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A member registered May 04, 2020 · View creator page →

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I was thinking the same thing

I have two major problems with it:

  1. It is difficult to tell depth, there should be textures on the walls.
  2. The awkward movement controls combined with the standard camera controls make it difficult to navigate.

Cool concept.

Do the pickupables help to build the snowman? I couldn't get to that because the minute time limit is pretty short.
This game also seems to be using some advanced Unreal effects, I have a powerful machine and my fans kicked into high gear. You might want to put the effects on low from the start in the future.

Cool aesthetic tho

I enjoyed the concept but I felt that the handling was too slippery with almost no traction, which did not match with the level design which demanded precision. I also got stuck in one of the holes as a big ball in level 3.

125 is the resource cost of the turret. Look at the bottom bar and the main island to see how they both shrink. It’s part of the “spend money to make money” trade off that was a central mechanic from the game’s inception.

Thanks for your feedback!

Cool style fs.

Cool time based mechanic.

A really cool take on Snake. The obstacles in the red circle were a little hard to see though, not enough contrast.
Good job!

We had that but there was a bug where the enemies couldn't attack the drill so we removed the navmesh obstacle last minute. There is still a collider on the drills. I believe the gun uses a raycast, the turrets possibly don't (I didn't make them), that's probably why they work and the guns don't.
I'm glad you enjoyed it!

It's a huge shame that the game was bugged, the art is great and the mechanic could be interesting! Make sure to make a Windows build for your games next time, and don't forget to test!

Where am I going?? Which way is up???

I really loved the zany nature of this game. I think the controls, music and animations really reflected that. 
I kept encountering a bug that would make my car 20m and then my screen would spaz out and freeze.
Cool concept!

I liked the colors! I think that the sun is a bit too bright/overexposed though. The large jump felt very floaty and slow. Most of all, I wish the size switching mechanic was utilized more.
I enjoyed what I played! This could be great with more polish!

Great art! The game was glitchy for me though. I kept getting to a point where the camera would lock in place and I couldn't continue. The key bindings were also kind of awkward, I wish they were closer to WASD. I would love to play a version with these issues fixed!

I definitely enjoyed the art and style. The instructions screen on boot up kept flashing and disappearing before I could read it. I don't just think the mouse sensitivity is the problem, but also the mouse acceleration feels kind of weird; not that it couldn't work, but it needs some tuning. The FOV also felt too narrow.
Other than that, good game!

Great style and presentation! The colors are beautiful! I also enjoyed the main gimmick of sacrificing one advantageous thing for another, in this case snowball size and speed for an attack. It reminds me a bit of the game I helped make for this jam in that way, sacrificing resource to help get more resource (which was partially inspired by F-Zero's mechanic of sacrificing shield to get a speed boost).

Though the speed of the game may just be a personal preference.

Good style! I enjoyed the presentation! The cloud shadows scrolling by was a nice touch. I personally would remove the chromatic aberration and possibly add a slight depth of field to the background. I also wish there was an in-game tutorial and I think that the gameplay loop is a little too long for a game jam game. Other than that, good job!

A cute little fun puzzle platformer. I found out that both slimes do not need to be across the finish at the same time, they both only just need to touch it at one point.

I really enjoyed the aesthetic.

Btw if the scaled objects are meant to block the lasers, they never did that for me. I always felt like I cheesed those levels by glitching the scaled object so I could stand on top of it and walk across.

Fun concept but pretty buggy. Perhaps limiting the size the objects can scale to (including not going negative) would help. Also there is no quit button or automatic quit after the credits roll.
Could be great with some more polish and smarter levels!

A quaint little game. I enjoyed it.

Reminded me a lot of Getting Over It. My fingers got pretty tired lol

The enemies get "stuck" in the drill is a side effect to the last minute fixing of a bug where they could not attack the drill at all. They can still be attacked using the turrets though.
Thanks for your feedback!

Thank you for your feedback. We went through several different iterations of the game with different mixes and matches of the mechanics. Through playtesting we found that prior versions were too difficult for players so we decided to make it easier and more accessible for the jam with a tutorial level and a relatively easy main level. There was also a scaling system that would gradually make the game harder to prevent the kind of tactic you tried but we found a major bug in it last minute and had to remove it. The upgrades system was also not completely fleshed out due to the time constraint and only one person working on it, nor was it playtested extensively.

Balancing the game was the biggest challenge when developing it; we did the best we could for the time we had but it certainly could have been better. There are some commenters who have said it was too easy and some who said it was too hard. If we went with one of the previous versions most of our commenters probably would have exclusively said the latter, so I'm glad we put a focus on ensuring everyone could grasp the mechanics rather than creating an intense and demanding challenge.

Thank you for your feedback. We went through several different iterations of the game with different mixes and matches of the mechanics. Through playtesting we found that prior versions were too difficult for players so we decided to make it easier and more accessible for the jam with a tutorial level and a relatively easy main level. There was also a scaling system that would gradually make the game harder to prevent the kind of tactic you tried but we found a major bug in it last minute and had to remove it. 

Balancing the game was the biggest challenge when developing it; we did the best we could for the time we had but it certainly could have been better. There are some commenters who have said it was too easy and some who said it was too hard. If we went with one of the previous versions most of our commenters probably would have exclusively said the latter, so I'm glad we put a focus on ensuring everyone could grasp the mechanics rather than creating an intense and demanding challenge.

Har har funny title
Multitasking simulator

A little jank, but a fun BOTW style climbing game nonetheless.

Thank you for your feedback!
Unfortunately the enemies bug was caused by fixing another even worse bug.
We wanted to balance more and create a challenge that would require truly utilizing the games mechanics but felt it would be best to make it easier and more accessible for the jam. We also thought of and experimented with multiple methods for traversing the islands and eventually went with a glider, which was honestly the best of them.
The presentation was meant to reflect the slightly dystopian themes of the game, I'm glad you enjoyed it! And you complimented my writing too, thanks!

Thank you!

Thank you!

That's due to a navigation bug that we had to fix last minute where the enemies could not attack the turret. The side effect was that you can't shoot them with your gun.
Thanks for the feedback!

Good music choice. There isn't much variety to the gameplay (though the difference of the plane is appreciated) but the game does get across how big the Great Pacific Garbage Patch is. I think that the style and colors fit too.
I enjoyed the game and think it is an effective piece of advocacy.

I liked the concept and enjoyed the gameplay! At the very beginning, I was a bit unsure what was an obstacle and what was just a prop in the background (I apologize for not reading the instructions beforehand). Some clearer indication of what was what (maybe outlines on the obstacles and/or less saturation or a bluish tint on the trees and bushes to indicate that that they are in the background would help. Also, most bushes are dead in the winter when there is snow! And the trees should be pointing upright!)
Good game!

Over time I started to enjoy the game. That being said, I felt bombarded by mechanics at the very beginning that weren't explained very well and left me a bit confused and frustrated for the first 3 minutes until I figured it out. I think an easy tutorial level would have helped ease players into the gameplay loop. I also think that the timer might be better as a screen space UI element, having it be world space is pretty challenging especially in the beginning.
There is potential here!

I had the hide cursor script enable on Start() but idk why they did not work in the tutorial scene. It was a bug we were not able to fix before submission. After submission I realized that it may have been because of the 3rd party dialogue system we used for the tutorial (I had never used it before).

Thank you for your feedback. We had multiple different versions of the game; earlier versions had fewer islands, they would shrink much slower, and/or there would be increasing cost of buying drills and/or turrets, which would incentivize players to spend time at each island and disincentivize hopping from one to another without giving each much thought. Most of the other versions were much more difficult and demanding, and during the last day much of our time was spent balancing, creating a tutorial level and making the game easier and more accessible. We also had a scaling system that we had to remove last minute because of a major bug. The final version of the game does not fully flesh out the mechanics or balance them in the best way but it's much easier for players to grasp and complete and it's less frustrating.

Balancing the game and effectively teaching all the mechanics to players was arguably the biggest challenge of its development.

Thank you for your feedback. There was an AI navigation glitch we had to fix last minute, the side effect being that enemies could get stuck in the drills and could not be shot with the gun; however, the turrets can still shoot them.