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Garrett Dockins

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A member registered Jul 02, 2019 · View creator page →

Creator of

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Thank you so much! I was kind of worried when I started making it that the rebinding idea would exhaust fairly quickly, but having played around with it, I really have only scratched the surface with this premise!

Thank you! I'm glad you liked the premise! ^^

Hey! This is a nice foundation for a good puzzle game, good work on this! It's a little confusing when you just start out, including the tutorial directly into the game in the first levels would help the player learn the ins and outs of the clibs smoother. Nicely done!

The art and animations were really nice! I loved how much theming you put into this, very impressive stuff!
The gameplay concept has a lot going for it, though I was able to win just by sitting at the front and hammering space for the most part. Still though, great work!

This was a lot of fun! The animation and design of the main character is very nice, and the mechanic has a surprisingly amount of depth to it. It feels clunky at first, but when you get good at throwing and chasing it you can get moving very fast, which is super satisfying!

I really like the idea! Turning the situations into cards that always stay on screen was a really smart move- it makes each of your decisions feel more impactful. Great job!

Thank you! Yeah, I really want to push the possibilities of what the different combos can do! :) Not free to check it out right now, but I'll play your game later today!

I loved this, amazing work! Incredibly creative idea, there's a ton of potential to this! It's very satisfying to solve each puzzle, and the difficulty curve is really nice, though It took me a lot longer than would have been preferable to figure out what the final word was before I could start solving how to make it.

Thank you so much for the feedback! I'm glad you seemed to enjoy it at least a little bit! 
Yes, I do agree with the negatives you posted- a lot of the time I spent on the game was actually on refining the controls. If you find it unresponsive at times now, you should have seen it before! originally you only had 8 frames inbetween taps in order for it to count as multiple, but I found that was too difficult and after many tweaks it's now at 15 frames. I was also thinking about making the triple tap (where you can aim without moving) stop the ship completely in place when you activate it, but i didn't ever end up testing how that felt. Guess that might be in the Post-Jam update (along with sound effects, music, a main menu, and hopefully a healthbar and death state)! 

I am sadly away from my desktop at the moment, so I can't work on the game right now. I may tide myself over by making another small game as additional unity practice in the mean time.

If you have the time, try mine! (it's completely fine if you don't though!) 


https://domitore.itch.io/morse

Nice game! It's really tense when you miss a shot and have to weave through enemies without a weapon! there did seem to be times when the game wouldn't let me move, I would just be stuck only being able to left and not right, or sometimes I couldn't move left or right at all, only jump.

Thank you a ton!

And yes, I completely agree! on the sound effects. we actually tried to make some sound effects, but they ended up not quite sounding "right" and with only a few hours of the Jam left, we decided it would be best to focus on bug fixing some of the other stuff. I'm glad you liked regardless!

Thank you so much for the feedback!

I originally intended for there to be a failure/death state, but I realized that the tutorial took a disproportionately long time to get through compared to the difficulty of the enemies (especially the shooting ones), and so at the last minute I scrapped the death idea and had enemies annoy the player instead. Given more time, I definitely would've had more there!

The same thing goes for the boss fight as well, I did originally plan on there being a boss fight! It would've been a large, circular spaceship that took up most of the room, and slowly rotated while performing different attacks (spawning enemies, various bullet hell-y projectile patterns). I find the idea is most interesting when the limitations are being pushed, I.E. when you have to multi-task in a ship literally incapable of doing so.

Love how satisfying it is to destroy enemies! This could be really cool if it was developed further. Making the movement and act of shooting just as satisfying as the explosions and I would have had trouble putting it down!