Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

FriscoeHotsauce

46
Posts
3
Followers
A member registered Jul 08, 2020 · View creator page →

Creator of

Recent community posts

The game is very RNG heavy, but the presentation is delightful and I like the concept of selecting the right dice to try and hit certain number targets

Those d20 sprites are hot

A neat little incremental game that I liked a lot

I don't know exactly what was going on, but only one enemy spawned then nothing else happened

I like the puppet-theater art style, I like that the things that are going to be on screen are telegraphed, but I do think the one hit kill is a little too punishing

I felt like I was making too many decisions before the game started, without understanding how those choices would impact gameplay

Turns out you can lose enough money to go into the green'

Interesting idea, but I couldn't really figure out what I was supposed to be doing

It's pretty fun, not sure it's really embodying the theme though

Looks good, but if you're going to make a game that plays itself there needs to be some kind of additional input from the player

Looks nice, but the controls don't work in my browser

I've seen some decent auto battlers in this game jam, this one is too simple to be worth playing for long

I see the description about what is supposed to be going on, but the complete lack of feedback of whether or not I'm succeeding and the randomly generated resources make for a frustrating experience.

Seeing a lot of puzzlers along this vein (controlling multiple things), I like the puzzles in this one, and the picture-in-picture for the other box was nice

A bit much on the graphics though, this game is >500MB (zipped!) and told me my Nvidia drivers were out of date lol

Like the idea, but the physics implementation make it really wonky, most puzzles could be brute forced by messing with the physics

The web version has some weird issues with the mouse staying in the frame, I'd recommend download it OR it does support controller input which seems to work on the browser version too, so might be worth giving that a go.

Thanks for the feedback!

It really is, I wish I would have had more time to tweak the build to get it more stable

Yeah, I've also noticed some weirdness where the mouse doesn't lock to the browser. It does actually support controller input though, and that does seem to work with browsers!

Sprinting & stamina was a feature that got cut due to time which is too bad, I'm also aware that the player has a traversal advantage over bigfoot, but Unity's pathfinding AI can be a bit wonky and it was something I couldn't fix given the time. Thanks for the feedback!

Looks pretty, but I don't really understand what my goal is

Made it to the end, I'm impressed with how much content the game has given the short deadline!

Definitely recommend adding a way to quit / restart without quitting the game or reloading the page

Great presentation, but the game was a little too simplistic, having no consequences for death (e.g. resetting the puzzle) meant stages were all solveable with brute force.

Seems the theme has brought out a lot of puzzlers! My only real critiuqe is it could be challening to tell which areas were "raised" on the top-down path, it made it kind of challenging to tell where I needed to stand to advance without some trial and error. 

Otherwise, a well thought out puzzler with fun mechanics

I liked the interpretation of the theme, I think having two simultaneous control schemes was pretty difficult to get used to though, I felt like by the time I had it the game was over; but that's how game jams go! I like it.

The downloadable versions have better draw distance, I would recommend them

I've got some ideas for that, I think it would work to still have those tasks, but use the buttons on the left and right as (-) or (+) to adjust the slider of the corresponding color to the right level, that way the player wouldn't need to move their hands.

Also, I'd kinda like to lean into the rythm angle a bit, even if that's just playing a track with a good beat you could press buttons to.

Oh yeah for sure, they were both from the same asset pack; if I was going take this game anywhere I'd want more distinct buttons

Hey thanks for playing, I don't know yet, it definitely has potential. If I did there are several changes I would make;

  • The slider's break up the flow pretty bad, I think the idea is okay but the execution was lacking; I'd either remove them entirely or find an alternate control scheme, like using the buttons of the corresponding color to change their value
  • Items are currently randomly generated, but *do* have a gold value corresponding to the complexity of the task, I'd like to re-tool that so more complicated tasks create visually more valuable looking items
  • I've got ideas for different types of tasks, like pressing two buttons at the same time, larger multi-tasks etc
  • Some kind of progression would be nice, but I don't know what that would look like, maybe some kind of idle-game management for the shop?

Either way it was a lot of fun to build, thanks for the feedback!

Got stuck on a wall almost immediately and it wasn't clear how I was supposed to interact with the game

The visuals are very stylish and it's a perfectly competent platformer, but the mechanics are all things that have been done before; would have liked to see some mechanics that explored the theme a little more.

I like the idea, it would have been nice to have more interactive mechanics, like being able to push enemies or the bunny vertically while extending the pole

Very well done, I think this is one of the best expressions of the theme I've played. Obviously could use more content, but the mechanics and themes are well realized; using a literal range of control, and sometimes relinquishing control to solve puzzles was very clever.

Interesting idea, would be nice to have a recipe list as you discover new potions

I like the art, but the visual novel / text adventure doesn't necessarily do a good job of indicating intent outside of text, which made it difficult to engage with.

Definitely a cool idea, but not exactly a game, more of an interactive experience; and most of the paintings seem to react in the same way.

Was unable to extract the archive

Love the custom art, love the idea of losing certain mechanics, but the game was extremly hard and some of the mechanics you lose are really punishing; maybe just lose the ability to move in one direction instead of all directions? i.e. when I lost the ability to move, i couldn't attack enemies that would show up behind me.

really like the custom art and sounds, the game itself is not necessarily unique though and gets old kinda quickly

I liked this a lot, the puzzles started out pretty straightforward but I really liked the extra challenge mirrors added, very well done!

The visuals were super nice, it's nice to see some 3D games being made in such a short time; The game was kinda "solved" once you figure out to only use the extinguisher when the nozzle is pointing away from the ship; would have been cool to include some variation, like the astronaut moving the extinguisher and changing the vectors

I like the idea, but I wish there were more ways to influence the adventurer, such as modifying the map or giving nudges in the right direction, as it is it feels like I'm just speeding up or slowing down a simulation.