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FussenKuh

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A member registered Dec 02, 2017 · View creator page →

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Growing up a Nintendo Kid, I think I'm required to greatly enjoy your graphics and metal take on a classic soundtrack :) 

I had fun flinging myself around. However, like Phyrocast noted, I also found it difficult to get around corners which made playing a bit frustrating. Still, I definitely enjoyed flinging myself around the oldschool landscape. Nice work!

Neat idea. I don't think I would have ever thought of a reverse tetris concept, so that scores high on my creativity scale!

My two (minor) wishes:

1. Since I was playing on a touchscreen laptop, I kept trying to touch the piece to select it. Touching didn't work, I had to select with my laptop's touch pad. I wish I could have touched it using my touchscreen

2. I wish I could hold the arrow keys to move the pieces rather than needing to constantly tap the keys. Granted, press and hold would surely need some fine tuning to get right, but I think it might make for a nicer user experience

Wishes aside, I enjoyed playing. Great Job!

WooHoo! I did something useful in finding a bug! ;-)

As for the highscore stuff, I created a simple (and I stress simple) "online leaderboard" solution for my game jam entries a year or so ago (based off a blog post from another random game jammer).  I've used it for a handful of my jam games (all Unity webGL builds) without issue. I'm not sure if it'll help you track down your particular issue, but, for what it's worth the two main gotchas that I had to overcome to get the leaderboard working in webGL builds were:

  1. My leaderboard needed to be hosted on a SSL secured site. Without a valid HTTPS connection,  the webGL build wouldn't trust the connection
  2. I had to add the itch.io domain to a cross-domain whitelist in my leaderboard website code. I know next to nothing about Web dev, so I was blindly following the blog post I was reading, but, from what I recall, since there's cross-domain shenanigans going on between itch and my web host, I needed to specifically allow itch.io to play in my world

By my recollection, neither of those items were issues if I was building Windows or Android games. They were only issues in the webGL world.

Thanks for playing and for the kind words!

As for adding a time penalty, I completely agree! If nothing else, it would help penalize any player that tries to cheat the system by just mashing on random buttons as fast as possible. It's something that I though about early on during development, then it completely dropped off my radar ;) 

You really know how to screw with someone's mind. Playing your game, I've concluded that my brain has no capability to handle on-the-fly control scheme changes! I think my highest score was 141... but, I also had a -83 at one point... that was pretty epic :)

I had a lot of fun trying to properly control my chicken and the game looks great and ran very smoothly. However, after playing a few rounds, I think I encountered a couple bugs. 

Bug 1 was that, upon a restart I'd have 3 hearts but after I hit a single obstacle, a single heart would be taken away and my game would end; my other 2 hears were meaningless :( 

Bug 2 was that I'd start running right and very quickly encounter the "fog of death"

Though, I suppose thinking about it, maybe those were both intentional? Did I miss reading that the whole game actually flips around as well and now I'm supposed to be running to the left sometimes? I suppose that might explain Bug 2.

Also, what kind of setup are you using to track your high scores? I'm curious as to why you couldn't get them working in the Unity WebGL build.

I played an early version of your game a couple days ago when the players were still blobs. Playing it again now, I like the graphical refinements you made. For whatever reason, I'm way too amused watching those little stickmen with no legs jump around.

As for the concept and theme, I think it's cleverly awesome! Also, I did pit two AI players against each other to watch them battle it out... I was more entertained than I was expecting to be.

Great Job!

68.4 seconds but I finally caught that sucker!

First up, I really thought it was clever that you built upon last year's Jam game. In all the jams I've done, I'm not sure I've ever seen anyone do that... I certainly haven't though of it but I think it's a great idea to revisit your old code!  Second, I liked the tank controls. Driving felt nice and responsive which made me think I had a good chance of catching that missile, even if it took me forever to do so.  

I suppose if I have a criticism it's that I feel a bit cheated when I'm chasing the missile, it hits a border wall and then respawns super-far away from me. It kind of feels unfair, though I'm not quite sure how to refine it without making the game too easy.

Overall, great job. I enjoyed my time playing it.  

Ha! That's awesome. Worked with DF for years. Great guy. Thanks for checking out my games. I hope you've enjoyed them!

Thanks! Glad you had some fun :

Thanks!

Simple but effective. I appreciate that you implemented both matching and slide puzzles. I also enjoyed the relaxing music.

Holy crap this is hard! Took me a few tries until I even realized how to get the first berry. Then I had my "ah ha" moment.  Really cool concept and game design! I tip my hat to you!

Also, kudos on the catchy background music.

Thanks!  I'm glad you enjoyed your time playing :)

Thanks for playing and for the kind words!

Note to self: Don't live in a house designed like a maze... my food will get cold before I find my table ;)

Fun game. Simple but executed well. I think you nailed a lot of the little details such as the animations. My favorite is when the dog crouches and then pounces. Not only does it look good, but it's a great play mechanic to give the player that last second chance to get out of harm's way.  Also, your game's music is still ringing around in my head and that's by no means a bad thing. Nice job!

I think this may be the first bit of proof that one of my games' leaderboards is inspiring replayability. That makes me kind of giddy :)

While not quite QVOW's 114, 86 is dang impressive! For all the times I've played, I've yet to come close to that ;)  Thanks again for playing!

Dang! Well played! In all of my playing, I've yet to come close to triple digits ;)  Thanks for playing and for the feedback. As I mentioned to @CFHM, I may just have to steal this tagline too:  "Stupidly Addictive" 

FYI, you're still toping the leaderboard!

Ha!  I think I might steal that as the game's tagline:  "Stupidly Fun!" :) 

Thanks for taking the time to jot down your constructive feedback. It's very much appreciated! I'm glad you enjoyed your experience, and I just have to say, reading your final line has put a huge smile on my face!

"Working but I want to keep doing it" I'm going to call that a WIN in my book!  It's certainly a very simple game and I'm glad that you enjoyed playing it!  Thanks for the feedback!

Haha! I appreciate your realization story. Glad it finally clicked! Thanks for checking out the game and for the feedback.

You win for Best Game Title!  I got all but one treasure... then that dang knife-wielding snail hunted me down :( 

Wow the level of polish on your game is crazy! Audio, visuals, controls, etc. everything is very well done. Personally, I liked the "darkness" that slowly spawned around me and then, eventually, slap me when I hung out there too long.  Well done!

I like your concept. Though, the game was waaaaaay to dark for me to do anything but randomly move around until I hit a wall. I think I sounded like the music got creeper when the ghost was getting closer, but since I couldn't see the ghost until it was right on top of me, it was tough to tell for sure.

Overall, I think the idea has promise with just a few tweaks to make it more player friendly.  None the less, nice work with your submission.

The music is a nice little ear-worm and avoiding the hall monitors was fun. After a few tries, I got 8 out of 10 pieces before I got stopped. One thing that would make the game more replayable would be if my contraband locations were randomized every restart of the game.

Nice work

Thanks for playing! Glad you enjoyed the frantic gameplay :) 

Maybe it's just me, but I couldn't shake the feeling that I was being chased by a giant Nintendo Gamecube!  Then, two and three game cubes up through level three (I couldn't get past that level). I like the game concept, but dang is it difficult to navigate around the giant Gamecubes while also ensuring that you're not plummeting to your death. Nice work!

Lousy TERROR orb... always taking away my good time :P 

I played a few times and couldn't beat my high score of... 1 (ha!)  Kudos to the folks in the comments that got 2!  Joking aside, I enjoyed the concept of your game. Navigating around obstacles was fun if not a bit slow. The orb certainly kept me feeling the pressure and it might have been a bit nicer if it moved a bit slower (or I moved a bit faster) because I found it rather difficult to keep my distance from it. I also would have loved some audio. But, hey, we're coding under the gun here. We can't get everything implemented. Well done!

"A work in progress but hey I did something"  Isn't that what all of us are saying ;) 

This may be a work in progress, but it has an enjoyable core concept that you can continue to build on and refine! The tank controls very well and the missile does exactly what it's supposed to do: Track the player.  Sure, it appears that I can park my tank behind a wall and basically be invincible, but little refinements can address those types of issues. Maybe the missile blows up and a new one spawns? Maybe the missile has a bit more brains and learns to curve around walls? Maybe the score isn't just purely time-based, but based on distance traveled. The possibilities are endless.

Keep refining and what's currently a fun work-in-progress will turn into an even more enjoyable full-fledged game! Nice work!  

Frankly, I didn't care how well (or poorly) I was doing while playing. I just couldn't get over the cuteness of my flying dog's tail wagging as he flew around and around attempting to rid the word of the evil cats!

Also... loved the Starwars scroll at the beginning of the gam and the beautiful acronym title. I may have sucked at the game, but I had a smile on my face while losing. Well done!

If sheep falling from the sky is wrong, then I don't want to be right! Yes, as I played I was greatly amused that my fully partially animated low-poly sheep were so excited to see me that they were literally falling from the sky to get close to me :) 

The gameplay is actually quite peaceful and music pleasant. Then, you realize that these little critters are blindly following you to their own deaths... dang, that got dark quickly. I applaud the ambition of all the features you've attempted to integrate into the game. Even if some of them aren't quite as polished as you may have liked, it's still quite an accomplishment!

Snake, but with chickens and a pesky cat... I like it! I played for several rounds improving on my score each time. I liked the strawberry speed burst, but quickly realized that I had to worry about that speed ramming me directly into a wall!

Not sure if it was just my screen, but, the top of the game was cut off while I played so I really couldn't see my high score which was a bit of a bummer.  None the less, I had a fun time. Nice job!

Interesting concept. There's always a bit of dread when there's darkness all around you. Then you heart starts beating a bit faster when that beating/clicking picks up pace because you know "something" is getting closer.  I also thought it was a nice touch that I didn't seem to be able to run while holding a gem. It made for an interesting mechanic of dropping what you need to get away knowing that you'd eventually have to loop back later to pick up what you dropped.

Nice work

Gotta say, I was slightly disappointed when I realized that there were actually no ducks flying around in outer space!  But, I quickly got over that let down with the soothing music and enjoyable gameplay. I REALLY liked the spherical world and art style. However, as others mentioned, the camera was a bit jarring at times. I also was a bit confused why I died the first time I played. Turns out, I hit the land. I was warned about the herrings, but no one warned me about making landfall! None the less, I just restarted and relaxed a bit more as I collected my baby ducks. I think my record was 13 collected.

Nicely done!

I could tell I was in for a treat from just looking at the title screen. Nice aesthetic, quality music, attention to detail with slick menu options. The gameplay lived up to my first impressions. Everything worked rather well. The puzzle difficulty ramped up at a nice pace and yet the game was very forgiving so if I got something incorrect, I was able to jump right back into the level within a handful of seconds.  My complements to the team! 

Fun little game you got here!  I cleared the dreaded domes in 103 seconds... though, I was avoiding all sorts of purple spheres at the end.  Even if things aren't quite as polished as you may have liked, you checked off a LOT of boxes that made this an enjoyable little romp. I got a mini-map, responsive controls, sound effects, music, high scores, etc. Well done!

Gotta say, I chuckled when I picked up the box for the first time and saw those bulging eyes! Your animations gave the game that little extra pizzazz. I also appreciated the tutorial as you played. An integrated tutorial makes a game 100% more awesome, in my opinion.  

I did encounter an issue with the game. On level 3, I decided to pick up the box and then proceeded to fall off the left side of the gameboard. No worries! I'll just hit E to respawn at the checkpoint ! The respawn worked, but with one little issue. The box didn't respawn. So, now I'm a poor knight without a box :( 

That bug aside, nice work! 

Thanks for checking it out! I'm glad you enjoyed it :) 

Thanks! :) 

Thanks!  I'm glad you enjoyed checking it out :)