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Gingerello

46
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A member registered Mar 12, 2020 · View creator page →

Creator of

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Hi, but where does the scavenger theme fit in a car racing game?

Wow and you did it in only 1 hour?  :D

Thank you very much, you have been very kind. You have hit the nail on the head for me. I want to bring new or unusual mechanics to the next jams as well. And of course I will also try to improve the other aspects based on the feedback I was given.

Thank you very much for the feedback, this is something that so many of you are pointing out to me, so I will treasure it. Thanks again for playing! ;)

Thanks for the feedback, what you say makes perfect sense. I would have liked to have had more time to test it and correct these kinds of errors. Thanks for trying it out :)

On the contrary, I really thank you for your feedback! :D

I thank you for explaining your gaming experience in detail.

I am sorry it turned out to be frustrating, I did not intend to create a rage game.

Certainly the feeling of punishment is legitimate, but not intended. Once the first invisible obstacle was encountered, I thought the player would be more cautious, let's say, towards all game elements. Warn him here in my opinion would have made the effect less, although I agree with you that it was too punishing.

I had initially tried to implement the same revealing splash mechanic at Trail, but realised that not being able to give him a Collider was impossible. 

Perhaps I could give him a sort of aura, increasing in size with each death, which would have the same effect as the splash but follow the player and allow him to identify the nearest obstacle to reveal the danger? What do you think?

I'm really happy to have this kind of dialogue with you. :)

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Thank you, every impression is important. :)

You are absolutely right, I actually felt the lack of a graphic designer, a level designer and an audio expert. :P

I think the only way to win is to play in 2 people :D

And I don't think you were even the only ones, there was someone who subdued like three seconds before the end of time. You guys are really top notch ahah

I would say that you have come very well to the finish line! 

There were many games with their interesting uniqueness, but I must admit that I gave the best rating to yours. 

You nailed it.

Thanks for the encouraging feedback! :)

But I saw that you are very expert in video games, so I ask you to be more critical to allow me to improve. :P

Is there anything that particularly bothers you? 

Thanks again

I mean the positioning of the platforms in relation to the squashing mechanics. There are points where it is difficult to get to and once you get there, the last thing on your mind is to throw yourself down to make the next ascent easier. Due to the layout of the platforms, there are points where you get stuck easily and it becomes frustrating, so it would be convenient to be able to commit suicide to make those points more accessible or change the layout to make the learning curve less steep right from the start.

However, I'm no expert in level design either, so take everything with a grain of salt. Probably, as was the case with my game, it would have been useful to have a little more time to test the game and balance some aspects of positioning.

If I'm not mistaken, you also published first, not bad for the time you gave yourself.

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Oh my god, I love making little men fall over by throwing tomatoes at them!

Maybe the only thing in that context is that morally it's a little cruel... if a person fails at something in life, chasing him down to throw tomatoes at him isn't very interesting.  I would have skipped that part of the narrative.

But the sensitivity of the mouse is excessive for me, it made the game even in easy mode much more complicated.

In my opinion the idea does not aim for originality, but it is well made in all its components, it is also polished. 

You wanted to play it safe, but a good job still came out. 

Well done!

Simple idea but I must say pleasant!

Smooth and fun to play game mechanics.

The only flaw is that the girl is too skinny and I can't catch her easily haha

Jokes aside, graphically it's a bit sloppy.

Very nice idea, graphically nice and well done in the programming part.

The thing that I perhaps liked least was the level design, in some points I got stuck without the possibility of dying to make it easier to get back up.

The dying mechanic to make that area "walkable" is truly brilliant!

In the game I made I brought a similar idea, but being a platformer I had to think of something different.

Consistent with the theme and the special object, I am pleasantly surprised.

At first I was hoping that the game would proceed with the cat, animated well and with satisfying environmental graphics. 

Unfortunately the game then turned out to be completely detached from that introduction. 

Speaking of the game within the game, nice, but I didn't quite understand the correlation with the theme.

I really like the retro style graphics, the gameplay is also fluid and fun.

I wonder why you decided to unlock the double jump only after the dash, this in my opinion adds a difficulty in using the commands for our cultural mapping.

Cute platformer, consistent with the theme and use of the special item.

I would have liked the elements that kill you to be better distinguishable from the background. Trivially you can use an outline sprite.

Very nice idea!

Maybe it's a bit my kind of game when I want to chill.

Unfortunately, after clicking on a box and then on the basket, the object is not deleted.

Fantastic idea, nice reinterpretation of the theme and use of the special object.

I am touched. <3

I like the game itself, but it should have been done in 2d top down, it would have been much better.

And there should be a score or survival time timer at the top to give the player a goal.

Very nice idea.

I would have liked it if the character instead of just having lives had an A rating and by getting bad ratings his score would drop and by getting to F he would lose.

I would also have had the tomato shoot something more inherent to the theme, for example the player's current grade, so if he has an A he shoots a sprite with an A drawn on it and goes against an F for example, averaging it out mathematically.

Graphically very satisfying, even the tomato is just one of the ingredients, unfortunately it does not stand out as a special element important for the completion of the game.

Spectacular, I like the game mechanics, the music and the graphics!

However, I cannot find a strong connection with the theme of failure and the use of the special item is more part of the game narrative and background graphics rather than a key element in achieving the goal.

Could you explain it better to me?

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Thanks to your feedback I have updated the game to solve some problems summarised in:

- Fix colliders

- Added sound options (P/Esc)

- Changed Jump and Background music

- Improved Character Movement

- Fix transition

(2 edits)

Thanks to your feedback 

I have updated the game to solve the problems you have highlighted, summarised in:

  • Fix colliders
  • Added sound options (P/Esc)
  • Changed Jump and Background music
  • Improved Character Movement
  • Fix transition

I tried to replay it, but when I got to a room with 3 ‘bosses’, I couldn't defeat them in any way. It is possible that I was inflicting damage on them (or not) but the important thing would have been to give feedback to the player in real time.I realised on replaying it that neither the simplest enemies nor the ‘bosses’ actually damage me even if I meet their attacks, I don't know if this is intentional.

Graphically it's nice, you can tell it's handmade (that's good), as are the animations.

I'm a bit dubious about the level design, but I don't think I can speak as I'm neither a designer nor a design expert, quite the contrary.  ;P

Exactly! 

That is exactly the core-mechanic that ties in with the concept of failure: by dying from the various invisible elements you are able, thanks to the tomato stain, to see part of the obstacle in order to avoid it.

Thanks a lot for the feedback though, maybe I can work on recognising this mechanic from the beginning.

Thank you very much for the feedback, they are all valuable suggestions! :D

You are absolutely right, I spent less time than necessary on testing to calibrate the difficulty.

I thank you for the constructive feedback.

Hi, I tried the game, I wanted to ask you how did you interpret the theme of failure in the game?

Hi, which button do I need to press to exit the first room near the vortex?

Could you please add the list of commands in the game description.

Hi, thanks for the feedback. 

On many of the things you pointed out I agree with you, it's the most basic of prototypes, it's not a game yet and the polishing part I really skipped it, trying to focus on getting the game done in the time I had available (I had other weekend commitments). 

All in all I'm glad you found some latent potential, it was a fun and important experience for me. 

I hope you can try the game again with the addition of checkpoints (only in the browser version), they should make the gaming experience less frustrating. 

Let me know!

I added checkpoints because in testing I realised it was too complicated to proceed. I hope this helps.

Very intriguing and fun!

I liked the game, I just had some problems identifying where to go to buy a clod of earth. I am ignorant on the subject, but perhaps the initial text wall could be modified with a visual indication of the keys with their function written underneath. Congratulations again :)

Thanks for the compliments, obviously 5 hours spent on Paint! haha The whole thing is very crude, it works like a prototype, but obviously it is the product of a beginner. I should have spent more time on it, but I decided to settle for it because I was a bit tired .. eheh

Thanks for the praise, but I have to admit I made it topdown by evaluating my artistic limits. :P

You're absolutely right, I could have spent my time better than "packaging the product". I'm here to make mistakes and learn. Thank you for the valuable feedback.