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Irrelevant_Pierogi

85
Posts
A member registered Apr 13, 2024 · View creator page →

Creator of

Recent community posts

Thanks so much! Happy you could get through it!

Thanks for playing!

Thanks for playing and for the feedback! And yea, there's some polishing to do once the Jam is over!

Thanks for playing and thanks for the feedback! I put some good thought into how I could teach the players seamlessly, and I'm glad that it paid off!

While the implementation is fairly straightforward, the idea of a bunch of mini-levels across a larger area can have a lot of interesting applications and I'd love to see more! (Also the art and music was great!)

Really cute and fun!

A really interesting take on the theme! I'm interested to see where this genre bend goes from here. 

Chaotic in the best way! A lot of possibility in the design space, and a lot of possibility even with what you have here for gameplay!

Thanks for playing, and thanks for the feedback! I'll definitely be tightening things up after the Jam is done!

Thanks for playing and the feedback! Yea, aside from the physics jank, (although the "inchworm" effect of moving boxes is an enfeatured bug) UI/UX is the biggest thing that needs refinement. But as a proof of concept prototype, I'm happy with how it turned out!

Really cool concept. Offers some interesting brain-bending bits, and invokes (as has been said) Inkscryption and that one end-game temple in LoZ: Skyward Sword. Finicky, obtuse, and jank in places? Yes, but this is a solid foundation for a short, but clever and more polished experience!

Well, thank you! And thanks for playing! 

Thanks so much! The feedback has been fantastic as well!

Thanks so much for playing!

Thanks for playing! And yes, I'm working on figuring out post-jam fixes for controls.

Thanks so much for playing!

Really fun with some great animations and art in particular!

So, a lot of games have both the "scale high" theme and the "literal scale" theme interpretations, but the blending of the two here is really clever!

Really fun and cute! Playing as characters of two different scales is a nice interpretation of the theme! I also found the art style very charming!

(2 edits)

Being invested enough to ask for a  solution is unironically the single biggest compliment I have received yet! Actually, the "inchworm" interaction was absolutely intentional! In fact, that is part of the solution in the pictured image. 

If you want more than that hint:

*Spoilers* 

As hinted in the J button tutorial and used in the aforementioned 2 pillar inchworm tutorial, you "move" the box on the ledge onto the pillar, you can then expand it horizontally and vertically while standing on the pillar to have a "stairway" to reach the ledge! 

*Que Bad Piggies Theme* Really fun and experimental! Also the title is just *chefs kiss*

Thanks for playing!

Scale puzzles are always fun, and this one is no different! 

There's a lot here that i like. The use of the previous structure to rotate pieces, the abnormal pieces, the really abnormal pieces. Discovering the different layers of nuance was accessible and fun. Great job! 

Really interesting once you wrap your head around it! It could possibly use some clearer tutorialization within the game itself, but that is a post-Jam kind of consideration for something as involved as this. 

A clever idea, reminds me of Incscryption's scale health mechanic, just spun out into a full game in its own right. There is some jank, but hey, that's Jamming and with a late start no less. Would be really interested to see this design space investigated further!

Thanks for playing! 

It was initially just a visual indicator to save on UI dev, until I realized that it could be used for platforming.

Thanks for playing! Also, this was a solo effort!

Very fun game you have here! Insofar as I've seen, influencing the rate of rescaling isn't something someone else has done, so it stands out and requires a novel skill. One nitpick, the score doesn't reset between runs, so I was able to get the "high score" in just three runs of cumulative scoring. 

Ya ever become so massive you fall into the Backrooms? Spherecat has.

Really fun and clever! I had a lot of fun with it. That said, the link to the theme is very tenuous.

So, I initially missed the aspect that you used the robot to climb up to the moon, and so was confused why nothing happened once I made it up. Using tetrominoes to build a platforming level is a fantastic idea implemented well here. Very brain bending and very fun!

Super fun, I love that you made the bullet patterns change with larger and larger enemies to ward off monotony. 

Thanks for playing, and the compliment! I tried to get everything I could out of what little I added!

Thanks so much for playing! 

cool sfx!

The Grow/Shrink is just two bits of down-pitched slide whistle, lol. 

Really nice! The upgrades are all simple enough to be understandable while also having enough nuance to be useful! 

Really cute theming and some clever puzzles that make use of all of the implications of the mechanics. Very high quality!

Thanks! I feel like the concept has a lot of potential, so the response this has gotten has been very encouraging. Thanks for playing!

Very cute and a fun play on a common couple joke. As for the ending narration, do I smell further developments on the horizon?