
    • Fix physics with intersecting objects when holding something
    • The physics get a little wonky on lower end computers and I'd like to see if I can fix that
    • Just in general, making physics objects a little less jumpy
  • Improve character platforming controls
  • Add in additional controls for moving and placing blocks more precisely

Finally, I'd really like to add in what I'm thinking of as "bonus levels" that don't really fit into the theme that I've already placed in the game but that I think would be nice to explore puzzles in that space for future iterations. In the current iteration of the game I've made all of the assets myself but I'm thinking for the sake of prototyping new areas, I might use a synty pack or something.

I'm so impressed you've been able to do UE development with 8 GB of RAM!

Thanks!! 

Thanks for the feedback! There actually is a drop button! It looks like you missed a couple of prompts on stuff because of the volume, there's a voice over that explains a few things. 

That wasn't working for me... I'll try again when I get a chance! 

I think something may have messed up for me. The spots that seemed like ledges I didn't have any collision with, I don't know if I missed something or if it just isn't working right on my computer. I tried to jump on several of them and couldn't make it up the mountain at all. Let me know if I missed something, I'd love to give the game a fair shake! 

RIP Hero

Weird. I think that's probably something to do with Unreal Engine. Thanks for letting me know, I'll see if there's someway I can work around that in the future!

This is awesome. I love it. I did have some issue with just the first puzzle bit, but after actually paying attention I could definitely solve it, but then the twist! So good. My only suggestion would be to add in something similar between the two  worlds that's different from the other blocks, like a green block at the top and a blue block at the bottom, that way I can orient myself a little better. But I think this is 5/5, one of my favorites I've played in the jam!

A fun little arcade game! The visuals on it are really nice! It plays, in my opinion, a lot like the Stardew Valley fishing system. I actually don't like fishing in Stardew because of the minigame but this feels like I'm way more in control of reaching the goal. Very cool. And I love the take on the theme! Great work!

The style and visuals are very cool. I love the idea but it was kind of hard to get the hang of, at times it felt like it might play better with the mouse controlling the movement or some key controlling scale. I'm not sure if this is due to my setup or what but the controller controls didn't really work for me. It would get the moving but not the triggers, but based on the keyboard and mouse gameplay I do feel like the controller would be really good to use.

Good work!

Thanks for the feedback! I noticed very early on in play testing that it was impossible to try to figure out where it was going to expand without some indicators. And I have noticed that, it seems to stick around for like 40% of people so I have no idea what's causing it. 

If you just press the F key it drops them without throwing them. I thought I included something saying that when you picked up the boxes but I may have forgotten it lol

Thanks for the feedback! 

A lot of fun! I'm not usually a fan of survivors-likes but there were several things about this that I really liked, the one or two enemies at time made it feel exciting without be overwhelming and the upgrades where you can build walls is really cool and makes for some interesting strategies. I would even wonder about just having the build always on, maybe give a limit to the number of blocks out at one time? Regardless, it certainly add to the strategy and possibilities during the game! Good job! Keep at it!

I love this! I did a puzzle game where the main mechanic is changing the size of boxes too but I'm a big fan of how you implemented it here. The idea of only being able to change the size while looking through the glass makes for some really fun and interesting puzzles. Your puzzles are designed really well where they weren't too hard or too easy but the perfect space in between where I feel like a genius after I've solved it or as soon as I see a possible solution.

Great job!

This is cute, I like the idea. The first time his belly expanded out it got a hefty giggle from me. I think the knight moves a little too fast, and I noticed elsewhere that you say it but I just wanted to affirm a bit more for you, I think that coyote time would help out here a lot. There were several jumps I had issues with that just a moment of coyote time would make it seamless. Great work! Keep it up!

This is a super cool idea, I'm very bad at keeping beat and music in general so I had some difficulties with this one just because of my own shortcomings but it seems like a really cool idea and I had fun with it until I got ultimately stumped. I did really like the indicator in the pause menu showing the beat pattern and I think that should be incorporate into the normal view somehow. And it would be nice to have some indicator showing what my beat looks like in correlation with what the beat is supposed to look like. All in all great work!

Very cute game! I think that it would definitely help to have some tooltips in the game when you hover over different buildings. I know this a game jam game and this is something I need to work on with them too, but it would definitely be helpful to have alternate controls for the scroll wheel functions. I'm playing on a laptop and it's just very difficult to accomplish some of these controls with a track pad. But very cute! I love the music and the 3D assets, the chill vibes are great. Good job!

Thanks so much! I put a lot of work into refining the block controls. 

Thanks for the feedback! I really like physics puzzles and immersive sims.... So I kinda built it to just be solved anyway that you think works. If you make it to the end goal then the puzzle was solved correctly. 

I really like the mechanic! As I was entering into the last one I thought to myself "one where I have to get real big and then give all my size to a block would be real cool." then there what was! Awesome job! As a UE solo dev, UE game jam games always have a special place in my heart! I love the concept and the puzzle are designed well, and there are definitely a lot more cool places this idea could go! 

Wow! This is wonderful! So calm and thought provoking. I love after I've made a bad path going back and thinking about what I can do better and then my brain breaks as I press 2 keys at the same time lol. This is 5/5 in everything for me! Great job! 

The concept here is soooo good. I was like buckled in and ready to play some levels! You should definitely work on this a little more and make a few real levels, the possibilities are endless here. And it visually looks really polished. I know it's just 3 levels but I didn't run into any bugs! Good job!

Very cute and fun! I love the idea of getting through smaller levels in order to get through the grander bigger level. The only real issue I had was that sometimes it was difficult to figure out what I could interact with, or which smaller sections worked. I spent the first 5 minutes trying to jump on the beetle/skull(?) but was clipping through it so figured it was there for something else until I read some more comments and figured it out. I think putting some light highlights on a lot of the objects that you interact with would really help to convey what to do a little better without handholding the player too much. Regardless, good job!

Stacking dude's was a blast! At first, you're kinda like alright I get the idea, but then it quickly devolves into wonderful chaos as you fling your dude stack all over the place collecting CDs. I also fell out of the map, my dude stack tripped and all but the bottom 2 got stuck in the floor :(. And I would also recommend only making the other character's and their collisions work on the bottom few, I was slithering across the floor as a dude snake and was getting spammed with "He's peeing" across the top of the screen and had no idea what it was talking about lol. Other  than that, I have nothing else to add! A lot of fun, I love the visuals on the dudes and the world in general and the sound design is great!

When I played the first time I was like "they're lying about the 3 second high score." cause I had like 150 or something lol, and then the next run it all clicked for me. 

Oops! Sorry it confused you! I think I got stuck in a feedback loop with myself on some of the puzzles where I'd play through it and knew the best ways to solve and was like "that was too easy!" It could use some easing in to puzzles. 

Thanks for the feedback! 

I've watched several people play it at this point and I've noticed that sometimes the physics just aren't right on some people's computers, so that definitely needs some work to get consistent. 

Thanks for the feedback! 

The concept is really unique and there's a lot of puzzles that come to mind that incorporate it. I think that I ran into the same problem as everyone else where turning up the gravity and heat all the way allowed me to skip most of the puzzles. I had some issues with the boulder puzzles, it felt like there was a very specific gravity I was intended to get it to but I couldn't figure out what it was. I liked the animation of transitioning between the planet and the character but after a few switches of it, I started to get a little tired of it, I just wanted to get the planet adjustments. So maybe make the animation play only at the beginning of the level. I also didn't fully understand that the sun could be moved in closer until I was clicking and scrolling rapidly in space to figure out what the arrow was talking about. I feel that this was a very ambitious and creative project and the scale (hehe) was a lot, I use unreal engine and can tell that a lot of work has gone into this. I think after implementing the changes people are suggesting here and watching some good playtests then you'll really be on to something awesome! You definitely have a good starting point.

Great little arcade game! I had to stop around 150 because I couldn't see much of the screen anymore, but it was fun to get that blinded lol

Adding some optional upgrades at each level up would be quite the icing on top for this game! A lot of fun! Good job!

Wow, this is awesome! Tons of fun and I can tell a lot of work went into it. I think I could spend all day scaling mountains with this little guy. All of the 3d models look great, the world looks phenomenal, and the little robot is adorable. I love it! Can't wait for the Steam release ;)

I love the style of your game! The music and models really match and gives it a sci-fi spy-ish vibe. I love the scaling boxes to solve puzzles (I had the same idea!!) and I like the use of turrets to create a need to block as they shoot. I think that in general the game would feel a lot more fluid if the camera was like a directed camera that automatically move to fit where it needs to be to best see the puzzles at each point, it seemed like most of the puzzles were best viewed from one angle to get the best idea of what's going on/ what you're doing. I would also recommend making some of the walls higher or putting something on top of them to make it more clear that you can't just climb over them, I kept trying to stack boxes so I could climb over the walls and it wasn't working. I was a little confused with the wandering robots, I wasn't sure if I was supposed to block them with the boxes too or just evade them, and it was a little frustrating when I got ran over by one and the game ended instantly, maybe setting you back to the start of the area would be less frustrating? Regardless, good job!

This is so cute! My time was 10.37. I at first was just enjoying the adorable little frog going "hop hop hop" and then it went crazy and I understood the assignment. Very satisfying smashing through the stage as the giant frog. Sound design is great, and the scaling up is surprising and also super satisfying! Great job!

Thank you! Yea, watching people play I realized rotating in air may have been nice but I couldn't get around to it. If this makes it into a full release I'll definitely make the controls a little more precise.

I really like that puzzle but I think I throw you into the deep end pretty quickly with that one. If I may give you a hint there: is there a way you could press both buttons but only use 1 block?

Very cool game! All of the puzzles are really good and make me feel smart when I solve them but aren't too hard, which I think is the perfect balance. I love scaling the whole map, it creates so much more to think about. I also love the style and vibes of it, the music is perfect and all of the sprites are simple yet cute.

I love the movement. It take some learning but once you get the hang of it you're zooming around. And until you get the hang of it, you're tumbling around on the ground which is actually also hilarious and fun. I love the fish screams, and I legitimately laughed out loud on the drum roll at the end! Great game!

Check out my game, Reformless, if you get a chance!

This is soooo cute!!! I love both the boxes. The music is wonderful and the puzzles are implemented really well. Playing this solo, I feel like I broke my brain like 6 times in the best way possible. Great game! Well done!

Check out my game, Reformless, if you get a chance!

I really like the mechanic of building the tower up to have more range and items to add but it also being directly related to your health. Very cool idea, and I like the concept of a *single* tower defense. Good job!

Check out my game when you get a chance!

The music is a perfect choice, I feel like a badass little adorable frog flying around! I love the art, the frog is so cute. I would suggest reducing the spawn rate of the birds at first, it's kind of overwhelming to start out the game and get hit with a wave of bullets right off the bat. But I really like the scaling down to dodge and maneuver faster. And the control rebinding is such a good choice! I don't think I've ever seen that option in a jam game and it definitely helps out when I'm playing games on my laptop! Great job overall!

Check out my game when you get a chance!

This is such a cool idea for a platformer! The vibes of it are soooo good too. I had some issues collecting the thing at the end of the first level, it didn't seem to collide with me or anything. So I don't know if I'm missing something else but I did replay the first level like 4 times. I could see myself playing this for hours if it was a full game. 

Check out my game when you get a chance!

Fun game! I like the idea of a tiny Galaga! I love the style and art of the game! Juggling the atoms can get really satisfying when you get into the swing of it.

Check out my game, Reformless, when you get a chance!