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Harrison Rooney

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A member registered Jul 08, 2020 · View creator page →

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There is no global leader board, so I'm not really sure to be honest, but I mostly made it so you can compete with yourself to try to personally improve and just have some fun!

Thanks for the feedback!

  1. Good to know. The minimap was sort of a last-minute addition with some extra time I had because I thought it might be helpful, but I guess it was a bit more than I expected it to be haha.
  2. Interesting, I'll have to take a look at that. Not sure why that's doing that.
  3. Ah, of course the good ol' neglecting a "picked up" flag.
  4. I wanted to force all the keys picked up, but this should get fixed once I fix the above issue.

You really were speeding toward the exit on that one weren't you haha. Always manage to break my games, best playtester out there!

Fun little puzzle game, I liked it very much!

I ran into a very strange bug where the orb of light moved at the speed of a snail for some reason. I thought it happened when I clicked almost right after the orb respawned back at the flashlight, but it took about 3 minutes before I just restarting the browser and tried it on another level. Managed to recreate it on another level by just spam clicking while it returned to the flashlight. Couldn't do it every time, but it wasn't extremely challenging when it did happen.

Fun little game! Always love when people use Unity's particle system :p

Something you could do is make it so you can cycle through the colors both ways instead of just one direction. I sometimes found myself accidentally overshooting the needed color so I would have to cycle all the way back through. I would also maybe decrease the spawn timer as the game goes on to add some more challenge or even up their health.

Surprisingly hard for something that seemed so simple, but that's not a bad thing! Really fun to play and had me really wanting to keep playing and finish every time I died. Nice job!

Awesome idea for a little puzzle game and very well executed! Definitely wanted more levels at the end of it.

I found finishing the level allowed you to "finish the level" forever as long as you moved off the square and back onto it until the next level was loaded (it essentially just loaded the text over and over again, so no biggie and probably an easy fix!).

Really great job!

Nice little game! I did find that if you won and then died some of the mechanics would occasionally become weird and the movement wasn't very responsive, but really nice for 3 hours. Can definitely build on it if you wanted to!

Definitely a very cool game, as always well done! The audio gave it a fitting club vibe and brick-breaker-esque games are always a win in my book.

The collision between the ball and the paddle seemed a bit strange at times (sometimes it would shoot off to the side even if I didn't move the paddle at all), but a great game from 2 great devs!

Thanks for playing! Yeah I agree haha. Had a bit of trouble with this theme so proper balancing was challenging toward the end with the leftover time.

Thanks for playing! I'll definitely consider some more crate features if I come back to this one, thanks for the feedback!

Thanks! And thanks for playing!

Fun little game, nice job! Looks and feels very similar to the last potato game, but you managed to spin it around into a completely different puzzle game, very clever!

With more words and maybe taller pyramid options this could become a really cool word-puzzle game like Wordscapes.

Thanks for playing! I was thinking about adding 4 exits, but for some reason just settled on 2. I somehow never thought about that during testing haha, I'll go back and adjust that after the jam. Thanks!

Thanks for playing! I unfortunately didn't have time to implement a "winning" state, just go for the highest score possible!

Thanks! That's very strange, I'm able to do everything when I load it, and it seems like everyone else that tried was able to as well, so I have no idea why that would be happening. Maybe try going fullscreen on it or making sure you're tabbed into the viewport? I have absolutely no idea, but that's really unfortunate :(

Thanks for the feedback! I did find the creation of the pieces a bit annoying myself when testing, but time was sadly not on my side. I'll definitely be sure to look into the creation/editing of the pieces though when I go back to add more levels and fixes!

Thanks! My original plan was to have it always do the same thing, but I really liked the randomness when i discovered it, so I kept it.

Simple but fun game! My touchscreen allowed me to spam clicks up to 311 haha. Nice job!

Fun game! I did find a bit of a cheat though, in that I could just spam the arrow keys while in the air and get the combos pretty easily. Maybe add a multiplier reset if you mess up the order? But really awesome job!

Thanks for playing! I will definitely be adding more levels after the jam for different difficulties and such :)

Thanks! The physics material in Unity can give some fun results haha.

Thanks for the feedback! I was planning on adding some more levels with stationary obstacles, etc. for different difficulties, but I really wanted to focus on getting everything solid before I moved on, and I unfortunately just ran out of time. UIs take a while for me haha, but I'm planning on going back after the jam to do some updates!

You, sir, just made my day haha. I was almost positive I removed the ability to move those obstacles, but I guess they somehow got added back. I will do a quick fix once the jam is over, but super awesome, and this is definitely a new record!

Thanks for the advice! I did notice that tended to happen when I was testing last-minute movement speeds and such, I just didn't have enough time to spend going through different ways to try to fix it as I was already cutting it close. Might just do that in the future, though!

Thank you so much! I had to make the upgrade aspect as condensed and straightforward as possible to make time for everything else, but I'm pretty happy with how it turned out given the time!

Thanks so much! I really wanted an upgrade aspect, but obviously the 3 hours were fairly tight (especially since I'm bad at graphics), so I made it as simple as possible. Each upgrade probably had like a max of 6-7 really simple lines of code.