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FredrikLazer

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A member registered Jan 27, 2021 · View creator page →

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Yeah we had some issues with the physics though, maybe unity would be more reliable when doing physics but there were some levels that did not make because we simply could not get the movement and physics to function around it. We will keep at it though, I do like the concept and I feel like there is a bigger game here. Thanks a ton for the feedback, glad you liked it.

Absolutely gorgeous, and incredibly fleshed out for a weeks worth of work. Some very solid game design in there too. In one of the lengthier levels where you start going the opposite direction I got confused for a second on where to go and then I immediately saw a flower pop up on a hill and it led me to the exit. So many nice touches, the contrast in the bright character vs the dark world is fantastic. Amazing work. 

Great idea man! I thought about ants for this jam too! Settled on rats instead :)

I really love the style of it, graphics remind me so much of the first legent of selda game. good times. The intended design is a bit unclear though, I had fun pushing ants but I am not sure where to go from there :)

Great work though!

Really nice, love the cute graphics and getting big and buff was cool. The movement is a bit problematic though as I got too big I could not get through the level so I could not reach the goal. Great job.

This is fkin fantastic really. Just pushing one single game mechanic with some fantastic level design. Excellent pacing too, every new level feels just a tiny bit too hard, but not impossible. It always feels like I CAN crack it, if I get the timing just right. So good on you for feeling that out and getting it right. Incredibly tight level design so I feel like you had the right focus. Great work.

I loved this, the interaction brought me back to a bunch obscure adventure games I played as a kid and the old print style of rendering works very well with it too. I loved that there were more rooms to walk around and really had the urge to explore the house. Great job.

The game looks very neat but I keep getting stuck in the UI. Really love the polish you put into this so I would have loved to see where you were going with it.

Yeah, we switch from navmesh to physics mid way through so the movement came out very crude, and designing puzzles was a bit more complicated with half polished movement, there were a lot of scrapped levels that did not work, sorry about that but thank you for playing :)

Very solid take on a pretty standard genre. The helping voice is such a nice touch and it lends you some comfort in the middle of all the scary stuff. Great work.

This was good. A single mechanic polished and fleshed out and quite frankly, a fantastic achievement for a week. Good on you man, I enjoyed this.

ooooh. Its a rage game. Sorry I did not read around properly before I posted. Then yeah, definitely keep it in :)
I have a hard time with those though, I don't personally play games like that but I do enjoy youtubers trying and failing at it so I get the appeal. This has potential though, the style is nice and the music is pretty fun, getting that right might be a big part of ragegames so to not make the gaming experience intrusive or annoying so good on ya for that.

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Graphics and general direction super clean, the music helps out a lot to so general presentation is fantastic. The idea that the level grows is fantastic and felt super nice but falling back into the previous level is frustrating beyond belief. All in all I enjoyed this a lot and I think outside a game jam timeline you can turn this into a fantastic experience if you just grind out the testing. 

This is a great example of how games can be just cute and fun. I had som issues with gameplay, I did not understand when my allies where fighting or quite frankly, what was happening at all but I still enjoyed it. Super fun concept and great work. Banana banana!!

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This is a fantastic Idea and I absolutely love the atmosphere and art style. The warm lights of your buddys feels super cozy and while I had trouble saving them, I still wanted to just because the world feels so lonely. The audio helps out a lot with that too.
While these things come together very nicely I have some trouble with the game design aspects of it.
Some images here to illustrate things that caused a lot of frustration.
https://ibb.co/5x0RY0V
https://ibb.co/V3tZBc2
https://ibb.co/tbWfK5r

The lights create som banding which become very hard to distinguish from instakill ledges, this combined with that the player sometimes takes a few extra steps to finish the walking animation made me die so many times. I got stuck because I got very careful by the ledges but then turned out there are a lot of slight downhills that are walkable but they really look like killing ledges from the players angle. It took me many attempts to actually get that you can walk straight past the "watch your step" warning, it felt like that warning would teach me where not to go but having died a good 40 times in the game I am still not sure what the level looks like.
I got to the exit alone, and I gave it a good 20 tries to save my buddies but even in my most careful attempts, they kept falling of ledges that I tried to guide them around.

All in all this is a beautiful game with fantastic potential but I feel you need to work on some stuff to either make it less frustrating to die OR decrease complexity of the level OR give the player som better tools to avoid hazards. Thoroughly enjoyed my time in the lonesome scary world you built though, great job!

Yeah, exactly, I loved the game but there are some areas where the level design is padded a bit too much. The game design is super tight, I think the level design could help make it even tighter.

This is super neat, really great design and it really shines in some places. Do not get me wrong, I played through the whole thing and loved it, and I understand that this is a jam submission so obviously it is not fleshed out completely. I just thought I'd share my thoughts on it.
https://ibb.co/cCWHBK5
There are some areas where the design can just be bypassed, both players can just ignore the red path  and walk the blue path. While this is not necessarily bad, it becomes confusing as you cant zoom out and plan your way. With the narrow camera it means you have to retry the level just to explore it, did I really need to split up here? Do we both need to be on the same ledge here? If I cant look ahead it becomes a guessing game, pick a path and see if it works out, break a platform and the second guess if needed it for later. I think the player needs a level overview so they can plan this and not get frustrated when they fail. If I fail because I planned poorly, it is my fault, if I fail because I did not have the option to plan I feel that might be a flaw in game design.
Examples where the design shines though, is the green paths. You need to split up because you need the player to be on the top ledge when you come jumping up from the bottom. I realize you can solve it by both going bottom maybe, but that piece of the level felt clever anyway.

No Idea where you want to go with this but I feel like you have a fantastic foundation. Cheers.

This is cute

no